Posts Tagged ‘Encounter-Design’

Stealth Narrative – Imputed info in your game

I was incredibly tired after Co-GMing on Saturday – while the game session went well, this was only the second time that I have GM’d since undertaking a regime to control my blood sugar after the recent Diabetes diagnosis, and it took a lot more out of me than I expected. In fact, I ended […]

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Always Something There To Surprise You – Plots as Antagonists

The subject of today’s article emerged during a twitter discussion between John Kahane (@jkahane1), Joe Kushner (@JoeGKushner), and myself (@gamewriterMike) on Twitter last week. The conversation started when I mentioned to John that I had just started a mystery plotline in my Zenith-3 (superhero) campaign, and that special effort was going to be needed to make […]

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A Serpentine Slithering To Adventure

Today I get to do something I haven’t done for a while, and that’s review an adventure — in this case, The Snake’s Heart from Wild Games Adventures in collaboration with Moebius Adventures. First, though, a caveat or two (which I also pointed out to the co-author, Fitz, when he offered me a review copy) […]

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A Singular Performance: Roleplay and General Principles in one-player games

This entry is part 2 in the series One Player Is Enough

This entry is part 2 in the series One Player Is Enough A brief recap: Quite some time back, in an Ask-The-GMs, I discussed singe-player campaigns in what seemed at the time like quite a lot of detail. After recently starting a Dr Who single-player campaign, I decided to review that article to see if […]

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The Final Twist: Dec 2014 Blog Carnival Roundup

So the month is over, ending with the Bang of New Year’s Fireworks, and the Blog Carnival has migrated to the care and attention Nils over at Enderra – best of luck, Nils! Every time you propose a topic for one of these, you have to worry that it will not inspire others; that it […]

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Alien In Innovation: Creating Original Non-human Species

This month’s Blog Carnival is hosted by my buddy (and ex-partner here at Campaign Mastery) over at Roleplaying tips. The subject is Races and Species and everything that goes with these concepts. This is the first of two articles I have planned and written for the Carnival. How do you create an original alien species? […]

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Super-heroics as an FRP Combat Planning Tool

When you’re designing a battle for an FRP adventure, how do you make it different from every such battle that you’ve had in the past? How do you make it more interesting than a mere dice-rolling exercise? It’s even more difficult than it sounds. I have a novel solution to offer to these problems, but […]

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There’s Something About Undead – Blog Carnival Oct 2014

Halloween, things that go bump in the night, and all things spooky, creepy, scary, or just plain haunted. This month’s Blog Carnival, hosted by Scot Newbury at of Dice and Dragons is devoted to the subject… and this is Campaign Mastery’s contribution. BWAH-HA-HA-HAAA… I’ve got a problem with Undead, and I think it’s one that […]

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Race To The Moon – a lesson in story structure

I was catching up on a Documentary series recently aired on Australian TV over the weekend just passed, called “The Sixties”. Each episode attempts to encapsulate one aspect of the singular decade of my birth, whether it be the Civil Rights Movement, the War in Vietnam, or – in this case – the Space Race. […]

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A Population Of Dinosaurs and the impact on RPG ecologies

How many types of dinosaurs were there? And how can a theoretical examination of the question be applied to RPG games? This is going to be one of the more unusual posts here at Campaign Mastery. For a start, it’s full of maths, and for another it’s about real science (at least at first). But […]

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Things That Are Easy, Things That Are Hard

There are lots of things that are hard to do, or at least to do well. This article is about two of them, and a Kickstarter project that looks like a serious attempt to do both to a very high standard. Challenge The First The first is low-level adventures. Many GMs find these difficult to […]

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The Flunkie Equation – quick and easy Hors d’Combat

A few weeks ago, I described my processes for creating Partial NPCs, a methodology that determined how much NPC definition was needed for that NPCs role in an adventure, in Creating Partial NPCs To Speed Game Prep. This was described as essential know-how for the article that I was originally going to write and publish […]

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