Posts Tagged ‘Encounter-Design’

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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Vampire’s Creep and other stories: Working With Places

What’s the first thing you think about when considering a location in an RPG? There’s no one right answer to that question. A lot depends on why I’m thinking about that location at all. Location: a place for things to happen A location is not a simple thing to pin down. Let’s say that we’re […]

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Creating Partial NPCs To Speed Game Prep

How much character do you need? Or, to phrase it another way, how much character construction do you have to undertake in advance when creating an NPC? You could simply have a random character generator throw up something to avoid any character construction, but the results never seem to mesh properly with the situation in […]

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Ask The GMs: My table runneth over (too many players)

How do you GM when you have more players than you can handle?

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If Then Else or Maybe: Witchmarsh and Plot Interactivity

A review of the promise of Witchmarsh, a promising new RPG videogame in development, and the lessons & value it holds for tabletop RPGs

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Growing Plot Seeds Into Mighty Oaks

You’ve picked an Adventure Seed – it doesn’t matter where it came from. The first step to transforming that seed into an adventure that is everything you want it to be…

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Inversions Attract: Another Quick NPC Generator

You can never have too many quick NPC generators. Choice means that you can pull out the weapon most suited to the needs of the moment, achieving better solutions in less time and with less wasted effort. This article describes one that I often use when I need the NPC to have one specific character […]

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Ten Million Stories: Breathing life into an urban population

The sheer scale of a modern urban environment is something that we all tend to take for granted. It’s so hard to grasp it, because we only ever see the very tip of a very large iceberg – with far more than nine-tenths of it removed from our sight. In any city there are the […]

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Swell And Lull – Emotional Pacing in RPGs Part 2

I didn’t want to split this article in two. You really need to have read part one before you can get full value from what’s below. So I’m going to assume that you’ve done just that, and don’t need a synopsis to refresh your memory, and just dive straight in… Transitions & Global Emotional Flow […]

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