Posts Tagged ‘Game-Mastery’

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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Swell And Lull – Emotional Pacing in RPGs Part 1

Swing Swing Dodge Swing Scurry Duck Scurry Scurry Dodge Kick Swing Leap Swing Parry Swing Duck Swing Scurry Dodge Swing… …it gets a bit dull and repetitive after a while, doesn’t it? Every adventure, every combat, heck, every campaign needs to have its highs and its lows, its frantic periods and its lulls of inactivity. […]

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Brick By Brick: Base Rules Made Easy

I’ve been thinking about some very basic HQ construction rules for use in Superhero campaigns, Pulp Campaigns, etc, for quite some time now, after a number of earlier attempts failed because they got too complicated. At last, I think I’ve solved the major issues… As I’ve mentioned before, Hero Games have very specific, but reasonably […]

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The Envelope Is Ticking: Insanity In RPGs

“Your shoelace is untied.” By the end of this article, you’ll understand the significance and meaning of that phrase. Mentioning Call Of Cthulhu in Monday’s article reminded me of a discussion that I once had with Dennis Ashelford, still probably the best CoC GM that I’ve ever seen in operation, about how best to convey […]

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I See It But I Don’t Believe It – Convincingly Unconvincing in RPGs

Verisimilitude is critical in a role playing game in order to facilitate the suspension of disbelief and players (and GMs) getting into character instead of viewing events from a meta-perspective. Believability is hard-won at the gaming table and subject to constant attack by game mechanics and real-world distractions like side-conversations. More difficult still is the […]

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The Loss Of Innocence: Some unexpected insights

I was watching a documentary on the roles of Women as portrayed on Television the other day, and it yielded a couple of unexpected insights – one into modern society, and the other into the edition wars that have plagued D&D over the last few years, and the divide between “new school” and “old school” […]

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Lessons Learned: A change of perspective brings plot rewards

When you strike plotting trouble, a fresh angle can pay unexpected dividends. This article relates to the way in which plotting problems in an upcoming adventure were resolved. If some of the details seem a little vague, it’s because I don’t want to reveal those details before we play it. I’m going to try and […]

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The Soundbite Of Tomorrow is 140 Characters Long

Something of a change of pace, today. This article was drafted for Campaign Mastery, but didn’t quite fit; was then revised to make it suitable for a blog about Social Media, where it was rejected at the eleventh hour (no hard feelings, it wasn’t quite “on message” for that site, either); and has now been […]

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To Module Or Not?: A legacy article

This article grew out of discussions between Johnn and myself concerning the Q&A in issue #300 of Roleplaying Tips. Johnn happened to mention that he was currently running a campaign based on published modules, and I was interested in comparing the approaches to handling them to best effect in terms of the difference to a […]

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Dice And Life: Bio of a gamemaster (A 5th Anniversary Special) Part 2 of 2

Introduction to Part 2 This post – or maybe it was the last one – marks Campaign Mastery’s 5th Birthday (I don’t really count the articles that were posted before the public could read them). CM is the culmination of all my experience and expertise both as a GM and in life; I try to […]

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Dice And Life: Bio of a gamemaster (A 5th Anniversary Special) Part 1 of 2

Introduction It’s hard to pin down a beginning for Campaign Mastery. The idea had been in development for three or four months before the first article was posted, and had emerged from protracted discussions between Johnn and Myself about the future evolution of Roleplaying Tips, where I had been an occasional – almost semi-regular – […]

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Location, Location, Location – How Do You Choose A Location?

How do you choose a location? Where do events transpire? What considerations should you take into account, and what is the process and the chain of logic that gives the best answers most rapidly? These are questions that Blair and I will have to tackle repeatedly tomorrow, as I write this, because our next pulp […]

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