Posts Tagged ‘Philosophy’

Blog Carnival November 2016: Ordinary Life in an RPG

This is an article in two halves, but the two should segue together seamlessly. The first is partially a rebuttal, partially a sequel, and partially a reply, to Clark Timmins’ thought-provoking submission to the Carnival, The Real Life of Heroes. The second half looks at how the ordinary lives of the PCs are depicted in […]

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Blog Carnival November 2016: Ordinary Lives In Paranormal Space and Time

This is the fourth of five articles scheduled to be part of the November 2016 Blog Carnival, which Campaign Mastery is hosting. The carnival subject is “ordinary life” – in this case, how I create and manage subplots based on the ordinary lives of the PCs in my Zenith-3 campaign, how they connect seamlessly to […]

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The Other Side Of The Camera: Depth in RPGs

I was watching an episode of “Who Do You Think You Are?” (a show that has inspired other articles here at Campaign Mastery) in which a number of photographs featuring the grandmother of the central focus* of the episode were presented, with the observation that his grandfather appeared in none of them (* I watched […]

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What Is Magic? Six Answers

Magic features in a lot of different RPGs, but very few of them answer this simple, fundamental question – what is it, and how can it be used to achieve the many and various effects that are attributed to it within whatever game you happen to be playing? Work on the ATGMs question on spell […]

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Three Coins In The Luck Machine: a different take on game control

A guest article by Boris R. If you think that slot machines and RPG games are complete opposites, you’re wrong. You can enhance your game world by taking a lesson from slots and increasing the unpredictability of your game. Pure Luck Let’s talk about Slot machines, also known as fruit machines and poker machines. These […]

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Basics For Beginners (and the over-experienced) Part 9: Rewards With Intent

This 15-part series is an attempt to answer the question, “what advice do you have for a beginning GM?”, three articles at a time – while throwing in tips and reminders of the basics for more experienced GMs. This is the last article of the current trilogy. Rewards: Tabula Rasa To most beginning GMs, and […]

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Encampments and other In-Character Opportunities

When I was starting the original Fumanor (D&D 3.x) campaign, I tried to get the players to establish the sort of routines that would come naturally in real life. You see this sort of thing in Fantasy novels all the time and it’s a great way for personalities to manifest and a useful tool for […]

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All Wounds Are Not Alike IV – Accelerated Healing

This entry is part 5 in the series All Wounds Are Not Alike

This entry is part 5 in the series All Wounds Are Not Alike When I first started gaming, one of the hot topics of conversation was always Clerical Healing and how to stop Clerics being nothing more than “holy drip bottles”. Over the next 30-odd years, not much changed. At the heart of the problem […]

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Review Roundup: Three products of interest

I get offered more product to review than I possibly have time to read, other than superficially. Sometimes that product is already commercially available, sometimes it’s the center of a fundraising campaign, sometimes it just comes out of the blue. While I would love to give every review it’s own post of prominence, reality dictates […]

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Who Owns Your Campaign?

It’s always traumatic when you discover at the 11th hour that there’s absolutely no way you’re going to finish the article you’ve been working on and have barely enough time to throw together another to fill in. Fortunately, just yesterday, I came across a thought for just such a fill-in article… I came across an […]

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Basics For Beginners (and the over-experienced) Pt 4: About Players

This entry is part 4 in the series Basics For Beginners (and the over-experienced)

This entry is part 4 in the series Basics For Beginners (and the over-experienced)I’ve been asked a number of times what advice I have for a beginning GM. This 15-part series is an attempt to answer that question – while throwing in some tips and reminders of the basics for more experienced GMs. I plan […]

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The Rolling Retcon: how much campaign history is fixed?

When people talk about campaign continuity, they usually adopt one of two positions. There’s the strict continuity model, in which everything that has ever happened is fixed – but not as permanently as most people think – or there is the loose, episodic continuity in which there is a static condition defined as ‘normal’ to […]

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