Posts Tagged ‘Plausibility’

Sugar, Spice, and a touch of Rhubarb: That’s what little names are made of

This entry is part 3 in the series A Good Name Is Hard To Find

This entry is part 3 in the series A Good Name Is Hard To FindThis is the third part of this series on character names. Part 1 discussed the value of a good name, and examined the attributes and benefits that characterized a good choice of name. In Part 2, I explored “Name Seeds”, the […]

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The Wellspring Of Euonyms: Name Seeds

This entry is part 2 in the series A Good Name Is Hard To Find

This entry is part 2 in the series A Good Name Is Hard To FindWow. I just realised this is the 351st post here at Campaign Mastery! A quick thank-you to everyone who has contributed, participated, commented, or read our stuff along the way! I also want to spare a moment to mention the people […]

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A Good Name Is Hard To Find

This entry is part 1 in the series A Good Name Is Hard To Find

This entry is part 1 in the series A Good Name Is Hard To Find Introduction Let’s talk about the art of naming characters, especially NPCs. This is one of the (thankfully few) aspects of the GMing craft that doesn’t come naturally to me. I can usually get there in the end, but off-the-cuff names […]

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Creating Alien Characters: Expanding the ‘Create A Character Clinic’ To Non-Humans

Introduction Back in late February or early March, Holly Lisle’s books came to my attention – I’m no longer sure how, but it was probably a Twitter link to her blog. Several of her e-books sounded interesting, so I passed the information on to Johnn, who surprised me in late March by giving me several […]

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Jolting The Status Quo

Life’s full of surprises. Some are pleasant; others challenge us, and may even seem overwhelming. Take me, for example: I’ve been living in the same rented unit for the last 20 years or so. Last week, I was sent a termination of lease by the landlord; the place needs serious renovations, and he had forewarned […]

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A Picture Should Be Worth 1,000 Words

How good are you at doing two things at once, both of which require concentration? That’s what I thought! Few people are. And yet, we GMs often seem to expect our players to be able to do just that, and on a regular basis. We expect them to be able to take a verbal description […]

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Like Sand through the Klein Bottle: Time Travel in RPGs, Part 3

This entry is part 3 in the series Time Travel In RPGs

This entry is part 3 in the series Time Travel In RPGs Hopefully, this will wrap up the article on Time Travel! Part 1 looked at the problems of Time Travel in RPGs, and reached the conclusion that the GM had to have some understanding of the nature of time in his campaign before he […]

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A Journey Of 1,000 Years: Time Travel in RPGs, Part 2

This entry is part 2 in the series Time Travel In RPGs

This entry is part 2 in the series Time Travel In RPGsThe first part of this article looked at two simplistic solutions to the question of how to handle time travel in RPGs, and found that as they stood, neither was satisfactory. A number of readers were kind enough to write in, suggesting additions that […]

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When Inspiration Is Not Enough: Time Travel in RPGs, Part 1

This entry is part 1 in the series Time Travel In RPGs

This entry is part 1 in the series Time Travel In RPGsWhen writing my submission to the June 2010 Blog Carnival, A Medley Of Inspiring Media, I said that Time Travel was a special case. This article started off as just another section of that Blog Post, but quickly showed signs of growing into another […]

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With An Evil Gleam: Giving Treasure a Personality

All too often, treasures in a game – be they gadgets in a high-tech setting, high-powered sports cars in a modern campaign, or arcane thingies in a fantasy campaign – are about as interesting as the cardboard cut-outs sometimes used to represent them in play or on a battlemap. While it’s always possible to overdo […]

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A Slippery Slope: Level Adjustments Under The Microscope

There are times when an Ask-The-GM’s question doesn’t inspire one of us, or is too attached to the mechanics of one specific game system, or doesn’t have enough depth to justify a full blog post, or has already been answered by one of our articles, or for some other reason simply doesn’t suit the approach […]

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An Unneccessary Evil? – Focussing On Alignment, Part 3 of 5

This entry is part 3 in the series Focussing On Alignment

This entry is part 3 in the series Focussing On AlignmentIn part one of this 5-part examination, we presented a guest article by Garry Stahl, “The Conundrum Of Alignment”. In Part two, “A Neccessary Evil?”, I discussed the justification for alignment being part of the rules, looked at the historical precedent for oversimplified moral arguements, […]

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