Posts Tagged ‘Play’

The Unexpected Creeps Up Behind You – Dec 2014 Blog Carnival

November 2014 The November Blog Carnival hosted by Roleplaying Tips, is winding up – there are just a few days left to post your articles on the subjects of Aliens and Races. December 2014 That also means that its time for me to gear up for the December Carnival, because I’ve put Campaign Mastery’s hand […]

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“I know what’s happening!” – Confirmation Bias and RPGs

I was watching a documentary the other week. (I know, it seems like I watch a lot of TV. I actually watch less than it might seem, but I’ve gotten a number of articles out of what TV I do watch.) Anyway, the subject in this case was the investigation of the crash of a […]

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An Experimental Failure – 10 lessons from a train-wreck Session

Tomorrow (as I write this), as usual on the final Friday of the month, I will be deep into prep for the next session of the Adventurer’s Club campaign. Unlike the usual situation, this won’t be final prep – we usually play that campaign on the first Saturday of the month. This article will look […]

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Dr Who and the secrets of complex characterization

I’m going to do something a bit unusual for Campaign Mastery today, and talk about one character and one TV show in depth. Specifically, as you should be able to tell from the title, I’m going to talk about Doctor Who, the iconic British sci-fi series that has just celebrated it’s 50th Anniversary and which […]

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Shades Of Suspense Pt 1 – Eight Tips for Cliffhanger Finishes

Cliffhangers are a wonderful way to end a gaming session because they end play at a moment of high drama that leaves the players anxious to get back to the gaming table, and that tend to be fairly memorable because of the drama. You can think of them as milestones within the adventure. The primary […]

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On the binding of Wounds – Everyday Healing For Pulp

This entry is part 4 in the series House Rules from The Adventurer's Club

Pulp Rules for Healing, and how & why Pathfinder & 3.x GMs should consider adapting them to their games.

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Touchstones Of Unification Pt 2 – Concepts

This entry is part 2 in the series Touchstones Of Unification

Part 2 of the article trilogy looks at concepts within an RPG, how they relate to the campaign themes, and throws in some free game content as a bonus.

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Touchstones Of Unification Pt 1 – Themes

This entry is part 1 in the series Touchstones Of Unification

This entry is part 1 in the series Touchstones Of UnificationI was watching an interview with Jim Keays from 1975 the other day, discussing what was then his latest album. He was explaining that he had started with three or four songs that all had similar subject matter, and realized that he could build the […]

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3 Feet In Someone Else’s Shoes: Getting in character quickly

It’s not easy being a GM. Not only do you have to create dozens or hundreds of characters for every one PC, but you have to create adventures and encounters that bring those characters to life in an entertaining way for the benefit of the players – all while refereeing a complex simulation of a […]

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If I Should Die Before I Wake: A Zenith-3 Synopsis

As a follow-up to my article on Dreams in RPGs, I’ve cracked open my archives to share an adventure from my Zenith-3 campaign that is all about Dreams.

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Dream A Little Dream – using Dreams in RPGs

The dream sequence can be a powerful weapon for a GM, presenting information the players can’t get, illuminating subtleties of personality, and more.

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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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