Posts Tagged ‘Players’

A Grand Conclusion: Thinking about a big finish

I know I’ve written about this before (An Epic Confusion, Or How To Stage A Blockbuster Finish), but I’ve been thinking some more about big finishes to campaigns, prompted by the fact that my superhero campaign is currently in what I hope turns out to be an epic conclusion. As I developed this final scenario, [...]

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Ask The GMs: PC Choices and Consequences

How can you make the players feel like their actions have an impact on the world?

Sometimes, the simplest questions have the most complicated or profound answers. So it was with some trepidation that we’ve approached this question, which was asked virtually exactly as it’s quoted at the head of this article.
The short answer is, you [...]

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Legendary Achievements: Colouring Your Campaign with Anecdote and Legend

A few years ago, one of my players asked me why I had the Guinness Book Of Records amongst my RPG referance materials, and I told him that it was an essential source of colour for my campaigns. This puzzled him somewhat, because while he could see the applicability to a modern-day campaign, he knew [...]

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Ask The GMs: Giving Players The Power To Choose Their Own Adventures

How do you create a campaign that gives the players absolute freedom but still leaves the GM in control?

Recently, Campaign Mastery was asked,
Is it possible to create a truly player-choice driven campaign (within reason)? I’m trying to create a campaign that’s anywhere from 75 – 90% roleplaying (there will be dice, but not battle so [...]

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Ask The GMs: “Let’s Split Up.” – “Good Idea, we can do more damage that way!”

What are the best ways to handle splitting the party up – especially over the long term?

An interesting question was asked of us recently:
I’m planning a pretty good science fiction game that will most likely involve party splits during a good percentage of the game. While this seems like it may be a bad idea, [...]

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My Biggest Mistakes: Defying Expectations in the Zenith-3 Campaign

This entry is part 4 in the series My Biggest Mistakes

Some expectations are made to be confounded if it’s at all possible. If someone expects a dull and boring campaign, that’s one you don’t want to live up to. If someone expects to get favourable treatment because you owe them money, I’m happy to dissapoint them – and to repay the debt as soon as [...]

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Ask The GMs: In it for the long haul

How can a campaign last for decades, and what does such longevity imply?

A question recently asked us,
I remember Mike mentioning his decades-long superhero game a few times, and am currently planning my next campaign, so I was just wondering how y’all can extend a game so far. Even if the players are still having [...]

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My Biggest Mistakes: Information Overload in the Zenith-3 Campaign

This entry is part 3 in the series My Biggest Mistakes

As you should know by now if you’re a regular visitor here – and with 2 new articles every week, why aren’t you, if you’re not!? – this month’s blog carnival is on the subject of mistakes, how you recover from them, and what lessons you’ve learnt for the future.
I made a couple of doozies [...]

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Breaking The Bank: controlling treasure in D&D

Many monsters come with treasure in D&D. Taken at face value, these can quickly overwhelm a campaign. I thought I would run through a few measures that the GM can use to control how much hard currency the party gets their hands on.
First they have to find it
Most treasure will be found in a creature’s [...]

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The Nimble Mind: Making Skills Matter in RPGs

Someone once asked me why D&D bothers to include skills at all. After all, the GM generally tells the players anything they really need to know (rather than seeing all his hard work in preparing the game crash and burn); and even if he doesn’t, players can always take a twenty.
After further discussion, this person [...]

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