My co-GM in the Adventurer’s Club campaign and I work very hard to maintain player engagement even when the spotlight is not on that player’s character (which only makes it all the more obvious and painful when we fail in attempts to do so). While there is little that I regard as especially novel about […]
Posts Tagged ‘Players’
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 […]
For those who came in late: Cliffhangers are a wonderful way to end a gaming session. Ending play at a moment of high drama leaves players anxious to get back to the gaming table, and makes a gaming session memorable. They serve as milestones within the adventure. In Part 1, I listed eight general tips […]
Following the publication last week of the rules on Windchill and other weather-based environmental effects, I was asked a very profound question by Rob, one of several GMs that I associate with on Twitter: Any tips on the drama side, Mike? My players have always felt a bit meh about weather – deadly but dull […]
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.
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 […]
How do you GM when you have more players than you can handle?
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.
There’s a debate that has been fought ever since man invented games that have an element of chance has been, “Is it better to be lucky or skilled?” It’s a debate that has a number of unique resonances within the sphere of an RPG. How should a player or GM simulate a character who relies […]
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 […]
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. […]
Last time around, James Senecal posed a double-question. Because it was the easier of the two, and I was flying solo, I chose the easier question for ATGMs #27. But now it’s time to bite the bullet… How can you have substantial time pass within a campaign? “If death is to have a consequence, if […]