Posts Tagged ‘Running-Encounters’

I See It But I Don’t Believe It – Convincingly Unconvincing in RPGs

Verisimilitude is critical in a role playing game in order to facilitate the suspension of disbelief and players (and GMs) getting into character instead of viewing events from a meta-perspective. Believability is hard-won at the gaming table and subject to constant attack by game mechanics and real-world distractions like side-conversations. More difficult still is the […]

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The Application Of Time and Motion to RPG Game Mechanics

How do you tell a good House Rule from a Bad? I know, I promised something short. As long-time readers will know, I don’t do “short” very well… “Time and motion studies” used to be the favorite tool of “efficiency” experts who optimized a process for speed. They quickly became the butts of a lot […]

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The Soundbite Of Tomorrow is 140 Characters Long

Something of a change of pace, today. This article was drafted for Campaign Mastery, but didn’t quite fit; was then revised to make it suitable for a blog about Social Media, where it was rejected at the eleventh hour (no hard feelings, it wasn’t quite “on message” for that site, either); and has now been […]

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The Scariest Villain

Something got me thinking the other day about the villains trilogy that I wrote last year – Part 1 – The Mastermind, Part 2 – The Combat Monster, and Part 3 – the Character Villain and about something that wasn’t included. What makes the scariest villain? Beginning at the Beginning: What is Fear? Wikipedia has […]

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Stat Vs Stat Part Two: Strength Vs. Stat

This entry is part 2 in the series Stat Vs Stat

The second of 9 parts in the series looks at STR checks and how they relate to the other core stats that are common to most game systems – with some surprises along the way.

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Stat Vs Stat Part One: Introduction – The Basis and Methods of comparison

This entry is part 1 in the series Stat Vs Stat

This nine-part series looks at opposed stat checks and what they can represent. Part 8 will create a new characterization tool, The Stat Matrix, based on the interactions described, and show how to use it to turn stats into characters, and Part 9 will warp up the series by turning that process on its head and demonstrate a way to use the Stat Matrix to turn a personality into a set of stats for a character.

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52+ Miniature Miracles: Taking Battlemaps the extra mile

52+ techniques to vastly increase the scope of what you can depict on your battlemaps.

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Refloating The Shipwreck: When Players Make A Mistake

Preamble This Month’s Blog Carnival was proposed more or less as follows: People love it when player characters do great heroic deeds and win fame and fortune in a campaign. But how about when things horribly wrong go… and it’s all the fault of some foolhardy decision by some Player Character? Those can be either […]

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Creating ecology-based random encounters: Encounters with meaning

This entry is part 3 in the series Creating ecology-based random encounters

This entry is part 3 in the series Creating ecology-based random encounters In this concluding part of my series on encounter tables, I look at Urban Settings, Dungeon settings, and talk about ways of integrating Wandering Monster encounters into plotlines and infusing them with meaning. And I might throw in the occasional new idea in […]

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Creating ecology-based random encounters: This Eats That

This entry is part 2 in the series Creating ecology-based random encounters

This entry is part 2 in the series Creating ecology-based random encounters In part one of this series, I talked about the philosophical grounding of random encounters – the theoretical why’s and wherefore’s that underpin the encounters that result, and the ways and reasons why they matter. In this part, I’m going to discuss ways […]

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Creating ecology-based random encounters: The Philosophy of meanderings

This entry is part 1 in the series Creating ecology-based random encounters

How to overcome the problems with random encounters

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Making a Great Villain Part 3 of 3 – the Character Villain

A hero is only as good as the villains they fight – but what makes a Villain great? It’s not exactly an easy question to answer, is it? I have three basic answers, for three different kinds of villain – the Mastermind, the Combat Monster, and the Character Villain. the final part of the article […]

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