Archive for June, 2012

Go Hard Or Go Home: Graceful Character Aging

Some game systems have rules built in for character aging. Others don’t. Some of those aging rules function gracefully. Others don’t, or are shockingly clumsy. This post is all about how I handle character aging in my campaigns – gracefully and relatively painlessly. The Harbinger Of Aging Quite early on in my GMing career, I […]

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Look beyond the box: a looser concept for NPCs

Most game systems are great when it comes to a precise definition of what a character can or can’t do, but there are any number of occasions when the level of precision they impart and entail is overkill. The result is that character generation takes a lot longer than is really justified by the intended […]

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On The Edge: Implications of the D&DNext Advantage mechanic

Only a short article this week (at least in terms of word count) because there is easily five times as much work beneath the surface! A few weeks ago, I read a really interesting analysis of the mathematics of the D&DNext advantage mechanic by the Online DM. And yet, there was a disconnect between that […]

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Living in an RPG: The Accumulation Of Mundane Events

For obvious reasons, I’ve been in a very introspective frame of mind in recent weeks. It occurred to me today that my life has now changed almost comp-letely from where I was ten years ago. Ten years ago, my primary occupation was as a bookkeeper. I hadn’t worked for a few years, but was still […]

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11 Table Rules For Speed

Slow combats kill games. This hard truth frustrates you and I because, as GMs, we feel it’s our responsibility to facilitate fast, sleek and exciting sessions. When combat grinds, you end up with fewer encounters in a session. Fewer encounters means less story told, less adventure and less fun. Combat grind also saps your players’ […]

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The Ultimate Disruption: The loss of a player

The death of a player naturally forces a GM to reassess his campaign and plans. But this sort of tragic event is not the only reason why this might become necessary – a player might move away, or might simply tire of the campaign and want to play something else, or might even give up […]

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An Empty Death, An Empty Life: Making PC Death Matter

An empty Death is a terrible thing When Tasha Yar (Denise Crosby) died in Star Trek: The Next Generation, there was an outcry amongst fans. Not because the character had been killed off so much as because she died what was later described even within the series as “an empty death” – a death without […]

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Remembering Stephen Tunnicliff

A friend of mine, and a long-time gaming associate, passed away from a massive heart attack this morning. I think I always knew that one day I would receive a phone call with that unhappy news, and at the same time, felt that day would never come. If having fun can be described as feeding […]

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