Archive for June, 2015

Plunging Into Game Physics Pt 4: Better Campaigns Through Physics

This entry is part 4 of 4 in the series Plunging into Game Physics

A ‘Game Physics’ can shape plots, be revealed and extended by plots, but its greatest impact is usually more subtle and cumulative, and only experienced at a Campaign Level, where it can serve as a binding influence that ties disparate plots into a unified whole. Game Systems in service of plot This section was originally […]

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The Best Of 2013

This entry is part 5 of 7 in the series The Best

A large part of 2013 was given over to expanding the background of my Fumanor campaign by telling the story of the origins of Elves and Orcs. But there was quite a lot of other great stuff along the way! Milestones within the year include the absolutely massive 500th post (so big that it broke […]

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Plunging Into Game Physics Pt 3: Tales From The Ether

This entry is part 3 of 4 in the series Plunging into Game Physics

In this series, I’ve been looking into the subject of Game Physics. Part one examined what a ‘game physics’ is, and what one can be used for. Part two focused in on one particular application, the generation and validation of House Rules. In this third part, the subject is the relationship between Game Physics and […]

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A Vague Beginning

Having just finished the “New Beginnings” series only a few weeks ago, I had no intention of publishing another article on the subject of campaign design for quite a while. Plans changed… An Endless Vista All campaigns start on a blank sheet of paper, which presents an endless vista of possibilities. This is not all […]

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Plunging Into Game Physics Pt 2: Strange Mechanics

This entry is part 2 of 4 in the series Plunging into Game Physics

As you can see from the title, this is part 2 of a series looking at the underlying principles and applications of Game Physics. The first part looked at exactly what the term meant, and found that it needed quite a lot of definition because it could be used to mean any of several different […]

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Ask The GMs: On Big Dungeons

How do you make Big Dungeons interesting? It’s not a simple proposition; very dependent on your source material, you may have to dig far deeper into what you have been presented with in order to achieve success. This question comes from Tom, who wrote: I DM a Pathfinder game, where the module is coming to […]

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Plunging Into Game Physics Pt 1 – What Is a ‘Game Physics’?

This entry is part 1 of 4 in the series Plunging into Game Physics

“Game Physics” is a term that not enough GMs take the time to think about in depth. Physics is about isolating a single variable and measurable quantity, then altering that variable while observing the measurable quantity to shed light on the relationship between the two – then trying to explain the results in such a […]

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Compound Interruptions: Manipulating Pauses

This entry is part 4 of 4 in the series Further thoughts on Pacing

Sorry for the delay in posting this – my ISP is conducting maintenance of some sort, and my connection kept dropping out, making it hard to upload and format the article in the usual manner. Combinations So far, I’ve been looking at the different elements of pauses-in-play in as much isolation as possible, going beyond […]

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Overprotective Tendencies: Handling Player Risk Aversion

It happens in virtually every campaign. The longer the game runs, the more overprotective of their characters the players become. They become more and more attached to the characters and more adverse to exposing them to serious risk. The GM, on the other hand, wants to continually raise the stakes and up the ante, in […]

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