Archive for July, 2016

Cities Of Legend: Blueprints For Adventure

The Backstory: When my pulp co-GM and I started talking about this article, it had a very different shape. The original intention was to list the cities that we considered iconic settings for pulp adventure, and explain in each case why it had been selected to receive that accolade. As the article progressed, however, it […]

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The Final Advantage

While playing Edge Of The Empire last week, a topic of conversation briefly arose: should advantage mechanics grow more extreme in effect in the big finish to an adventure or campaign? Musing on Advantage Mechanics Advantage mechanics of various forms have become a popular game mechanic in recent years. You have something of the general […]

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Working The Other Side Of The Screen

Not too long back, an exchange on Twitter led me to the question – does continuing to play RPGs on a regular basis make you a better GM? I’m certainly in a position to judge, since I continue to run multiple campaigns and have, for most of the last year, been a player in a […]

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Basics For Beginners (and the over-experienced) Pt 8: Depth In Plotting

This entry is part 8 of 12 in the series Basics For Beginners (and the over-experienced)

I’ve been asked a number of times what advice I have for a beginning GM. This 15-part series is an attempt to answer that question, three articles at a time – while throwing in some tips and reminders of the basics for more experienced GMs. This is the second of articles in the current trilogy […]

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All Wounds Are Not Alike V: Narcotic Healing (part 2)

This entry is part 7 of 7 in the series All Wounds Are Not Alike

It has often been suggested that players get addicted to the ease of healing that comes with “Holy Water Drip Bottle” syndrome. And that prompted me to ask what would result from making it really addictive, with all the associated problems that come with it. In part 1, I simplified the general pattern of addiction […]

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A Heart Of Shiny Magic: Spell Storage Solutions Pt 2

This entry is part 2 of 7 in the series Spell Storage Solutions

This is the second part of a very intermittent series that will examine alternatives and possible implications to the standard spell storage solutions built into D&D, Pathfinder, and, in fact, most fantasy games.                 It’s very unusual to identify an entire class of magic item that the benchmark […]

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All Wounds Are Not Alike V: Narcotic Healing (part 1)

This entry is part 6 of 7 in the series All Wounds Are Not Alike

I wasn’t going to make this a two-part article, but – as happens all too often – there was simply too much to include in the one post. Part two of this article will appear next week. I’ve often seen it suggested that players get addicted to the ease of healing that comes with “Holy […]

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Basics For Beginners (and the over-experienced) Pt 7: Adventures

This entry is part 7 of 12 in the series Basics For Beginners (and the over-experienced)

I’ve been asked a number of times what advice I have for a beginning GM. This 15-part series is an attempt to answer that question – while throwing in some tips and reminders of the basics for more experienced GMs. This is the first of a trio of articles that will carry this series through […]

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Consequential Expertise: A Neglected Plot Opportunity

Do your PCs know what they are doing? Not the players (they have no idea half the time) but the characters that those players operate – are they competent? Do they have expertise – in anything? Because there’s a type of adventure intro that seems, in hindsight, to be horribly under-used: the expert witness. Why? […]

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