Archive for the ‘Campaign Management’ Category

Expectations and Promises, Real and Imagined

We all have expectations when we belly up to the game table. Sometimes, the GM delivers on promises both real and implied, and sometimes those expectations were never realistic in the first place. After struggling with the most recent installment of the Topologia game setting (it really should have been three parts, maybe 4, but […]

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Out Of The Blue: Thinking about Thinking

Can thoughts pass from one dimension or reality to another? In the real world, no, so far as we know, but the realities our games create have no such limitations – so let’s examine the concept further. Certainly, it can seem that way when a radical concept floats into your head, seemingly from nowhere. In […]

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Auto-update and the RPG

A rant about Auto-updating software leads into a discussion about how updates to source material and game systems impacts RPGs at various levels. I hate Auto-update I hate auto-update. There, I’ve said it. The reasons are many, and I’ll look into them individually below, but for me, it’s a colossal pain in the backside with […]

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Trade In Fantasy Ch. 5: Land Transport, Pt 4

This entry is part 17 in the series Trade In Fantasy

With the economic foundations sorted, this part gets back to the distribution of fortifications, defensive networks, and Inns. Table Of Contents In part 1: Chapter 5: Land Transport 5.1 Distance, Time, & Detriments 5.1.1 Time Vs Distance 5.1.2 Defining a terrain / region / locality      5.1.2.1 Road Quality: An introductory mention 5.2 Terrain 5.2.0 Terrain […]

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Trade In Fantasy Ch. 5: Land Transport, Pt 3

This entry is part 16 in the series Trade In Fantasy

While working on the subject of population and its distribution, I stumbled onto a method of using a Realm’s economics for worldbuilding and history generation. Originally subordinated to the main thread, I’ve decided to break it out into it’s own post. Note that the unfinished part that’s been set aside for the next post is […]

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The Call To Arms: A Guest Article by Alexander Atoz Pt 2 of 2

This is part 2 of the guest article on Wars in TTRPGs by Alexander Atoz. Wars are inevitable in most RPGs, sooner or later, but GMs often struggle to walk the fine line between making the conflict seem realistically big enough and keeping the experience personal to the players. Vast armies lend themselves to Roll-playing, […]

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Culture And The Face Of Danger

An observed pattern sheds surprising light on how RPG styles differ from one nation to another. This is the latest in my series of time-out posts in between the Trade In Fantasy series. The YouTube viewer that I use most often displays, at the end of a video, thumbnails of other videos that you might […]

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Trade In Fantasy Ch. 5: Land Transport, Pt 2

This entry is part 15 in the series Trade In Fantasy

Yet another post talking about the weather – but this time, from the perspective of what detail to throw away. Table Of Contents In part 1: Chapter 5: Land Transport 5.1 Distance, Time, & Detriments 5.1.1 Time Vs Distance 5.1.2 Defining a terrain / region / locality      5.1.2.1 Road Quality: An introductory mention 5.2 Terrain […]

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Trade In Fantasy Ch. 5: Land Transport, Pt 1

This entry is part 14 in the series Trade In Fantasy

The difference between the level of detail that you want when a PC is actually present and what is needed when it’s all NPCs and should happen purely in the background is almost total. Earlier treatment of the subject within this series focused on paring back and simplifying to the level of detail required for […]

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Trade In Fantasy Ch. 4: Modes Of Transport, Pt 5

This entry is part 13 in the series Trade In Fantasy

Weather At Sea can be considered to comprise several of the unluckiest things that can and will happen to a ship, so it’s somewhat appropriate that this is the dominant subject of the thirteenth part of this series! Believe it or not, the entire weather system presented in the post was designed on a single […]

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Trade In Fantasy Ch. 4: Modes Of Transport, Pt 4

This entry is part 12 in the series Trade In Fantasy

Finally! After the diversions caused by Rafts and boats, today the series focuses on Ships at sea, with a bonus sci-fi section or two on the side. The original plan was to also include Weather at Sea and Exotic Transportation Modes but the former has quickly grown to the point where the post would not […]

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Campaign Workflow For GMs Pt 2

Running a campaign is a lot easier if there’s a clear process that maximizes opportunities for success and avoids the worst traps and pitfalls. Campaign Mastery has again been recognized as one of the top 20 blogs devoted to the subject of RPGs. Given the caliber of the opposition, I consider this to be a […]

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