Archive for the ‘Campaign Management’ Category

All About Ripple Plotlines

Ripple plotlines use domino chains that feed back to the main plotline while cascading out to trigger other plotlines in a chain reaction. They can start from the most apparently inconsequential act or decision and grow until whole Kingdoms hang from them like Christmas baubles. Today (as I write this) is Australia Day, our equivalent […]

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The Power Of 1 on Root R

Today, I offer a new technique for rolling multiple dice many times with great efficiency. Any RPG can benefit from that! I hope everyone had a wonderful Christmas break. Mine was great, though not without its challenges – but I have evidently weathered them, because here we all are, in a bright and shiny New […]

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

This entry is part 20 of 20 in the series Trade In Fantasy

This post continues the text of Part 5 of Chapter 5. Its content has been added to the parent post here and the Table of contents updated. 5.8.1.5 Blended Models In general, the rule is one zone, one model. In fact, as a general rule, your goal should be one Kingdom, one model – that […]

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

This entry is part 19 of 20 in the series Trade In Fantasy

This post continues the text of Part 5 of Chapter 5. Its content has been added to the parent post here and the Table of contents updated. I have decided at the last minute to let the featured image (but not the head image) evolve with each post. 5.8.1 Villages The village is the fundamental […]

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Trade In Fantasy Ch. 5: Land Transport, Pt 5 (incomplete)

This entry is part 18 of 20 in the series Trade In Fantasy

We’ve used the economy to distribute fortifications, and used those to locate inns. Now let’s wrap some communities around them. Table Of Contents In parts 1-3 of this chapter: 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 […]

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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 of 20 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 of 20 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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