Archive for the ‘Campaign Management’ Category

Campaign Workflow For GMs Pt 1

Starting and Running a campaign is a lot easier if there’s a clearly understood process that maximizes the opportunities for success and avoids the largest traps and pitfalls. As usual, I worked on the next part of Trade In Fantasy until it became clear that it wasn’t quite going to be ready in time, then […]

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Trade In Fantasy Ch. 4: Modes Of Transport, Pt 3

This entry is part 11 in the series Trade In Fantasy

Today’s post focuses on Rafts and small boats like Kayaks and Canoes. The defining trait of such vessels is that while they can have sails, their primary motive power derives from the use of oars or paddles. It’s taken quite a bit longer than I intended, due to a fundamental truism of publishing, at least […]

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Trade In Fantasy Ch. 4: Modes Of Transport, Pt 2

This entry is part 10 in the series Trade In Fantasy

Rivers provide a natural alternative to roads and overland travel, if the river happens to go where you want it to. That’s more likely than it might initially seem, because rivers provide natural resources and defenses that make them natural locations for settlements, with transportation of cargo a bonus on top of those advantages. Table […]

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Trade In Fantasy Ch. 3: Routine Personnel, Pt 4

This entry is part 8 in the series Trade In Fantasy

The last installment of the third Chapter of the series looks as worker productivity and how race and other factors influence it. It’s been an interesting 2025 so far, characterized by things going wrong in unexpected and unusual ways and recovering from those problems. It actually started on New Year’s Eve, when I rebooted my […]

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Trade In Fantasy Ch. 3: Routine Personnel, Pt 3

This entry is part 7 in the series Trade In Fantasy

The 3rd of 4 posts looking at everyday personnel in Trade focuses on the Labor Unit and how to use it to make GMing a business easier. Today’s post starts with a couple of short sections that were inadvertently left out of last week’s examination of carts. They had been written, but not where they […]

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Trade In Fantasy Ch. 3: Routine Personnel Pt 2

This entry is part 6 in the series Trade In Fantasy

The 2nd of likely four posts looking at everyday personnel in Trade. In this part, Beasts of Burden, Provisions, Carts, and Wagons. For anyone wondering at the cause of the delay, just look at the number of tables that I’ve ended up using in this post – then remember that each of them has to […]

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Trade In Fantasy Ch. 3: Routine Personnel Pt 1

This entry is part 5 in the series Trade In Fantasy

The first of at least three posts looking at everyday personnel in Trade. This covers everything from wagon drivers to guards to dock-hands and farmhands. Anybody who can be considered a faceless cog in the trade machine, in fact! Credit where it’s due: The series title graphic combines three images: The Clipper Ship Image is […]

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Mental Health and the GM

Gamemasters are human, and just like everyone else, vulnerable to mental health problems. It’s entirely possible that the active participation in an immersive hobby like TTRPGs provides a measure of relief from, and insulation from, such problems, but reducing them in frequency and/or severity does not mean that they are eliminated. My evidence for the […]

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Trade In Fantasy Ch. 2: Trade Units Pt 2

This entry is part 4 in the series Trade In Fantasy

Repeated from last time: The concept of an abstracted “Trade Unit” lies at the heart of making Trade a playable event on a recurring and large scale. Without it, you bog down in minutia; with it in place, direct comparisons become easier and decisions far more prone to “make themselves” unless overridden for story purposes. […]

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Trade In Fantasy Ch. 2: Trade Units Pt 1

This entry is part 3 in the series Trade In Fantasy

The concept of an abstracted “Trade Unit” lies at the heart of making Trade a playable event on a recurring and large scale. Without it, you bog down in minutia; with it in place, direct comparisons become easier and decisions far more prone to “make themselves” unless overridden for story purposes. Understanding the process of […]

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Break Management for RPGs: 12 Simple Rules

We all need to take a break from time to time. Managing the process is an underappreciated part of the GM’s toolkit. Here are 12 rules to follow. Taking A Break Today’s topic is one that I don’t think I’ve ever discussed here at Campaign Mastery. Quite obviously, I’m taking a break from the Trade […]

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Trade In Fantasy Ch. 1: Ownership

This entry is part 2 in the series Trade In Fantasy

Certain fundamental questions need to be answered about any business operation that the PCs get involved with, either as employees or owners before we can get into game mechanics for the actual operation of an in-game business. Credit where it’s due: The series title graphic combines three images: The Clipper Ship Image is by Brigitte […]

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