Archive for the ‘Campaign Management’ Category

World Building Part I: Geography and Landmarks

This entry is part 5 of 14 in the series GM Toolbox

Written by Michael Beck, with contributions and editing by Da’Vane. GM’s Toolbox, looks at tools, tips, and techniques you can use to improve your games. Toolbox offers you a skeleton for running a campaign, rather than fleshed out tips. This series is presented in a discussion style, and we ask you to contribute with comments […]

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A potpourri of quick solutions: Eight Lifeboats for GM Emergencies

Sometimes GMing is flashy, and fun. When everything is ready, and you’re in the groove, when you know what is going to happen and can lose yourself in the game, and simply present the PCs with the consequences of their actions and concentrate on your performance in the guise of NPCs and on the delivery […]

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Objective-Oriented Experience Points

Why do we hand out experience for combat? No, I’m serious – this is a question that’s been preying on my mind as a consequence of an article I wrote earlier this year, “Experience for the ordinary person” – you should probably go and read at least the first section (down to and including “Reward-matching […]

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Missing In Action: Maintaining a campaign in the face of player absence

In the last issue of Roleplaying Tips (Issue #522) Johnn passed on a request for advice from an RPT reader and new GM: Hi Johnn, I am new to being a GM and have only been running a D&D campaign for about 6 weeks now (one day a week). I’m a high schooler and have […]

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Prep-Tools III: NPCs

This entry is part 4 of 14 in the series GM Toolbox

Written by Michael Beck, with contributions and editing by Da’Vane. GM’s Toolbox, looks at tools, tips, and techniques you can use to improve your games. Toolbox offers you a skeleton for running a campaign, rather than fleshed out tips. This series is presented in a discussion style, and we ask you to contribute with comments […]

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Prep-Tools Part I: Campaign and Adventure Planning

This entry is part 2 of 14 in the series GM Toolbox

Written by Michael Beck, with contributions and editing by Da’Vane. GM’s Toolbox, looks at tools, tips, and techniques you can use to improve your games. Toolbox offers you a skeleton for running a campaign, rather than fleshed out tips. This series is presented in a discussion style, and we ask you to contribute with comments […]

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Directed Plots, Undirected Narrative, and Stuff That Just Happens

There’s been a lot of commentary over the years about different styles of campaign. Most distinguish between Episodic and Serialized campaigns, and many writers seem to assume that those are the only types of campaign there are. This is a position with which I don’t agree; there are more layers and levels within this classification […]

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City Government Power Bases – Land

This entry is part 9 of 9 in the series City Government Power Bases

In many societies, landowners have great power. With all the economic, defensive, military, and strategic benefits land provides, most governments use this as a starting power base for their regimes. For high fantasy games, consider land as an abstract concept that encompasses many possible dimensions. Land can be the ground, the clouds of sky realms, […]

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City Government Power Bases – Religion

This entry is part 8 of 9 in the series City Government Power Bases

Religion, spirituality, and ideology make excellent government power bases because they are powerful sources of influence, prestige, and affiliation. Religion and cosmology varies from campaign to campaign, but it’s likely gods do exist in your world and they imbue certain, devout followers with spells and special powers every day. Even if your current campaign has […]

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The failure of …urmmmm… Memory

The thing that I hate most about being a regular blog writer is that your best ideas come to you when you have absolutely no chance to write them down and no hope of remembering them. In my head yesterday – the only medium available to me – I wrote no less than three absolutely […]

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City Government Power Bases – Magic and Psionics

This entry is part 7 of 9 in the series City Government Power Bases

We resume the city design series this week with thoughts about how to use magic and psionics to build interesting city government power bases. For the purposes of this article, magic and psionics are treated the same. Your game system might make this thinking incompatible, but hopefully you can take the thinking that follows and […]

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Experience for the ordinary person

Johnn’s recent mention of the Ostrich-GM approach he sometimes takes to the question of how Administrators and Nobles get their character levels (comments, City Government Power Bases – Class and Level) struck a chord. There are really only two answers besides the close-you-eyes-and-hope-it-goes-away approach, and adopting one of them has some interesting implications for the […]

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