Archive for the ‘D&D 3.x’ Category

Ask The GMs: An Epic Confusion, or how to stage a blockbuster finish

How much, if at all, should the final villain of a long running campaign pull his punches? My campaign boss [villain] is a high level wizard with access to epic spells, and my party just made 20th level. They are on the way to fight him. Should I open up with his most powerful abilities, […]

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Broadening Magical Horizons: Some Feats from Fumanor and Shards Of Divinity

This isn’t the blog post that I intended to make this week; unfortunately, I’ve been struck down by the ‘flu and had no time to get anything finished except for something that I’ve been able to recycle from my house rules for the various D&D campaigns that I run. That’s also why I’m posting a […]

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Campaign Update: Fumanor: Seeds Of Empire

I have received a number of questions about my Fumanor campaign, especially following the posting of the Microplane Of Earth adventure location and encounter (parts one, two, and three). Several people have expressed interest in the campaign story to date. So here are some elements of the current campaign that might be interesting, possibly a […]

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My House Rules for D&D

This month’s RPG Bloggers carnival is themed on D&D. The guest article below by Mike E. has some great ideas for modifying your D&D experience by borrowing what he likes from one edition and adding it to another. I’d like to think I’m a fairly good DM. I know I have my strengths, and I […]

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Shadow Levels: A way to roleplay the acquisition of Prestige Classes in D&D 3.x

The Roleplay of Prestige Classes My games normally enforce the roleplay (non-game-mechanics) requirements for Prestige Classes (and, where relevant, feats and level progressions). It’s not enough for the character (PC or NPC) to simply meet the prerequisites, they usually have to DO something. Pages 204-205 of DMG II, in discussing the design of new prestige […]

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A Different Experience: A variation on the D&D 3.x Experience Points System

Introduction I recently reformulated the way I calculate experience in my D&D 3.5 campaign. [Actually, what happened was that my computer’s power supply failed and I had nothing better to do with my time for a few hours. But anyway…] It took about a page and a half of 4 x 5½-inch notepaper, and consisted […]

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Nobis: Going Renaissance and loving it

Nobis is a game supplement about to be released by Pantheon Press for the d20/ D&D 3.x game system. Campaign Mastery was priviliged to be amongst a selected number of blog sites given a pre-release glimpse of the new release for review. Although this commentary will focus on the Background to the city-state that is […]

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“The more things change…”: An essay on the future of RPGs

The following essay has been written as my contribution to this month’s Blog Carnival, hosted by RoleplayingPro. It contains a great many personal opinions. These may be wrong; feel free to disagree with me. No offence is intended towards anyone involved, and I apologise for any offence inadvertantly caused. Comments and discussion are welcomed, but […]

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Ask The GMs: Pacing Your Campaign

How do you pace a campaign? How do you know if you’re giving too much or too little in experience and treasure? And how do you get the PCs to explore more than the local area? Hello Johnn and Mike, I have been gaming on and off for about 10 years but am a rather […]

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“This Means War!”: Making huge armies practical (Part 5 of 6)

This entry is part 5 of 6 in the series This Means WAR!

This is part five of this six-part series. Parts 1 and 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Parts 3 and 4 described a step-by-step procedure for conducting battles between two armies. But if the PCs are mere bystanders, there is not a lot of point to it all. […]

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“This Means War!”: Making huge armies practical (Part 6 of 6)

This entry is part 6 of 6 in the series This Means WAR!

This is the final installment of this 6-part series. Parts 1 and 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Parts 3 and 4 described a step-by-step procedure for conducting battles between two armies, and Part 5 described how to integrate the PCs into the war action. This final part […]

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“This Means War!”: Making huge armies practical (Part 3 of 6)

This entry is part 3 of 6 in the series This Means WAR!

Part 1 and Part 2 of this six part series discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Part 3 begins applying the theory… Part 3: Playing At War: The War Round Having turned each unit of 100 men into, effectively, a single creature, and simplifed the combat mechanics down to […]

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