Archive for the ‘Game Mastering’ Category

Dice And Life: Bio of a gamemaster (A 5th Anniversary Special) Part 2 of 2

Introduction to Part 2 This post – or maybe it was the last one – marks Campaign Mastery’s 5th Birthday (I don’t really count the articles that were posted before the public could read them). CM is the culmination of all my experience and expertise both as a GM and in life; I try to […]

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Dice And Life: Bio of a gamemaster (A 5th Anniversary Special) Part 1 of 2

Introduction It’s hard to pin down a beginning for Campaign Mastery. The idea had been in development for three or four months before the first article was posted, and had emerged from protracted discussions between Johnn and Myself about the future evolution of Roleplaying Tips, where I had been an occasional – almost semi-regular – […]

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Lessons from the Discworld of Terry Pratchett

There are a number of valuable lessons for any RPG that can be observed in the looking at how Terry Pratchett achieved the success of the Discworld series of novels. Introduce the Key Concepts Early In the first entry in the series, he introduced the Discworld itself, established its basic physical and conceptual parameters, and […]

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The compounded interruption of basic services

The West Wing said it very succinctly: “The costliest, most damaging, disruptions occur when something we take for granted stops working.” We depend on the mundane and everyday aspects of life to function seamlessly at least most of the time in order to be able to cope with the occasional extraordinary disruption or Act Of […]

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Leaving Things Out: Negative Space in RPGs

“Negative Space” sounds like the sort of thing that pretentious art critics fill the air with when they have nothing of substance to contribute. It’s not some antimatter or “mirror, mirror” universe, either – though it can be either or both those things if you want. It may come as some surprise to those with […]

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The Scariest Villain

This entry is part 5 of 5 in the series Making A Great Villain

Something got me thinking the other day about the villains trilogy that I wrote last year – Part 1 – The Mastermind, Part 2 – The Combat Monster, and Part 3 – the Character Villain and about something that wasn’t included. What makes the scariest villain? Beginning at the Beginning: What is Fear? Wikipedia has […]

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Fire Fighting, Systems Analysis, and RPG Problem Solving Part 3 of 3: Complexity and Nuance

This entry is part 3 of 3 in the series Problem-Solving

This is the third, final, and largest part of this series, which examines the lessons in problem-solving that I learned through training as a fire warden and as a systems analyst back in the early 90s, as applied to an RPG context. The goal is offer practical techniques that can be used to get a […]

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Fire Fighting, Systems Analysis, and RPG Problem Solving Part 2 of 3: Prioritization

This entry is part 2 of 3 in the series Problem-Solving

The second of three articles looking at lessons learned in the art of problem solving focuses on Prioritization, which is an essential skill for long-term success. Knowing which problem to tackle first can make the difference between achievement and disaster. The article considers a theoretical analysis and then uses it to offer two practical approaches to the problem.

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Fire Fighting, Systems Analysis, and RPG Problem Solving Part 1 of 3: General Advice

This entry is part 1 of 3 in the series Problem-Solving

In 1990 I was trained as a Safety Warden / OHAS representative for my then-employer. At the time, I was employed as a Computer Programmer and acting as a Systems Analyst for the commercial software systems for which my former department were responsible. Both aspects of this occupation taught me some key problem-solving tips and […]

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Gaming In A Crowd: Some Advice

Gaming in a space shared with 20 or more CCG and at least 1 other RPG campaign (sometimes 2 or 3), all in a relatively crowded space the size of a typical classroom, presents a number of challenges. This article offers proven tips and techniques to cope.

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Stat Vs Stat Part Two: Strength Vs. Stat

This entry is part 2 of 2 in the series Stat Vs Stat

The second of 9 parts in the series looks at STR checks and how they relate to the other core stats that are common to most game systems – with some surprises along the way.

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Stat Vs Stat Part One: Introduction – The Basis and Methods of comparison

This entry is part 1 of 2 in the series Stat Vs Stat

This nine-part series looks at opposed stat checks and what they can represent. Part 8 will create a new characterization tool, The Stat Matrix, based on the interactions described, and show how to use it to turn stats into characters, and Part 9 will warp up the series by turning that process on its head and demonstrate a way to use the Stat Matrix to turn a personality into a set of stats for a character.

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