Archive for the ‘Game Mastering’ Category

Blat! Zot! Pow! The Rules Of Genre In RPGs

This entry is part 1 of 7 in the series Reinventing Pulp for Roleplaying

This article is being co-written by Blair Ramage, with whom I co-referee a Pulp Hero campaign. Although it started as a single item, it has grown so substantially that it has become necessary to split it into multiple parts – yet another series! It’s pointless re-creating precisely a historical period or past fictional genre. For […]

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Lessons From The West Wing III: Time Happens In The Background

This entry is part 7 of 9 in the series Lessons From The West Wing

One of the best pieces of writing/direction that I’ve ever seen in a TV production takes place in a later episode of the series, in season 6 or perhaps 7, and it’s something that has made an indelible mark apon my awareness and handling of the passage of time in my campaigns. The Scene One […]

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Rules Mastery For Dummies & Busy GMs Part 5: Rules Touchstones – Combat

This entry is part 5 of 4 in the series Rules Mastery

In the course of part 2 of this series, which was all about overcoming a resistance to studying rules for their own sake, I suggested that the GM learning a new set of rules should watch for patterns, and use them to make understanding the rules a little easier. Starting in this part of the […]

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Rules Mastery For Dummies & Busy GMs Part 4: The Quality of Rules

This entry is part 4 of 4 in the series Rules Mastery

A lot of blogs and articles talk about “realism” (or verisimilitude) in RPGs and how to achieve it. Campaign Mastery is no different in this respect, a number of my articles having dealt with the subject. Over the last few weeks, as I write this, I’ve been spending time thinking about a fundamental question that […]

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Things Done and left Un-done

I keep unfinished article ideas in a text document on my computer. When I first started writing Campaign Mastery, I set up a list containing some seventy-odd ideas deriving from material I had produced for my different campaigns. In the past year, that list has, quite obviously, reduced in size – by all of four […]

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Rules Mastery For Dummies & Busy GMs Part 3: Student, Tutor Thyself

This entry is part 3 of 4 in the series Rules Mastery

Back when I was first given a copy of the Champions Game System, it was only the third genre of game that I had ever been exposed to: The first was FRP (In the form of AD&D) and the second was Science Fiction (in the form of Space Opera). As a comics fan from way […]

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Rules Mastery For Dummies & Busy GMs Part 2: Getting Enthusiastic About Rules

This entry is part 2 of 4 in the series Rules Mastery

Last time around, Johnn described (via exerpted email) his difficulty in getting enthusiastic about reading rules. Johnn has been making a common mistake, and it’s one that I have been guilty of myself in the past. When reading rules becomes tiresome, we avoid reading and re-reading the rules because we have the impression that we […]

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Rules Mastery For Dummies & Busy GMs Part 1: Introduction

This entry is part 1 of 4 in the series Rules Mastery

In October, my co-author and partner here at CM contacted me to ask, (Extensively Paraphrased:) Something that has slipped away from me this past decade is a solid knowledge of the rules I game with. This lack of foundation has a number of serious consequences. Good thing I trust my players so much. Not having […]

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The Ubercharacter Wimp: Plotting within your PCs limitations

This week I thought I would describe a tool that I came up with to help me create quick and easy NPCs, called The Ubercharacter Wimp, or TUW. Three into TUW The concept is really simple: in a document of some kind, I list the highest and lowest PC scores for each of the stats, […]

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We All Have Our Roles To Play: Personality Archetypes, Part 3

This entry is part 3 of 4 in the series We All Have Our Roles

The Premise Archetypes for RPGs are usually defined either by the psychology of the character or the abilities of the character, but other classifications systems are possible. These can yield a different perspective, which can be invaluable. This series’ approach is based not so much on what the characters could do as a team, but […]

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We All Have Our Roles To Play: Personality Archetypes, Part 2

This entry is part 2 of 4 in the series We All Have Our Roles

The Premise Everything that I’ve ever read on the subject has defined archetypes for RPGs either in terms of the psychology of the character or the abilities of the character, and there’s nothing wrong with that. But there are other classifications that are possible, and these yield a different perspective that can be invaluable. This […]

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“How Hard Can It Be?” – Skill Checks under the microscope

Fans will recognise the quote used as the title of this article as something often said by Jeremy Clarkson on Top Gear when the trio of presenters are about to attempt a challenge posed by the show’s producers. Since it inevitably turns out that the correct answer is “Very!”, it is usually followed by one […]

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