Archive for the ‘Game Mastering’ Category

The Critical Threshold: A brief debate on the Merits of Extreme Results

This is not the post that I expected to make this week. I simply ran out of time and could not finish either the article I had intended to post this week [about time travel] or the one for next week [the long-awaited followup to last year’s Pillars of Architecture article], in time. Instead, I […]

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It’s Not Like Shooting Sushi In A Barrel: A Personalised Productivity Focus For Game Prep

While watching the special features from Numb3rs season 3 on DVD, I got to thinking about one of the phenomena of TV shows – that some episodes you really like, and some you don’t, and some episodes are really popular and some are not (and these categories never completely coincide. This is true even of […]

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Sophisticated Links: Degrees Of Seperation in RPGs

Introduction This is not the post I was originally going to write for today, but a paragraph in one of the books I am reading brought to mind the game that seemed to be everywhere just a few years ago, “Six Degrees From Kevin Bacon”, and social networking in general, and I suddenly saw applicability […]

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Ask The GMs: How to GM solo PCs (especially in combat)

Campaign Mastery was asked, GM Brian: “I’m trying to run a D&D 3.5 Eberron campaign that will mostly be a solo campaign for my friend. I’m just looking for tips on how I can run a well balanced solo campaign that can still have a good amount of combat.” Johnn’s Answer: This is a great […]

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With An Evil Gleam: Giving Treasure a Personality

All too often, treasures in a game – be they gadgets in a high-tech setting, high-powered sports cars in a modern campaign, or arcane thingies in a fantasy campaign – are about as interesting as the cardboard cut-outs sometimes used to represent them in play or on a battlemap. While it’s always possible to overdo […]

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A Slippery Slope: Level Adjustments Under The Microscope

There are times when an Ask-The-GM’s question doesn’t inspire one of us, or is too attached to the mechanics of one specific game system, or doesn’t have enough depth to justify a full blog post, or has already been answered by one of our articles, or for some other reason simply doesn’t suit the approach […]

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3 Ways Game Masters Show, Don’t Tell

“Show, don’t tell is an admonition to fiction writers to write in a manner that allows the reader to experience the story through a character’s action, words, thoughts, senses, and feelings rather than through the narrator’s exposition, summarization, and description.” – Wikipedia Great advice for writers. And the third dimension – interactivity – makes this […]

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The Pursuit Of Perfection, Part 5 of 5: Character Evolution

This entry is part 5 of 9 in the series Lessons From The West Wing

In the first part of this article, which is itself just the first installment of a series of articles, I discussed the execution and delivery of unique-ness in an RPG campaign, and derived a definition of doing so to a standard of perfection that was achievable in more than a hypothetical sense, that was actually […]

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The Pursuit Of Perfection, Part 4 of 5: Evolving The Campaign

This entry is part 4 of 9 in the series Lessons From The West Wing

In the first part of this article, which is only the first installement of a series, I discussed the delivery of uniqueness in an RPG campaign, and derived a definition of doing so to perfection that was achievable in more than a hypothetical sense, that was actually a practical goal: “Perfection in an RPG is […]

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The Pursuit Of Perfection, Part 3 of 5: Laying A Campaign Foundation

This entry is part 3 of 9 in the series Lessons From The West Wing

In the first part of this article, which is itself just the first installement of a series of articles, I discussed the execution and delivery of uniqueness in an RPG campaign, and derived a definition of doing so “to perfection” that was achievable in more than a hypothetical sense – that was actually a practical […]

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The Pursuit Of Perfection, Part 2 of 5: A Perfect Vision Through A Glass, Darkly

This entry is part 2 of 9 in the series Lessons From The West Wing

In the first part of this article, which itself is the first installement of a series of articles, I discussed the execution and delivery of uniqueness in an RPG campaign, and derived a definition of doing so to perfection that was achievable in more than a hypothetical sense, that was actually a practical goal: “Perfection […]

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Retcon Rightly

How to undo major events in your campaign without destroying it. The worst case scenario in my games has to be erasing gameplay, rewinding and replaying that part of the game again. I’ve only done that several times and it’s always felt horrible. A logic flaw pops up, or an inconsistency conflicts with what has […]

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