Archive for the ‘Game Mastering’ Category

Lore Enforcement: The Legal System in an RPG

Let’s talk for a minute about the law. Most legal systems are based on two things: the protection of certain general principles that are considered fundamental truths by the society in question, and a long history of precedents matching punishments with violations. Criminal law, for the most part, is fairly straightforward. Not much has changed […]

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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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Ask The GMs: Weather, Not Climate

How do you give your campaign realistic weather without overloading the GM with Admin tasks? Hi, both of you, First I would like to praise you for a wonderfully done job! My question is about weather in role-playing games. Let me expain: I’ve been running a campaing for a while now where the PCs evolve […]

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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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“This Means War!”: Making huge armies practical (Part 4 of 6)

This entry is part 4 of 6 in the series This Means WAR!

This is part four of this six part series. Part 1 and Part 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Part 3 began discussing the practicalities of war in play, introducing the Initiative and Action Phases, the Action Order and handling Initiative for army units, and unit Morale. Part […]

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“This Means War!”: Making huge armies practical (Part 1 of 6)

This entry is part 1 of 6 in the series This Means WAR!

The subject of this month’s blog carnival is War. As part of that canival, I present an article on how to referee a war in an rpg. Not one that happens in some distant country, or a neighbouring city, but up close and personal – so close that the PCs can touch it. And not […]

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“This Means War!”: Making huge armies practical (Part 2 of 6)

This entry is part 2 of 6 in the series This Means WAR!

Part 1 began discussing the fundamental concepts needed to simulate a unit of 100 soldiers, dealing with the number of hits that they could inflict in a round of battle, and the amount of damage that they could inflict. Part 2 picks up right where we left off… Part 2: Fundamental Concepts (continued) Ranged Attacks […]

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Ask the GMs: Characters not trusting the other PCs

What do you do when one character doesn’t trust the other characters, and it starts to degrade game play? A game master asks: Hi Mike and Johnn, I am new to GMing and play with a group of close friends every week. One of my player’s characters doesn’t trust the rest of the group. Even […]

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Distilled Cultural Essence – Part 4 of 4: Expressing a different society, Section 3

This entry is part 4 of 4 in the series Distilled Cultural Essence

This is the final part of a four-part article. The first part gave a relatively straightforward technique for creating a unique society; the second and third parts identified four ways of communicating the uniqueness of the result to the players, selling them on its credibility, and exploiting it for scenarios and subplots, and examined these […]

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Distilled Cultural Essence – Part 3 of 4: Expressing a different society, Section 2

This entry is part 3 of 4 in the series Distilled Cultural Essence

This is the third part of a four-part article. The first part gave a relatively straightforward technique for creating a unique society; the second identified four ways of communicating the uniqueness of the result to the players, selling them on its credibility, and exploiting it for scenarios and subplots, and examined the first two, Expression […]

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