Archive for the ‘The End Of The Rainbow’ Category

Economics In RPGs 1: The Early Medieval

This entry is part 1 of 16 in the series Economics In RPGs

I’ve been working on this article for several weeks now, on and off, and have come to the conclusion that it will be beneficial to the subject matter to break it into a series of related posts, dividing one concept from another. It started out as an intention to simply explain “inflation” to RPG GMs […]

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A Tale Of Two Empires (and more)

This post details two Empires contending with each other in the Warcry campaign at the moment. I’ll talk more about that in a little bit. There’s also some discussion of when a Kingdom needs to become an Empire, and a mysterious religious body that seems entwined in events. The working title of the article was […]

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The Land Of Green – No DALL-E version

A bit of a fill-in article this week (and maybe next week, too), so that I can put additional effort into a larger article on Economies in RPGs. In the original version of this article, it was illustrated with a composite image created from three DALL-E (Ai-generated) images. Part of the reason for doing so […]

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Pieces Of Creation: The Land Of Green

This post features a composite of three AI-generated images. If you disapprove of AI-generated content, you may prefer to view a version without the AI-Content. If so, just click on This Link: https://www.campaignmastery.com/blog/the-land-of-green-no-dall-e-version Having searched for jungle images before, I knew that finding the right one would be problematic, so I turned to DALL-E. The […]

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3 Things Every Player and GM Should Know

There are three facts about a character that can be considered definitive of what sort of person they are, diagnostic of what sort of mistakes they will make, and instrumental in defining what sorts of adventures will consume their attention. These are not the whole sum of the substance of the character or his personality, […]

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Taking The Initiative and changing it

I was thinking about the perception of time and how that doesn’t match up with the mechanism of time-keeping in the standard initiative systems in games. I mean, it’s certainly possible to design additional mechanics to take these variations into account, and reinvigorate a system that has become predictable. More interesting AND more realistic at […]

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Big Mysteries, Small Mysteries PLUS!

I’ve been fortunate enough to write a number of very well-regarded articles on how to run mysteries in RPGs. There was The Butler Did It: Mystery Plotlines in RPGs (even WOTC linked to this one), The Jar Of Jam and The Wounded Monarch: Two Mystery Examples, which builds on the earlier article, Delving Deeper Into […]

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Bad Things, Good People – Theological Worldbuilding

In any game with Deities or Religions (and that’s almost all RPGs), the questions that dog real religions need to have answers that are plausible, whether we as real people believe them or not. The more interventionist the Deities are, the more this needs to be true, because there is greater capacity for the priests […]

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Seek and ye may find – UPDATED

It’s happened to all of us – we receive some paperwork that is important, do whatever we have to do with it, and then put it away for the next time we need it. And then, when the time comes, can’t remember exactly where it is – or it isn’t where we thought it was. […]

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The Braiding Of Plot Threads

Today’s article can be viewed as a sequel to Spotlights In Focus: Plot Structure Impacts, which I wrote last November. That article examined the impact that a plot structure could have on the content of an adventure, and vice-versa, inspired by the work then being done on an plotline for the Adventurer’s Club campaign that […]

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Spotlight on: The Obvious Villain

I don’t know if you’ve ever noticed, but there are some creature types that automatically get tagged as the villains as soon as they appear. This is true in D&D, in Pathfinder, in a superhero game, a pulp / horror game – you name it. These are ‘the obvious villains’ and today’s article is all […]

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To Roll Or Not To Roll, pt 2

Concluding Campaign Mastery’s contribution to the December Blog Carnival hosted by Rising Phoenix Games is on the subject of “No Dice“. In Part 1, I looked at why we roll dice for various things in RPGs and what these die rolls are attempting to simulate in game-world terms. In a nutshell, the dice represent all […]

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