Archive for the ‘The End Of The Rainbow’ Category

Been There, Done That, Doing It Again – The Sequel Campaign Part One of Two: Campaign Seeds

It happens to all GMs if they stay behind the screen long enough: a campaign comes to an end, and the players insist on a sequel – but the whole reason the campaign has come to an end is that the GM has run out of ideas for the original campaign (or at least, out […]

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Deus Ex Machinas And The Plot Implications Of Divinity

Wikipedia defines a ‘Deus Ex Machina‘ as a plot device whereby a seemingly unsolvable problem is suddenly and abruptly solved with the contrived and unexpected intervention of some new event, character, ability, or object. It can be roughly translated, they say, as “God made it happen,” with no further explanation. They also state that the […]

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The Ineodolus Imperascora (The Traders And Commerce Empire)

This entry is part 6 of 7 in the series On Alien Languages

Today’s article contains another Kingdom write-up from my Shards Of Divinity Campaign. This one isn’t quite as developed as the others (but the last time I said that, I wrote 11300 words and it became one of the most developed of the Kingdoms. I don’t expect history to repeat itself, but you never know…. Postscript: […]

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Therassus Amora, The Centre Of Attraction

This entry is part 5 of 7 in the series On Alien Languages

Today’s article contains another Kingdom write-up from my Shards Of Divinity Campaign. So far, these have appeared in exactly the same order as they were presented to my players in the initial pre-campaign briefing notes apon which these articles are being based. With this part, that changes; the next item on the agenda, if that […]

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Causa Domasura, The Home Of Reason

This entry is part 4 of 7 in the series On Alien Languages

Today’s article contains another Kingdom write-up from my Shards Of Divinity Campaign. My players will be examining this one carefully for any additional nuggets of additional information that I include because this particular group are tied up in their current in-game situation. They think they know who’s responsible and have a working theory – are […]

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Bher Yuralvus, The Home Of The Endless Library

This entry is part 3 of 7 in the series On Alien Languages

* This article was updated on 23 Sept 2012 * Metagame Origins & Status Bher Yuralvus is one of the least-detailed of the Shared Kingdoms. Several Paragraphs of information concerning it appear to have gone missing during the editing process of the House Rules, so that what little remains is full of non-sequitors. As a […]

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Boxed In: A problem-solving frame of referance for players & GMs alike

We’ve all had mental blanks from time to time. When we’re players, a GM presents a problem that should be a slam-dunk to solve – but we can’t seem to grasp the blindingly obvious. Similarly, there are times as a GM when a problem has an obvious solution that we completely overlook, and times when […]

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The Shared Kingdoms: A Premise from the Shards Of Divinity campaign

This entry is part 2 of 7 in the series On Alien Languages

Here’s where we’re at: In order to complete my series on Names, I need to deal with non-human languages; and the best – in fact, the only – approach that I have found for explaining the procedure that I’ve come up with for the creation of such languages is to describe how I do it […]

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The Physics Of Uncertainty

A bit of a departure from the usual today, with an article that is only indirectly game-related. Every now and then, you have to let your imagination run wild or it gets soft and flabby… normal service will resume on Thursday, this was just something that I had to get out of my system. Hopefully, […]

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The Metaphor Engine: A surprising plot generator

The King of a troubled land and his weakling allies face a troubled future. In a distant land, two dark Princes ally with the aim of overthrowing the King and his forces. Slowly, both sides build up their forces, making moves and countermoves in secret. One by one, each recruits secret allies, seemingly headed for […]

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Round Pegs In A Square Wheel: Reinventing Roulette for RPGs

Human nature never changes. That’s what makes science fiction and fantasy accessible to modern audiences. Often, it is by denying that fundamental truth that poor science fiction and fantasy are created. This was especially rife in the 50s, 60s, and 70s (in terms of television and movies) and the 30s, 40s, and 50s in terms […]

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All Wounds Are Not Alike Part 2: Bone-breaking damage for 3.x

This entry is part 2 of 7 in the series All Wounds Are Not Alike

The alternative damage-handling subsystem proposed in last week’s article suffers from one major flaw, as some of our commentators have pointed out – it involves additional processes and bookkeeping that can adversely impact the flow of combat. This flaw is present to a much smaller extent in this proposal. Once again, this is not a […]

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