Archive for the ‘The End Of The Rainbow’ Category

The Gold Standard: Mike’s Top Twenty 3.x Supplements (part 5)

This entry is part 3 of 3 in the series The Gold Standard

Part 1 of this blog post listed nine general supplements. Parts 2, 3, and 4 added three planar supplements, four supplements about magic, and four supplements about game settings and gaming environments. That makes a full twenty-count by my tally. This fifth part is all about honourable mentions: supplements that didn’t make the final list, […]

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The Nimble Mind: Making Skills Matter in RPGs

Someone once asked me why D&D bothers to include skills at all. After all, the GM generally tells the players anything they really need to know (rather than seeing all his hard work in preparing the game crash and burn); and even if he doesn’t, players can always take a twenty. After further discussion, this […]

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The Gold Standard: Mike’s Top Twenty 3.x Supplements (parts 2, 3 & 4)

This entry is part 2 of 3 in the series The Gold Standard

In Part 1 of this blog post, I described nine general supplements which have been useful to me multiple times in multiple campaigns. In this second part, I add another eleven must-have supplements. I should explain that this top twenty are not presented in any sort of ranking – they were originally listed (along with […]

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Engaging Your Players: A Lesson from Crime Fiction

Means, Motive, and Opportunity. The M-M-O triad are the foundation of mystery stories and crime fiction in general, and have been for centuries. To be fair, most stories rely on the fallability and limitations of the triad as a means of solving those mysteries, especially on the first and third of the trio. Motives, after […]

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The Gold Standard: Mike’s Top Twenty 3.x Supplements (part 1)

This entry is part 1 of 3 in the series The Gold Standard

In the comments to a recent blogpost (“The More Things Change: An essay on the future of RPGs”) that I wrote, Johnn suggested that he’d like to see a list of my top twenty D&D supplements. It wasn’t easy, but I finally narrowed the choice down to a mere 20 choices – with an additional […]

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Ask The GMs: An Epic Confusion, or how to stage a blockbuster finish

How much, if at all, should the final villain of a long running campaign pull his punches? My campaign boss [villain] is a high level wizard with access to epic spells, and my party just made 20th level. They are on the way to fight him. Should I open up with his most powerful abilities, […]

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Broadening Magical Horizons: Some Feats from Fumanor and Shards Of Divinity

This isn’t the blog post that I intended to make this week; unfortunately, I’ve been struck down by the ‘flu and had no time to get anything finished except for something that I’ve been able to recycle from my house rules for the various D&D campaigns that I run. That’s also why I’m posting a […]

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Campaign Update: Fumanor: Seeds Of Empire

I have received a number of questions about my Fumanor campaign, especially following the posting of the Microplane Of Earth adventure location and encounter (parts one, two, and three). Several people have expressed interest in the campaign story to date. So here are some elements of the current campaign that might be interesting, possibly a […]

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‘There Is A Hole In Your Mind…’: Solving Mental Block

Like all GMs, there are times when I know I need an idea, I know what the reason is and what will be done with it – I just don’t know what it is. There’s this empty spot in my mind labelled “Idea goes here”, but I’m absolutely bereft of inspiration, and the deadline is […]

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Nobis: Going Renaissance and loving it

Nobis is a game supplement about to be released by Pantheon Press for the d20/ D&D 3.x game system. Campaign Mastery was priviliged to be amongst a selected number of blog sites given a pre-release glimpse of the new release for review. Although this commentary will focus on the Background to the city-state that is […]

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The Right Quip at The Right Time: Humour in RPGs

An Elf, a Dwarf, and a Goblin go into a bar… Oh, you’ve heard that one? Good, then you can tell it to me sometime! Humour is really hard to do WELL in an RPG, some types of humour moreso than others. Silly jokes, like Orcs in tutus, are easy, but are more likely to […]

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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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