Archive for the ‘Metagaming & Metagame Theory’ Category

Simulated Unreality: Game Physics Tribulations

RPGs have a lot of genre elements that do not exist in the real world. Magic, Divine visitations, strange creatures, non-human races with exotic capabilities, exotic potions and arcane enchantments of all kinds, and that’s just the fantasy genre! On top of that, there’s the look-and-feel of the environment, and that means that certain actions […]

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Blog Carnival Aug 2020: What We Need Is/Are…

Campaign Mastery is hosting the August 2020 Blog Carnival, and the topic that I’ve come up with is “What We Need Is/Are….” What does your campaign need more of? What does your campaign world need more of? What do you need more of in your adventures? In you characters? In your players? What does gaming […]

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Adventures That Send A Message

It’s a classic television trope: the message story (sometimes called the Aesop). But there are some serious problems that you’ll encounter adapting the concept to an RPG adventure. Fortunately, they aren’t insuperable. The Problems There are four issues that frequently present themselves in creating message stories: There needs to be a script Players won’t follow […]

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Webs Of Gossamer: Retrofitting For Plot Pt II

Last time I outlined the first half (roughly) of a process for the introduction of a system of organization for plotting to an existing campaign. I hope everyone’s already familiar with what was in Webs Of Gossamer: Retrofitting For Plot Pt I because I don’t have time to do much of a recap. Instead, I’m […]

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The Sixes System Pt 8: Genres

This entry is part 9 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System is a minimalist game system suitable for any and all genres. — It has been used in my Dr Who campaign since September 2014, which has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls […]

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The Sixes System Pt 7: Characters

This entry is part 8 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System is a minimalist game system suitable for any and all genres. — It has been used in my Dr Who campaign since September 2014, which has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls […]

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The Sixes System Pt 6: Doing More Things

This entry is part 7 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System is a minimalist game system suitable for any and all genres. — It has been used in my Dr Who campaign since September 2014, which has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls […]

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Twisting The Tale of Canned Adventures

I didn’t quite get the next part of the Sixes System written up in time – I’m only a few hours short of target, having written almost 6000 words, but time has run out. So I’ll use one of my standby articles and finish the Sixes System up for publication before next week’s disruption. Have […]

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The Sixes System Pt 5: Campaign Infrastructure

This entry is part 6 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System is a minimalist game system suitable for any and all genres. — It has been used in my Dr Who campaign since September 2014, which has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls […]

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The Sixes System Pt 4: Doing Things 2

This entry is part 5 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System has been used in my Dr Who campaign since September 2014, and has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls for speed. — Success or Failure on tasks is determined by adding dice […]

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The Sixes System Pt 3: Doing Things 1

This entry is part 4 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System has been used in my Dr Who campaign since September 2014, and has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls for speed. — Success or Failure on tasks is determined by adding dice […]

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The Sixes System Pt 2: Education, Abilities, and Tools

This entry is part 3 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System has been used in my Dr Who campaign since September 2014, and has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls for speed. — Success or Failure on tasks is determined by adding dice […]

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