Archive for the ‘Dr Who: Lovecraft’s Legacies’ Category

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

This entry is part 3 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 1: Fundamentals

This entry is part 2 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 […]

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Introducing The Sixes System: A Minimalist Universal RPG

This entry is part 1 in the series The Sixes System

0. Preface I’ve been thinking about writing this article – and the rest of this series – for a while now. You may be wondering, what is The Sixes System? It’s a slight refinement of the sophisticated but minimalist game system that I’ve been using for my Dr Who: Lovecraft’s Legacies campaign for about 3 […]

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Polytime – a plot repair technique

This is an article about a technique for repairing continuity and plot problems that is especially suited to long-running campaigns and to campaigns deriving from published sources. I’m not going to leave anyone who hasn’t mastered telepathy in suspense: the technique is Patching one plot hole with another. For some that will be enough of […]

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The Black Meta-Art Of Setting Difficulty Targets

Every time there’s a fifth Saturday in the month (with the occasional exception), I run my Dr Who campaign. This uses a simple home-brew game system that I’ve been tinkering with for more than a decade. As the game proceeded (a good time was had by both GM and Player), I noticed the way that […]

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Comparative Underpinnings Of Campaign

While this article builds on some others that I’ve done here at Campaign Mastery, I didn’t feel it was enough of a sequel to any of them to qualify for the Blog Carnival. But I wanted to remind readers that if you’re thinking of doing so, there’s still time to submit a late entry! I’ll […]

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The Greater Society Of Big Bad Wolves: RPG Villains of the blackest shade

I’m listing this as an entry in the Blog Carnival because it builds on several past articles about villains and villainy. See: The Anatomy Of Evil: What Makes a Good Villain? Shadows In The Darkness – The nature of True Evil Making a Great Villain Part 1 of 3 – The Mastermind Making a Great […]

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The Reality Deadline

Every GM experiences deadlines and deadline stress. There comes a point at which you have to be ready to play, whether you are or not, and whether you feel adequately prepared or not. In learning how to cope with that situation, you also learn how to manage – at least somewhat – the many analogous […]

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Ask The GMs: Shared Worlds and Co-GMs

There’s a whole spectrum of collaborative modes in existence these days, ranging from the cameo appearance or recurring pastiche all the way through cross-overs to the tightly-knit true shared creative spaces that are almost completely collaborative in nature. Although in literature, the Thieves’ World series is generally thought of as the first shared world that […]

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The Hollow Echo Part 1 – Adding Music To Your Game

Music can provide an iconic trigger that instantly transports the listener into an associated memory. Soundtracks and scores for Film and TV have long recognized this effect and played on it. You might not know it, but every major character in a movie or TV show has their own “theme”, a handful of notes, usually […]

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Lightning Research: Maximum Answers in Minimum Time

One art that every GM should master is the knack of researching just enough information just as quickly as you can digest it. I sometimes call it the art of Lightning Research, and today I’m going to share a couple of tips for doing it successfully. These tips come in two parts – one for […]

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Working The Other Side Of The Screen

Not too long back, an exchange on Twitter led me to the question – does continuing to play RPGs on a regular basis make you a better GM? I’m certainly in a position to judge, since I continue to run multiple campaigns and have, for most of the last year, been a player in a […]

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