Archive for the ‘Mike’ Category

A Different Experience: A variation on the D&D 3.x Experience Points System

Introduction I recently reformulated the way I calculate experience in my D&D 3.5 campaign. [Actually, what happened was that my computer’s power supply failed and I had nothing better to do with my time for a few hours. But anyway…] It took about a page and a half of 4 x 5½-inch notepaper, and consisted […]

Comments (28)

‘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 […]

Comments (1)

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 […]

Comments (10)

Digital Roles: Two Calls For Help

I can understand the appeal of on-line RPGs, especially MMORPGs. I thoroughly enjoyed games like “Knights Of Legend” and SSI’s line of computer-based AD&D games like “Eye Of The Beholder” and the “Krynn” trilogy, back in my Commodore-64 days. Even at the time, I thought to myself how cool it would be to be able […]

Comments (6)

Ask The GMs: The right to be heard

How do you ensure that every player gets a fair share of the attention when one of them has a dominant personality? Sometimes it can be hard to determine exactly what the problem is when someone asks for advice. When that happens, we do the best we can to interpret the request, dissecting every word […]

Comments (3)

A Different Perspective: Changing the dynamic with a different metaphor

RPGs use rules, usually relating to dice rolls and modifiers, to simulate the world around the PCs, resolve character actions, and provide an interface between the game mechanics and the simulated environment. But this is not the only approach that can be used, and there are times when alternatives should be considered by the GM. […]

Comments (9)

“The more things change…”: An essay on the future of RPGs

The following essay has been written as my contribution to this month’s Blog Carnival, hosted by RoleplayingPro. It contains a great many personal opinions. These may be wrong; feel free to disagree with me. No offence is intended towards anyone involved, and I apologise for any offence inadvertantly caused. Comments and discussion are welcomed, but […]

Comments (24)

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 […]

Comments (13)

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 […]

Comments (11)

Ask The GMs: Pacing Your Campaign

How do you pace a campaign? How do you know if you’re giving too much or too little in experience and treasure? And how do you get the PCs to explore more than the local area? Hello Johnn and Mike, I have been gaming on and off for about 10 years but am a rather […]

Comments (11)

Ask The GMs: Weather, Not Climate

How do you give your campaign realistic weather without overloading the GM with Admin tasks? Hi, both of you, First I would like to praise you for a wonderfully done job! My question is about weather in role-playing games. Let me expain: I’ve been running a campaing for a while now where the PCs evolve […]

Comments (14)

“This Means War!”: Making huge armies practical (Part 5 of 6)

This entry is part 5 of 6 in the series This Means WAR!

This is part five of this six-part series. Parts 1 and 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Parts 3 and 4 described a step-by-step procedure for conducting battles between two armies. But if the PCs are mere bystanders, there is not a lot of point to it all. […]

Comments (1)