Archive for the ‘PCs’ Category

Creating a Campaign Physics

“Game Physics*” have been on my mind lately, no doubt because of my recently published article on the underpinning theory of how Magic works in my superhero campaign. This article is primarily aimed at D&D / Pathfinder / Fantasy GMs, but it may also serve in other genres in which the underlying “science” doesn’t match […]

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Pigment On Canvas – Six GMing Lessons from Oil Painting

There have been three shows that seriously went into oil painting on Australian TV. The first was the Rolf Harris Show, in which Rolf used house-paints on a large board, paining in just two or three pigments; his art was often comprised of abstract shapes until the whole image came together in a fairly impressionistic […]

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The Meta-Physics Of Magic

(originally titled ‘Flowing Mana and other arcane concepts’) Today, I thought I would share with you a few concepts from my superhero campaign that relate to the “science” of how magic works. I’ve addressed the circumstances under which these were presented in-play in an earlier post; this is more about delivering the high-concept ideas themselves […]

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Norsing Around With Jordenheim

It has always been my opinion that of all the pantheons, the Norse are the most suited to application within a superhero campaign. The Greek deities are too whimsical, the Romans too arrogant; the Norse are the most level-headed in many respects. What’s more, the Vikings had a sense of the rule of law that […]

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A Character’s Day Off

Yesterday, I took the day off (actually, this was back in April 2018 – this post has sat around unfinished for quite a while, I’;m probably due to do it again!) This morning (April 2018 again), I was reflecting on how much I enjoyed setting aside the stresses and strains of daily life and just […]

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The Great Reset Button In The Sky

I Spent much of the weekend a few weeks ago performing my regular data backup. Everyone in IT has horror stories resulting from inadequacy of backups. Even IT professionals and past professionals like myself – who know how essential backups are – have lost irreplaceable material to inadequacy of backups. That’s because there are two […]

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Interesting Journeys: You Can Get There From Here

I originally started writing this as a contribution to the May 2020 Blog Carnival, hosted by Moebius Adventures, but when I wasn’t able to finish it in time, I set it aside for later completion. It is now “later”… Travel The theme of the May carnival was “Are we there yet”, and the subject matter […]

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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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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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Wisdom Of The Ages: A Fantasy Campaign Concept

Folk wisdom is a funny old thing. Sometimes it’s a pearl, other times it’s what in Australia might be called a Pearler. Much of the time, it’s sensible, practical advice when applied to situations that are comparable to that which gave rise to the saying; – and incredibly foolhardy when not. For example, take that […]

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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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