Archive for the ‘Planning & Preparation’ Category

Trade In Fantasy Ch. 3: Routine Personnel Pt 2

This entry is part 6 in the series Trade In Fantasy

The 2nd of likely four posts looking at everyday personnel in Trade. In this part, Beasts of Burden, Provisions, Carts, and Wagons. For anyone wondering at the cause of the delay, just look at the number of tables that I’ve ended up using in this post – then remember that each of them has to […]

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Trade In Fantasy Ch. 3: Routine Personnel Pt 1

This entry is part 5 in the series Trade In Fantasy

The first of at least three posts looking at everyday personnel in Trade. This covers everything from wagon drivers to guards to dock-hands and farmhands. Anybody who can be considered a faceless cog in the trade machine, in fact! Credit where it’s due: The series title graphic combines three images: The Clipper Ship Image is […]

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Mental Health and the GM

Gamemasters are human, and just like everyone else, vulnerable to mental health problems. It’s entirely possible that the active participation in an immersive hobby like TTRPGs provides a measure of relief from, and insulation from, such problems, but reducing them in frequency and/or severity does not mean that they are eliminated. My evidence for the […]

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A Roll Of Six Modifiers

There are six types of skill roll modifier that I take into account when assessing any attempt by a character – PC or NPC – to carry out some task. Past articles have focused on just a few of them; this post is intended to provide an overview of the whole. I worked on the […]

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Lost Axes Of Character: A Tool for GMs

I know some readers (Hi, Johnn!) who simply zone out when the word “Alignment” is mentioned, but bear with me. There’s good reason why it’s downplayed in the newest editions, decoupled from racial profiles and game mechanics, but this is alignment as you’ve never seen it before, with a whole different purpose. This is the […]

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Trade In Fantasy Ch. 2: Trade Units Pt 2

This entry is part 4 in the series Trade In Fantasy

Repeated from last time: The concept of an abstracted “Trade Unit” lies at the heart of making Trade a playable event on a recurring and large scale. Without it, you bog down in minutia; with it in place, direct comparisons become easier and decisions far more prone to “make themselves” unless overridden for story purposes. […]

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Trade In Fantasy Ch. 2: Trade Units Pt 1

This entry is part 3 in the series Trade In Fantasy

The concept of an abstracted “Trade Unit” lies at the heart of making Trade a playable event on a recurring and large scale. Without it, you bog down in minutia; with it in place, direct comparisons become easier and decisions far more prone to “make themselves” unless overridden for story purposes. Understanding the process of […]

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Break Management for RPGs: 12 Simple Rules

We all need to take a break from time to time. Managing the process is an underappreciated part of the GM’s toolkit. Here are 12 rules to follow. Taking A Break Today’s topic is one that I don’t think I’ve ever discussed here at Campaign Mastery. Quite obviously, I’m taking a break from the Trade […]

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Dominoes and Daisy Chains: Writing Adventures

The subject this week is adventure writing and structure. I have evolved a fairly functional process to translating ideas into ready-to-run plots over the years, and today I’m going to share it. This can be viewed as a companion piece to One word at a time: How I (usually) write a Blog Post, which has […]

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Systematic NPCs: Design With Purpose

I employ a structured and systematic approach to NPC design. Today, I’m going to give readers the low-down – everything they need to use it for themselves. The system revolves around a text document or sheet of notepaper, and an 8×4 grid on another sheet of notepaper – and something to write with. As ideas […]

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The Local Ambrosia: Food In RPGs

Cuisine is one of the ultimate distillations of culture. This is how RPGs can harness this fact. Introduction I watch a lot of travel documentaries and short videos, especially those that compare cultures. Not only are they inherently interesting to me, they give me vital cultural reference for games that take place in those nations, […]

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The Mundane Application Of Genre Part 3

In Part 1, I shared a simple technique for creating immersion within the specific genre of a campaign, and applied it to Fantasy campaigns. Part 2 took a solid look at Science Fiction campaigns (and was supposed to also include everything I cover this time around. These genres were not chosen capriciously; between the four […]

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