Archive for the ‘Planning & Preparation’ Category

7 Reasons A Game Physics Matters

A question so obvious I don’t think I’ve ever answered it before: Why does a game physics matter? I give 7 reasons. I was working on a future post detailing a speculative (real-world) physics – it’s good stuff, coming soon – when it struck me that I don’t think I’ve ever addressed this fairly fundamental […]

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What’s The Real Value? A ‘Trade In Fantasy’ Extra

A simplified mechanism for the simulation of trade in an RPG where it is not to be the focal point. Background A confluence of thoughts from different sources came together the other day relating to how we assess profit from selling something. I’m not sure it was strong enough to count as a revelation, but […]

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All About Ripple Plotlines

Ripple plotlines use domino chains that feed back to the main plotline while cascading out to trigger other plotlines in a chain reaction. They can start from the most apparently inconsequential act or decision and grow until whole Kingdoms hang from them like Christmas baubles. Today (as I write this) is Australia Day, our equivalent […]

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A Fairy Colony In Zenith-3

What is a Fairy Colony, and why should you never annoy one? Or attack one? I didn’t want to go full “Fey” so I came up with something different… In the Zenith-3 superhero campaign, there’s a Fairy Colony at the bottom of their back yard. It was placed there years ago (real time) but until […]

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All Spiders (And Snakes) Are Not Alike

Snakes & Spiders in RPGs tend to one-size-fits-all construction. Use reality to make them exceptional! I got curious this morning. Australia is well-known around the world for the number and variety of deadly fauna we live alongside. The likelihood of your home being robbed drops by a ratio of between 100-1000 times if you live […]

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Once We Were Heroes and the AI Controversy

This post is a review of Once We Were Heroes by Fool Moon Productions, which uses art that’s AI-Generated. So I’ve had to set some ground rules. This post features AI-generated art. If you object to that art or its use, you can click on This Link to read a plaintext version of the article. […]

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Once We Were Heroes and the AI Controversy – AI Redacted

This post is a review of Once We Were Heroes by Fool Moon Productions, which uses art that’s AI-Generated. So I’ve had to set some ground rules. As the owner/operator of Campaign Mastery, I have spent a lot of time thinking about what the site’s policy should be with respect to art by Generative AI, […]

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Expectations and Promises, Real and Imagined

We all have expectations when we belly up to the game table. Sometimes, the GM delivers on promises both real and implied, and sometimes those expectations were never realistic in the first place. After struggling with the most recent installment of the Topologia game setting (it really should have been three parts, maybe 4, but […]

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Auto-update and the RPG

A rant about Auto-updating software leads into a discussion about how updates to source material and game systems impacts RPGs at various levels. I hate Auto-update I hate auto-update. There, I’ve said it. The reasons are many, and I’ll look into them individually below, but for me, it’s a colossal pain in the backside with […]

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Trade In Fantasy Ch. 5: Land Transport, Pt 4

This entry is part 17 of 20 in the series Trade In Fantasy

With the economic foundations sorted, this part gets back to the distribution of fortifications, defensive networks, and Inns. Table Of Contents In part 1: Chapter 5: Land Transport 5.1 Distance, Time, & Detriments 5.1.1 Time Vs Distance 5.1.2 Defining a terrain / region / locality      5.1.2.1 Road Quality: An introductory mention 5.2 Terrain 5.2.0 Terrain […]

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Michael Schumacher and RPGs

The career of Formula One legend Michael Schumacher holds some important lessons for RPG GMs. Backstory A video on the achievements of legendary F1 driver Michael Schumacher inspired this article when I connected a couple of stray thoughts together. Having roughed out the content in my head, I decided not to write it, to do […]

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The Call To Arms: A Guest Article by Alexander Atoz Pt 2 of 2

This is part 2 of the guest article on Wars in TTRPGs by Alexander Atoz. Wars are inevitable in most RPGs, sooner or later, but GMs often struggle to walk the fine line between making the conflict seem realistically big enough and keeping the experience personal to the players. Vast armies lend themselves to Roll-playing, […]

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