Archive for the ‘Planning & Preparation’ Category

The Surprising Value of Clickbait to a GM

This entry is part 10 of 11 in the series A Good Name Is Hard To Find

Clickbait. That one word can open a fascinating can of worms in any discussion, should anyone care to sample the contents. In researching this article through Wikipedia, “Clickbait” led me to “Betteridge’s law of Headlines” which led me to “Sensationalism”, while the original article also called up “Yellow Journalism” and “Media Manipulation”. I’m going to […]

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The Narrative Approach To Dungeon Design

How do you design your dungeons? For me, the only technique worth contemplating is the Narrative Approach, in which the dungeon’s location and structure derive from the adventure in which they are to be found, and the encounter content and similar details derive from the location, structure, and adventure. Sounds good, doesn’t it? But, as […]

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Professions Of Character

We all roleplay our character’s professions or character classes, right? Actually, we don’t. What we usually roleplay is someone pretending to belong to a profession, because that’s a lot faster and easier. The difference between the two might seem small, but the impact when you compare the two is like night and day. Awareness of […]

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Inhabiting the Character Space and 16 other ways to help shy players

On Quora recently, I (and others) were asked for GMing techniques to help shy players come out of their shells. As it happens, I already had this article underway, in one of those serendipitous coincidences that stretch credibility to the point of near-fracture. As it happens, I have 17 techniques to offer by which the […]

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How Much NPC Description Is Enough?

It’s an important question, and one not easy to answer. Too much description can not only be boring to listen to, it can obscure important details and confuse the players. Not enough and players will not be able to differentiate between the NPC being described and any others they happen to encounter – or a […]

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Tales of Yore: An Absent Player Solution

I’m interrupting my planned schedule of posts to talk about what happened this weekend past in the Adventurer’s Club campaign, because it will be relevant to all campaigns regardless of genre. I was notified on Friday Afternoon that one of the regular players could not make it that weekend. My first thought was to whether […]

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The Bottom End Of The Magic Biz

Inspiration I have to be honest and say I’m not completely sure who to thank for inspiring this article. At some point in the last month or so, a tweet appeared in my Twitterfeed proclaiming that the GM sending the tweet always liked to hand out useless magic items – or possibly it was a […]

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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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Deflection: A Game Show format for RPGs Pt 2

In the first half of this two-part article I described a game-show format designed for my use in an RPG. A quick reminder: The License The game-show format and key elements thereof, as described in this blog post and its predecessor, are © 2018 Mike Bourke. Licensing is free for any RPG-related purpose. Licensing for […]

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Generational Landmarks And The Long-Lived

Looking at the photographs of the “March For Our Lives”/”Never Again” rallies, you can’t help but feel that an entire generation, who have grown up under the shadow of gun violence in schools since Colombine (April 20, 1999), have run out of patience and been energized. Calls for compromise, like those of Mark Rubio, who […]

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The Ugly Secrets Of The Drop-in Unplanned Encounter

Long-time readers of Campaign Mastery will know that it was co-founded with Johnn Four of Roleplaying Tips fame. The most recent posting by Johnn (I’d provide a link but I think it’s probably too soon for there to be one) dealt with creating encounters on the fly, or improv encounters. While it contained a lot […]

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Obscurity and the Wellspring Of Uniqueness

Obscure Knowledge can be a great source of uniqueness in an RPG Campaign, but it needs to be handled with care. No-one enjoys being lectured to, and the more obscure the subject, the less likely it is to be of obvious interest to those receiving it. There are ways around the difficulties and problems, and […]

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