Archive for the ‘Planning & Preparation’ Category

The Ultimate Disruption: The loss of a player

The death of a player naturally forces a GM to reassess his campaign and plans. But this sort of tragic event is not the only reason why this might become necessary – a player might move away, or might simply tire of the campaign and want to play something else, or might even give up […]

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An Empty Death, An Empty Life: Making PC Death Matter

An empty Death is a terrible thing When Tasha Yar (Denise Crosby) died in Star Trek: The Next Generation, there was an outcry amongst fans. Not because the character had been killed off so much as because she died what was later described even within the series as “an empty death” – a death without […]

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Big Changes For The Little Guy: How to go from Premise to Campaign

Campaign Mastery was down for a few hours this week due to a configuration issue resulting from a server restore by our host. This manifested as an offer to download a file instead of opening the site. Diagnosing and solving the problem meant that this article couldn’t be finished in time to upload it on […]

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Hints, Metaphors, and Mindgames: Naming Adventures (Part 2)

This entry is part 7 of 11 in the series A Good Name Is Hard To Find

Introduction (reprised from Part 1) I use scenario/adventure titles all the time. Used correctly, they can put players into the correct frame of mind to react in the “right” way to the events in a scenario, conceal the identity of a villain until or hide a plot twist until the big reveal, heighten the drama […]

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Hints, Metaphors, and Mindgames: Naming Adventures (Part 1)

This entry is part 6 of 11 in the series A Good Name Is Hard To Find

I use scenario/adventure titles all the time. Used correctly, they can put players into the correct frame of mind to react in the “right” way to the events in a scenario, conceal the identity of a villain until or hide a plot twist until the big reveal, heighten the drama of a situation and/or raise […]

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The Age Of An Elf: Demographics of the long-lived

I’m taking a break from the ongoing Earth-regency Alternate History series this week (mostly because research has been taking more time than I’ve had available. Instead, the following is based on an email exchange between one of my players and myself, raising some serious questions about the population dynamics of longer-lived species and aging in […]

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Exceeding the Extraordinary: The Meaning Of Feats

From time to time, I like to look behind the curtain – to see what makes the mechanics of the games that I play tick, and what the implications are. Sometimes this leads down unexpected byways, and at other times it yields a nugget or two of insight. And sometimes, it just goes nowhere. So: […]

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Grokking The Message: Naming Places & Campaigns

This entry is part 5 of 11 in the series A Good Name Is Hard To Find

So, here it is: a day late, thanks to the Easter long weekend, but better late than never! Normal Service will be restored next week… in the meantime, enjoy. We’re still working our way through what was originally intended to be Part 4 of this series, believe it or not! Part 1 concerned itself with […]

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The Power Of Synergy: Maximizing Character Efficiency

One of my regular players and an occasional contributor here at Campaign Mastery, Ian Gray, has a simple philosophy when it comes to rewards – never ask for +5 when five +1’s will do. The Judo Of Wishes It’s a philosophy that has developed from his experiences with Rings Of Three Wishes and similar items. […]

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A Twist in Time: Alternate Histories in RPGs

The latest iteration of my superhero campaign has just gotten underway. Being set (mostly) on an alternate-history Earth, it holds a number of elements that may be of interest to readers, especially if I explain the thinking that led to the various choices that were made and my approach to the construction of a detailed […]

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Beyond the Game I: Handouts and Props

This entry is part 11 of 14 in the series GM Toolbox

Written by Michael Beck, with contributions and editing by Da’Vane. GM’s Toolbox, looks at tools, tips, and techniques you can use to improve your games. Toolbox offers you a skeleton for running a campaign, rather than fleshed out tips. This series is presented in a discussion style, and we ask you to contribute with comments […]

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The Echo Of Events To Come: foreshadowing in a campaign structure

The Campain Structure series: Back To Basics Part 1: Adventure Structures Back To Basics Part 2: Campaign Structures Back To Basics Part 3: Example: The White Tower Back To Basics Part 4: Example: The Belt Of Terra In my recent posts on campaign structure (refer the panel above), I made a big point of the […]

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