Archive for the ‘Planning & Preparation’ Category

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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The Foundation Of Averages: Psychohistory and RPG Rules

Confession Time: This is not the article I intended to post today. I simply ran out of time – after my sense of the day-of-the-week was thrown off by the Holiday Season, leading me to start late. Normal service will be resumed as soon as possible! Over the last few weeks, I’ve re-read the Foundation […]

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The Nuances of computer use in a simulated world

In Roleplaying Tips #536, Johnn ran a tips request (reproduced below) asking for tips on how to GM computer hacking. I decided that simply offering a few tips wasn’t quite going to cut it, and that the subject deserved a slightly more in-depth treatment. I’m currently running a sci-fi future campaign where computers are an […]

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The Season Of Optimism

So it is Christmas once again, as happens every year at this time. This is a time of year that means many different things to different people. For some, it is a time of commerciality run rampant; for others, it is a profoundly religious celebration; for most people, it is a time to acknowledge family […]

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Taking everyman skills to the next level: The Absence of an Alibi

Introduction to ‘Everyman Skills’ As GMs develop in experience, and begin to develop their campaign worlds more extensively, they generally arrive at the idea of everyman skills. Typically, this idea will first emerge in a modern-setting campaign, or future-tech campaign, though this is becoming less true all the time. The idea is that characters, by […]

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Ghosts Of Blogs Past: All The World’s A Suggestion Box

This irregular column resurrects (relevant) lost blog posts from Mike’s 2006 personal blog on Yahoo 360 and updates them with new relevance and perspective. From December 2006: There’s never enough time to do everything right – so concentrate on the little things that make everything else tolerable. It’s easy to underestimate how big a contribution […]

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Back To Basics: Example: The Belt Of Terra

This is part four from two (yes, you read that right) in a discussion of the basic principles of creating adventures and hooking them together to form a campaign; I wasn’t originally going to include these examples, feeling that the principles would be clearer to the reader if they weren’t distracted by another narrative threat […]

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