Archive for the ‘Planning & Preparation’ Category

Bringing on the next generation, Part Two: Gamemaster Mentors

In many respects, it’s easier being a player than a GM. Since the player determines the personality of the character, as well as what the character says and does, there is in fact no ‘right way’ or ‘wrong way’ to roleplay any given character – only ‘better’ or ‘worse’. It’s a bit like being able […]

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The Perils Of Prophecy: Avoiding the Plot Locomotive

Prophecies and prophetic visions are a staple of just about every game genre (even in Western Campaigns, the Indian Medicine Men might have them). GMs like using prophecies for a number of reasons: They impart a sense of wonder to the campaign They confer the impression of a wider universe around the PCs They show […]

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A Grand Conclusion: Thinking about a big finish

I know I’ve written about this before (An Epic Confusion, Or How To Stage A Blockbuster Finish), but I’ve been thinking some more about big finishes to campaigns, prompted by the fact that my superhero campaign is currently in what I hope turns out to be an epic conclusion. As I developed this final scenario, […]

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Flavours Of Neutral – Focussing On Alignment, Part 4 of 5

This entry is part 4 of 5 in the series Focussing On Alignment

In part one of this series, we presented a guest article by Garry Stahl, “The Conundrum Of Alignment”. Part two discussed the justification for alignment being part of the rules, looked at the arguement against oversimplified moral arguements, and concluded that the real problem with alignment was misuse attributable to the judgemental and morally-extremist labels […]

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Dark Shadows – Focussing On Alignment, Part 5 of 5

This entry is part 5 of 5 in the series Focussing On Alignment

This post is the end of a long road! It started with a guest article by Garry Stahl, “The Conundrum Of Alignment”. Parts two and three highlighted what I believe to be the causes of the problems Garry identified, and provided an alternative perspective on Alignment that turned it into one of the most useful […]

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Increase game attendance with great session reminders

I realized recently my game announcements and reminders are underwhelming. I’m leaving opportunities to improve the game unfulfilled. We play every other Thursday night. Games start at 6:30, we’re usually full-on by 7pm, then we wrap up between 11 and 11:30. We confirm the week of the game by email though, just in case schedules […]

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Ask The GMs: PC Choices and Consequences

How can you make the players feel like their actions have an impact on the world? Sometimes, the simplest questions have the most complicated or profound answers. So it was with some trepidation that we’ve approached this question, which was asked virtually exactly as it’s quoted at the head of this article. The short answer […]

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Ask The GMs: When players make themselves immune, remember that “Resistance Is Futile”

How do you handle PCs who seem to be immune to magic? A recent inquiry in Ask The GMs asked us, Hi! I’ve just started an AD&D campaign where the all the PCs have got really good saving throws. Less than 50% of any spells I cast on them will work on the Dwarfs and […]

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Ask The GMs: Giving Players The Power To Choose Their Own Adventures

How do you create a campaign that gives the players absolute freedom but still leaves the GM in control? Recently, Campaign Mastery was asked, Is it possible to create a truly player-choice driven campaign (within reason)? I’m trying to create a campaign that’s anywhere from 75 – 90% roleplaying (there will be dice, but not […]

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Ask The GMs: “Let’s Split Up.” – “Good Idea, we can do more damage that way!”

What are the best ways to handle splitting the party up – especially over the long term? An interesting question was asked of us recently: I’m planning a pretty good science fiction game that will most likely involve party splits during a good percentage of the game. While this seems like it may be a […]

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My Biggest Mistakes: Magneto’s Maze – My B.A. Felton Moment

This entry is part 5 of 7 in the series My Biggest Mistakes

There came a time when I had to move out of the city (where my players were), and back to the small town in which I had grown up, for financial reasons. That would spell the end of most campaigns, but I had willing players and exceptional determination. I would write a scenario each week […]

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Ask The GMs: In it for the long haul

How can a campaign last for decades, and what does such longevity imply? A question recently asked us, I remember Mike mentioning his decades-long superhero game a few times, and am currently planning my next campaign, so I was just wondering how y’all can extend a game so far. Even if the players are still […]

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