Archive for the ‘Players’ Category

Fuzzy Plastic Memories II – Analysis

Introduction Last week, Last month, (third time’s the charm): Back in March, I offered a guest article by Franklin Veaux on how memory works, and some of its features and failings. Today, I’m going to follow it up with analysis of how The phenomenon that he describes, which I have named “Fuzzy Plastic Memories,” applies […]

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Fuzzy Plastic Memories I, A Guest Article

Introduction In the recent article on the challenges facing Generative AI and how they can be overcome, I listed a number of Quora contributors whose work I will always read. One of them is Franklin Veaux. Today I am presenting one of his Quora answers in full, with his permission. I was going to follow […]

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The Mists Of Fear Orrorsh Revisited 2

This entry is part 4 of 4 in the series Extracts from Mike's TORG Materials

Preamble Revisit: A long time ago, I rewrote some fairly fundamental parts of Orrorsh, the Horror Realm. While packing, I discovered where it had been filed away. This is not a complete standalone work; you will still need the official supplement to use it. Why, then, should I read it? The reasons are the same […]

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The Import of the Color of Neckties

Writing and uploading this in advance in hopes of forestalling any disruption. It’s been a while since I did something on characterization; the last such was Four Roads To Characterization, back in late 2022. Hopefully this is a worthy extension of the subject. While packing recently, I discovered first-hand something that I already knew, deep […]

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The Mists Of Fear Orrorsh Revisited 1

This entry is part 2 of 4 in the series Extracts from Mike's TORG Materials

Preamble: A long time ago, I rewrote some fairly fundamental parts of Orrorsh, the Horror Realm, for reasons explained in the text below. While packing, I discovered where it had been filed away (hidden?). This is not a complete standalone work; you will still need the official supplement. Why, then, should I read it? First, […]

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Three Strange Places Pt 2: Mydas

Okay, so here we go with #2 of three locations generated for my campaigns. This is definitely sci-fi in nature, and would especially suit Traveler campaigns, though it can be used more generally. As usual, a bit of a preamble, but I’m setting it off in a text box so that those with no interest […]

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Economics In RPGs 9: In-Game Economics

This entry is part 16 of 16 in the series Economics In RPGs

A word of advice: Each part of the series builds heavily on the content from the previous one. While you may be able to get relevant information without doing so, to get the most of out of each, you should have read the preceding article. In this case, though, that “previous part” is actually the […]

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Expectations and the Theater of the Mind

I’ve decided to wait another week before posting the final part of the Economics in RPGs series, because yesterday, I thought up a new article. I immediately set about outlining the article. I know from past experience that if the outline is not substantial enough, by the time I get to actually writing it, I […]

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How Long Is A Generation?

Last week, I promised readers something completely different from the Economics in RPGs series, and even though this is a different article to the one I had in mind at the time, I still think it delivers – in classic Campaign Mastery style :) While working on the Adventurer’s Club campaign this week (as I […]

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Inherent, Relative, and Personal Modifiers

For the first time since I started it, when I went to draft the penultimate(?) parts of the Economics in RPGs series today, I found myself unsure of how best to structure the post. While I have total confidence that, given enough time, I would have found a satisfactory sequence to bring out the key […]

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Economics In RPGs 6b: Pre-Digital Tech Age Ch 2

This entry is part 8 of 16 in the series Economics In RPGs

This is literally the second part of the article I posted last week, so I’ll forego all the usual preamble bits and pieces, just as I did the last time this happened, diving straight in from where I left off – well, almost. Writing like this sometimes has strange confluences and coincidences, and in this […]

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Skating On Thin Ice: ‘Show, Don’t Tell’

“Show, don’t tell” is a common maxim when it comes to literary entertainments, and something that has been gleefully expropriated as good advice for other media. That includes TV, Movies, and, of course, Roleplaying Games. I was thinking about that during the last week, and noting how much easier it was for the other two […]

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