Archive for the ‘Rewards’ Category

Book of Dead Characters to Celebrate Your Gaming

A friend I once gamed with was awesome at celebrating gaming. He made sessions into special events. He had props. He talked about games in a special way, like a sports fan does about when their team won the championship that year. He celebrated the details and told stories about special session moments. It was […]

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With An Evil Gleam: Giving Treasure a Personality

All too often, treasures in a game – be they gadgets in a high-tech setting, high-powered sports cars in a modern campaign, or arcane thingies in a fantasy campaign – are about as interesting as the cardboard cut-outs sometimes used to represent them in play or on a battlemap. While it’s always possible to overdo […]

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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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Two ways to play: Roleplaying and Rollplaying

This is always a controversial subject, and one that I was already contemplating a blog post discussing, when Johnn added the following to last week’s Roleplaying Tips: RPT reader Brock writes: I enjoy good role-play and developing my character’s personality. To me, that is still the primary reason I play RPGs. On the other hand, […]

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“Do You Feel Lucky, Punk?”: A New idea for handling “wild luck” in D&D

For a long time, I’ve been dissatisfied with the way some games handle wild, improbable, luck. D&D, for example, has no luck mechanism per se; only the critical hits subsystem comes close, where if you roll well enough, you score multiple damage, and in the skills subsection, whereby rolling a 20 on a skill check […]

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Coinage in Fumanor: Windows into a campaign background

In a previous blog, I discussed converting prices from “…and a 10-Foot Pole” from I.C.E. and mentioned a number of campaign-related issues and background elements from “Fumanor: The Last Deity” that complicated the discussion, which I promised to tell everyone about at another time. Since it’s a good example of how to take a rules […]

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How Much Is That Warhorse In The Window? – Pricing Of Goods in D&D

It doesn’t take much more than a quick flip through the pages of “…And A 10-foot Pole” to realise that it’s an extensively-researched volume. Aside from breaking history into twelve periods covering everything from the stone age (prior to 9000 BC) to the information age (1980+), it divides commodities into standardised categories and gives prices […]

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Breaking The Bank: controlling treasure in D&D

Many monsters come with treasure in D&D. Taken at face value, these can quickly overwhelm a campaign. I thought I would run through a few measures that the GM can use to control how much hard currency the party gets their hands on. First they have to find it Most treasure will be found in […]

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The Gold Standard: Mike’s Top Twenty 3.x Supplements (part 5)

This entry is part 3 of 3 in the series The Gold Standard

Part 1 of this blog post listed nine general supplements. Parts 2, 3, and 4 added three planar supplements, four supplements about magic, and four supplements about game settings and gaming environments. That makes a full twenty-count by my tally. This fifth part is all about honourable mentions: supplements that didn’t make the final list, […]

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The Nimble Mind: Making Skills Matter in RPGs

Someone once asked me why D&D bothers to include skills at all. After all, the GM generally tells the players anything they really need to know (rather than seeing all his hard work in preparing the game crash and burn); and even if he doesn’t, players can always take a twenty. After further discussion, this […]

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A Different Experience: A variation on the D&D 3.x Experience Points System

Introduction I recently reformulated the way I calculate experience in my D&D 3.5 campaign. [Actually, what happened was that my computer’s power supply failed and I had nothing better to do with my time for a few hours. But anyway…] It took about a page and a half of 4 x 5½-inch notepaper, and consisted […]

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When Is A Good Time To Hand Out Experience Points?

Many games use experience points, and if you game master such a game, you might wonder when the best time is to handout XP – before, during, or after? I’ve done all three, and there are pros and cons to each approach. Here are a few tips. Character wants Characters live for experience points. They […]

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