Archive for the ‘Pirate/Swashbuckling Games’ Category

The Artificial Mind: Z-3 Campaign Canon

Lately, a lot of the spam that CM has been receiving has proposed the use of AI-generated content to make the life of the writer/publisher easier, as though content creation was nothing more than the means to an end. The Flaw In The Argument Mankind has yet to build an artificial system that can pass […]

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The Trouble With Ginormous

This article contains material generated as background reference in Mike’s Doctor Who: A Vortex Of War campaign, but it holds relevance to most campaigns including those of the Fantasy genre. Introduction Space is big – really, really, big. I’m sure most readers will have come across that phrase, or something very like it, on numerous […]

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On The Priorities Of Graphic Depiction 8: Examples

This entry is part 8 of 8 in the series Priorities Of Graphic Depiction

The story so far… This is the last in a set of mini-posts that I have written and published as quickly as possible (given a number of health-related interruptions), something I’m calling a mini-blitz. My normal publication schedule will resume at the end of the series. Each of the posts so far has examined one […]

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Take Two And Call Again

Whew, finished at last! Six hrs overdue, but it’s more than twice the usual length, so hopefully that can be forgiven! Is it too easy to cure disease in RPGs? I analyzed that question from various angles last week and came to the conclusion that the answer was arguably ‘yes’ – and also arguably ‘no’ […]

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Surviving Artifacts with Demi-Relics (BC Apr 2021)

All GMs should recognize and follow the rule of cool, which states that if a player wants his character to do something cool, the GM should try to find a way to let him, even if it violates canon or what the character should normally. be capable of. Alas, in one of the great inequities […]

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Flying The Fantastic Skies: Skycrawl Reviewed

If I mention sailing ships designed to travel from one world to another, the game system that comes to mind for most readers will be the Spelljammer game setting for D&D, introduced late in 1989, or perhaps Planescape, which came out in 1993 as a replacement for Spelljammer. Despite the official discontinuation, every release of […]

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The Glow Around The Corner

Just to prove that the recent two-and-a-half-part article RPGs In Technicolor (part 1,part 2, part 2a) weren’t the last word on the subject, I thought of this topic of discussion. Picture a room in which your character is located. A partially-closed door leads to a corridor beyond. Somewhere down that corridor, something is glowing in […]

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Boundaries Of The Fantastic

I try very hard to provide balance in my coverage of different genres here at Campaign Mastery, guided by the relative popularity. Out of every 15 posts, 6 should be Fantasy oriented, 4 should be sci-fi oriented, 2 should be ‘realistic’ (Modern-day or Pulp, hence the inverted commas), 2 should be Superhero/Secret Agent oriented, and […]

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The Meta-Physics Of Magic

(originally titled ‘Flowing Mana and other arcane concepts’) Today, I thought I would share with you a few concepts from my superhero campaign that relate to the “science” of how magic works. I’ve addressed the circumstances under which these were presented in-play in an earlier post; this is more about delivering the high-concept ideas themselves […]

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Interesting Journeys: You Can Get There From Here

I originally started writing this as a contribution to the May 2020 Blog Carnival, hosted by Moebius Adventures, but when I wasn’t able to finish it in time, I set it aside for later completion. It is now “later”… Travel The theme of the May carnival was “Are we there yet”, and the subject matter […]

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The Inversion Substitution: Quick Characterization

It’s happened to us all at some point: the adventure has sidetracked down an unexpected alleyway and brought the PCs face-to-face with a character that you’ve made up on the spot. When this happens, you’re generally thinking only in physical terms, at least in the immediate term; that is because the first interaction that the […]

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Would all Deities please take One Step Forward?

When a deity shows up in your game, how do you make sure the PCs – and more important, the players – know what they are dealing with? How do they recognize that the being that stands before them is something more than mortal? Of course, sometimes it’s obvious that the creature before them isn’t […]

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