Archive for the ‘Rules & Mechanics’ Category

The Utility of Average Rolls: A Guest Article by Clinton Hillman

If you need to save time or mental bandwidth, consider using dice roll averages for rolls of more than 4 dice. Disclaimer: nothing in this article should be considered prescriptive. You know your game system, your players, and yourself best. Use what seems useful and put the rest in your back pocket for when you […]

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The Past Revisited – Nov 2017 Blog Carnival

This isn’t the post I expected to put up today. The other one’s ready, and will appear later in the week. The reason is because it’s almost November – and that has a significance that will become clear any second now… Once again it’s time for Campaign Mastery to host the Blog Carnival for the […]

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Finalizing the Mechanics for the Zener Gate Campaign

This entry is part 4 of 4 in the series The Zener Gate System

Introductory Recap This is the third post on the development of a bespoke game system for use in my latest campaign, which is now scheduled to start play on October 21st – so finishing this has become a priority. Let’s start with a recap. A couple of minor details that weren’t properly explained the first […]

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A Role To Play

For the last two days, what was an intermittent telephone and internet problem caused by excessive line noise has become no telephone and internet service at all. So I will be posting this via an Internet Cafe, but it will be the last post published until this mess is sorted out. Hopefully, that means that […]

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RPG Industry Products and Projects Of Note (Sept 2017)

I get far more invitations to review products and Kickstarter campaigns and the like than I could ever hope to satisfy. Every few months I gather several of these together for a round-up set of mini-reviews. This time around, with Christmas Shopping on the immediate horizon, I have no less than 25 products to bring […]

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We could be Frenemies: Using Good Creatures As Opponents

Sometimes, you want to hit your players with a problem that can be solved only with action of the most violent kind. In D&D, a monster that presents a kill-or-be-killed situation; in a superhero game, a violent threat that has to be stopped before innocents are harmed. But it’s never a good idea to do […]

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Fractional Pursuits To Focus Attention

For the last few weeks I’ve been (occasionally) reading a board-game development blog/newsletter – Brandon the Game Dev for anyone who might be interested – at the invitation of a relatively new twitter contact, @brandongamedev. This week’s post was about playtesting; in it, Brandon wrote, Since people can do unexpected and strange things with your […]

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The Success Of DnD: A guide to the history and incarnations of the most popular RPG

This is going to be a really long article* unless I control my enthusiasms really tightly, so expect me to be a little more succinct than usual. Until I get carried away, that is…. * Actually, it was always going to be a really long article. I should have said, “incredibly long article”! The Roots […]

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Progressive Modifiers In The Zener Gate system

This entry is part 3 of 4 in the series The Zener Gate System

Prelude I: Someone asked why readers might want to read a diary of rules creation. The Answer is simple: it helps you understand rules and rules processes, making it easier for a GM to interpret other game mechanics as they encounter them. That’s always the value of a glimpse behind-the-scenes!   Prelude II: Well, that […]

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Countering The Rise Of Third-Person Roleplaying

This is a somewhat unusual article for Campaign Mastery in that it is pitched as much, or even more strongly, at players than at GMs… While planning the next adventure in the Adventurer’s Club campaign yesterday with my co-GM, I made an observation regarding the changing style of roleplaying. Both my co-GM, Blair, and I, […]

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Designing A Game System (for the Zener Gate campaign)

This entry is part 2 of 4 in the series The Zener Gate System

It’s still not certain which game system will be used for the Zener Gate campaign, but discussion with one of the players clarified many of the concepts of the original game system that was forming in the back of my mind as an option. As I thought the process and ideas might be of interest […]

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Precision Vs Holistic Skill Interpretation

“He skulked down the alleyway, blending into the shadows and taking care to avoid the occasional patche of loose cobblestones…”   Sounds good, doesn’t it. Sounds literary, the way you would read – or write – it in a novel or short story. Let’s translate that into typical Game dialogue, and see how well it […]

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