Archive for the ‘Tools & Techniques’ Category

‘There Is A Hole In Your Mind…’: Solving Mental Block

Like all GMs, there are times when I know I need an idea, I know what the reason is and what will be done with it – I just don’t know what it is. There’s this empty spot in my mind labelled “Idea goes here”, but I’m absolutely bereft of inspiration, and the deadline is […]

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11 Homebrew Dungeon Master Screens

A couple of weeks ago we chatted about the top dungeon master screen hacks. This week, we cover a related topic – do-it-yourself screens. Have you ever made your own dungeon master screen? If so, how did you do it, and what materials did you use? Through the years I’ve cobbled together my fair share […]

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Learn From Your GMing Mistakes – Session Post-Mortem Tips

Let me start off our discussion of doing game session post-mortems with some definitions: Retrospective: contemplative of past situations (dictionary.com) Insanity: doing the same thing over and over again and expecting different results (Albert Einstein) Kaizen: a Japanese philosophy that focuses on continuous improvement throughout all aspects of life (wikipedia.org) The goal of many Campaign […]

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Ask The GMs: The right to be heard

How do you ensure that every player gets a fair share of the attention when one of them has a dominant personality? Sometimes it can be hard to determine exactly what the problem is when someone asks for advice. When that happens, we do the best we can to interpret the request, dissecting every word […]

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A Different Perspective: Changing the dynamic with a different metaphor

RPGs use rules, usually relating to dice rolls and modifiers, to simulate the world around the PCs, resolve character actions, and provide an interface between the game mechanics and the simulated environment. But this is not the only approach that can be used, and there are times when alternatives should be considered by the GM. […]

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Ask The GMs: Pacing Your Campaign

How do you pace a campaign? How do you know if you’re giving too much or too little in experience and treasure? And how do you get the PCs to explore more than the local area? Hello Johnn and Mike, I have been gaming on and off for about 10 years but am a rather […]

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Ask The GMs: Weather, Not Climate

How do you give your campaign realistic weather without overloading the GM with Admin tasks? Hi, both of you, First I would like to praise you for a wonderfully done job! My question is about weather in role-playing games. Let me expain: I’ve been running a campaing for a while now where the PCs evolve […]

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“This Means War!”: Making huge armies practical (Part 5 of 6)

This entry is part 5 of 6 in the series This Means WAR!

This is part five of this six-part series. Parts 1 and 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Parts 3 and 4 described a step-by-step procedure for conducting battles between two armies. But if the PCs are mere bystanders, there is not a lot of point to it all. […]

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“This Means War!”: Making huge armies practical (Part 6 of 6)

This entry is part 6 of 6 in the series This Means WAR!

This is the final installment of this 6-part series. Parts 1 and 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Parts 3 and 4 described a step-by-step procedure for conducting battles between two armies, and Part 5 described how to integrate the PCs into the war action. This final part […]

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“This Means War!”: Making huge armies practical (Part 3 of 6)

This entry is part 3 of 6 in the series This Means WAR!

Part 1 and Part 2 of this six part series discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Part 3 begins applying the theory… Part 3: Playing At War: The War Round Having turned each unit of 100 men into, effectively, a single creature, and simplifed the combat mechanics down to […]

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“This Means War!”: Making huge armies practical (Part 4 of 6)

This entry is part 4 of 6 in the series This Means WAR!

This is part four of this six part series. Part 1 and Part 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Part 3 began discussing the practicalities of war in play, introducing the Initiative and Action Phases, the Action Order and handling Initiative for army units, and unit Morale. Part […]

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“This Means War!”: Making huge armies practical (Part 1 of 6)

This entry is part 1 of 6 in the series This Means WAR!

The subject of this month’s blog carnival is War. As part of that canival, I present an article on how to referee a war in an rpg. Not one that happens in some distant country, or a neighbouring city, but up close and personal – so close that the PCs can touch it. And not […]

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