Archive for the ‘World Design’ Category

How Good Is That Rust-bucket In The Showroom Window?

Something of a bare-bones post this time around, necessitated by the fact that I’m away from home and all its resources. I haven’t been idle while away; I had prepared more than enough RPG work in advance to see me through. Part of that work involves… well, that’s a little more complicated. You see, the […]

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RPGs In Technicolor, Part 2

This entry is part 2 of 3 in the series RPGs In Technicolor

I’m going to zip right along under the assumption that you’ve read Part 1 of this article because I don’t really have the time to recap. Color impacts on Cognition There have been studies that showed that exposure to the color red can impact scholastic performance by as much as 20%; other studies looking at […]

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RPGs In Technicolor, Part 1

This entry is part 1 of 3 in the series RPGs In Technicolor

In Pigment On Canvas – Six GMing Lessons from Oil Painting I drew inspiration from the oil painting techniques of two TV programs, Masterclass In Oils with Ken Harris and The Joy Of Painting with Bob Ross. In the course of Episode 7 of Season 7 (1985) of the latter, Bob made a very interesting […]

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The Four Frontiers Of ‘Alien’

The First Frontier: Appearance Early science fiction depicted aliens as having animal heads or other elements of animal anatomy. Fantasy, myth, and legend carry the principle even further back in time – the Minotaur of Knossos comes to mind. And I would not be at all surprised to be told that centaurs predate even those […]

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The Miracle Of Wood

Whew! Finished at last!! This is a long one, folks – more than 16 thousand words, or about four normal Campaign Mastery articles. Heck, that’s approaching game supplement levels… Needless to say, I had no idea it would be anything like that long when I started. I Hope it’s worth the wait! Awakened Trees Most […]

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Creating a Campaign Physics

“Game Physics*” have been on my mind lately, no doubt because of my recently published article on the underpinning theory of how Magic works in my superhero campaign. This article is primarily aimed at D&D / Pathfinder / Fantasy GMs, but it may also serve in other genres in which the underlying “science” doesn’t match […]

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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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Norsing Around With Jordenheim

It has always been my opinion that of all the pantheons, the Norse are the most suited to application within a superhero campaign. The Greek deities are too whimsical, the Romans too arrogant; the Norse are the most level-headed in many respects. What’s more, the Vikings had a sense of the rule of law that […]

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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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Simulated Unreality: Game Physics Tribulations

RPGs have a lot of genre elements that do not exist in the real world. Magic, Divine visitations, strange creatures, non-human races with exotic capabilities, exotic potions and arcane enchantments of all kinds, and that’s just the fantasy genre! On top of that, there’s the look-and-feel of the environment, and that means that certain actions […]

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Blog Carnival Aug 2020: What We Need Is/Are…

Campaign Mastery is hosting the August 2020 Blog Carnival, and the topic that I’ve come up with is “What We Need Is/Are….” What does your campaign need more of? What does your campaign world need more of? What do you need more of in your adventures? In you characters? In your players? What does gaming […]

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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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