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Epigrams Of Life and Gaming: Selection #1


This entry is part 1 of 2 in the series Epigrams Of Life & Gaming

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About the “Epigrams Of Life & Gaming” series:

An epigram is a brief, interesting, memorable, and sometimes surprising or satirical statement. Usually under the hashtag #Musing, I have the habit of tweeting notions and thoughts and philosophizing; the 140-character limit of twitter (and yes, I know there are ways around that) by definition makes those tweets epigrams. I’ve been documenting the best of them (in my opinion) with the intention of discussing them here. Because I’m not constrained to 140 characters, I’ve been able to clarify some that had been compressed severely in order to fit twitter’s limits – but they are all still very short.

These are thoughts that run deep, or that are succinct to the point of being razor-sharp. Taken all at once, they can be quite overwhelming, and each can receive less than the attention it deserves. So I’ve broken them into batches of ten or twelve. I’m not going to present them all at once, instead relegating this to another irregular series. After each epigram, I will try to expand on the thought propounded, or discuss the point raised.

Not all of these are directly applicable to RPGs. But all RPGs involve people, and that makes them all at least indirectly relevant…

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If you don’t enjoy the result, at least enjoy the process. And vice-versa.

One of my greatest assets in life has been the capacity to find something I enjoyed about every job that I had, no matter what it was, from meeting new people to discovering new cultures, from improving processes that make a real improvement in government services, to enjoying the sunshine. And a big part of the secret to acquiring that capacity is this little tip.

It applies to my GMing, too. From creating campaigns to writing adventures to making maps to creating interesting characters, either I found something satisfying or enjoyable about the process itself, or I deliberately guided the process so that the end result would be something that I would enjoy.

It’s like creating a new PC. If you find the character intriguing / interesting, and the GM engages in the character, you will always be happy to play it. If either of these is not true, your enjoyment in playing the character will either wane or be crushed beneath the growing burden of frustration. Neither negative outcome is conducive to good roleplay, and will lead to a cessation on your part as a player of any effort whatsoever. You start playing by numbers and just going through the motions.

In the same way, if you enjoy neither the process or the result of any phase of your activities as a GM, the level of effort will suffer, and the overall outcome will diminish in standard, ultimately affecting your capacity to do the things that you do enjoy about the process – ultimately, in the worst case, because the campaign shuts down.

If there is any aspect of game or campaign prep that you don’t enjoy, you need to invent or discover a new way of doing that work that is fun, or sooner or later, your campaign will suffer.

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If you write something you enjoy, you’re successful whether it is a commercial success or not.

Game prep is a bit like writing a blog, or a novel, or whatever. You can’t do it day in, day out, unless you enjoy what you do. No-one gets rich from gaming or writing about gaming. Fewer than 1 in a thousand make significant money from writing of any kind – it’s a significant achievement just to earn the equivalent of a standard wage. That means that you either find some other source of satisfaction that compensates and rejuvenates your motivation, or you stop doing it – some time after you stop doing it well.

This observation is obviously closely related to the one previously discussed, and they are both about work/life balance and maintaining enthusiasm for what you do.

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You can enjoy the craftsmanship of an artistic effort without liking the product. The reverse is harder. Forest for the trees?

I’m not a big fan of rap music. Most classical music doesn’t excite me, either. There are artists – both traditional and digital – whose work leaves me cold. Most poetry induces yawns. Yet, I have studied all of these things for my own enjoyment, and discovered selected works that do appeal. Even if I don’t like a piece of music, or a painting, I can still appreciate the skill and artistry of execution. I might like the way the bass guitar is played, or appreciate the fingering technique on the guitar fret, or the complexity of timing, or the use of color. Hence the first part of this statement I consider proven beyond question.

The rest of the statement gets a little deeper. Is it possible to enjoy the end result of an artistic process without appreciating the craftsmanship and skill of the artists involved? Examples that demonstrate a ‘yes’ case are much harder to find. My tastes would be different from yours, so there’s no point in citing specifics; but I would suggest that every time you hear a piece of music or see a work of art and think, ‘I would like that if not for X (whatever X might be) that it is an example. The problem is that X – whatever it is – is interfering with your overall enjoyment of the work. In effect, you can’t enjoy the forest because there’s one ugly tree in the middle of your view.

This is a statement about appreciation of technique against your capacity to enjoy a holistic view of the finished product.

Now, consider the following: The ‘finished product’ is an RPG campaign or adventure, and the craftsmanship refers to all the elements and ingredients that go into it, from the players to the characters to the maps to whatever. You can appreciate the effort that a GM puts in, even learn something useful from it, without that campaign or adventure being your cup of tea, or something that you would enjoy playing in. (First part of the statement). But it gets a lot harder to enjoy a campaign or adventure that would otherwise be a massive hit for you if there is one particular aspect of the result that you don’t like. It’s hard to overlook the distasteful ‘tree’ to discover the enjoyment that the rest of the forest would bring.

That connects this thought with the ones that preceded it. If there is a significant aspect of your campaign prep that is being shortchanged because you have not found a way to enjoy doing it, this can potentially kill a campaign no matter how good the rest of it might be. The solution is to find a way to grow your enthusiasm and skill for that section of the GM’s craft that you aren’t currently enjoying, and your game will benefit.

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Nine-Tenths of the ideas you have as you are falling asleep are rubbish. But the last 10th makes the effort of recording them all worthwhile.

Our conscious minds continually filter our ideas through a plausibility screen, while distracting us with reactions and stimuli from the world around us. Only as we are falling asleep do both the distractions and filters go away, giving your conscious awareness direct access to the part of your mind where inspiration happens. The lack of filters means that a lot of what you come up with will be rubbish. But a few gems that you might otherwise have missed will also sneak through. Always be aware of these ideas, and examine them diligently but cautiously the next day.

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You can tell an idea is worth the effort if you worry that you are inadequate to the task of developing that idea.

There are times when we all come up with ideas and aren’t sure if they are good enough to be worth the time they will require to develop. One hallmark of the really good ideas is that they seem overwhelming, even beyond our skills. If you undertake the development of such a great idea, either you will be up to the task despite your self-doubt, or you won’t; if you aren’t, you will either rise to the challenge and improve yourself in the process, or you will fail. Assuming all conditions are equally likely that means that 75% of the time, you will succeed in developing that idea. In fact, since you were good enough to come up with the idea in the first place, the chances of success are probably higher. So back yourself; you might be surprised at what you can achieve.

Here’s another way to look at it: If you don’t try, you will always regret it if you later realize that you might have had the skills necessary to have succeeded. So don’t be put off by the prospect of failure.

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Writing is a creative process that transforms ideas into text through the mechanisms of skill and discipline.

There are a lot of answers out in the world to the question, “what is writing to you”. Some talk about the need to write, others about the work involved, others describe it as a labor of love. Still others describe it as a skill, or a discipline, or a habit that you have to get into in order to succeed at it. This is my answer, and it packs a lot of meat into a simple expression.

  • Ideas – you have to have them, or you’re writing will never be worth anything.
  • Skill – you need to learn what you are doing in order to succeed in transforming the ideas from the original imaginary medium to the page.
  • Discipline – you need to keep doing it, for as long as it takes, or your skills will lose the edge needed.

This is true of all writing, whether it be a school assignment, a work of fiction, a blog, or an RPG.

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How frustrating would it be to discover the $10,000 winning token in a packet of munchies a week after the promotion had ended…

This has never happened to me, or to anyone that I know – but I’m sure that it has happened to someone, somewhere, at some point.

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When crossing the desert of ignorance, a book is both canteen and compass. Be prepared, always have one with you.

In a desert survival situation, a canteen prolongs survival while a compass gives direction. When in a situation where ignorance and uncertainty are all around, a book on the subject gives direction and enables you to get through the situation. Try to always have any book dealing with subjects that might arise and about which you are uncertain at hand when you might need.

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If you must rehearse a conversation in your mind (and we all do), ask yourself what the other party MIGHT say, don’t decide what they WILL say.

We all rehearse conversations in our heads. While this advice is good in general life, it’s also applicable to GMs when they are preparing the interactions between NPCs and PCs. Don’t expect it to follow any particular script you might have in your head – because most of the time, it won’t. So rarely will the script bear any resemblance to what will actually be said that locking yourself into any particular delivery is a waste of time, and counterproductive to boot.

Instead, keep a list of the points that you want to be made in the course of the dialogue, and look for multiple ways to go from something that might be said to the message you want to deliver. And if one of the other parties makes one of your points for you, cross it off your to-do list for the conversation rather than contributing excessive weight to that particular statement by reiterating it.

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I hate being wrong. I would rather admit ignorance. I hate admitting ignorance, so I educate myself constantly.

Another piece of advice that applies to both general life and sitting in the Game Master’s chair. There’s not a whole lot more to say, really – except one footnote: You never know what will turn out to be useful information. In the past as GM, I’ve drawn on information on subjects as diverse as biology, genetics, politics, history, music, art, sociology, real estate, banking, economics, computer science, software design, desktop publishing, cooking, geography, geology, thermodynamics, engineering, metallurgy, movies & media, publishing, journalism, mathematics, and many more fields besides. The more you can absorb, the more tools you have in your toolbox.

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If you do something without thinking first, you will never do it as well as you could – unless it’s emoting. If you do anything without thinking after, you’ll never learn from the experience.

Another item with considerable depth to think about. The first part seems fairly obvious and straightforward – but there’s a sting in the tail. Thinking about how best to display emotion can sometimes – even often – be counterproductive, focusing too much attention on clarity of delivery while obscuring what your performance is attempting to deliver. You are far better off imagining that you are feeling that particular emotion (or something close to it) and letting that mood color your words and tone than you would ever be trying to fake them.

The counterpoint in the second half is something not enough people realize, unfortunately. Mistakes, lucky and unlucky guesses, serendipity – they can all be educational, but only if you take the time to understand what just happened. If not, it’s a sure bet that mistakes will be relived, but serendipitous lightning might never be caught in a bottle again – in other words, it’s all downhill from there. Which sucks mightily and is the best possible reason for taking the time to learn from your experiences.

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The brilliance of technology is that it makes communication easier. The price is that it makes miscommunication easier.

The final installment of this particular set of epigrams. This is something that seems obvious when it’s stated outright, but that seems to take a lot of people by surprise the first time they hear this thought expressed. At the time, I was thinking about the many false “celebrity deaths” that have misled people on twitter – consider this list of premature obituaries from Wikipedia, which only scratches the surface of the phenomenon. But after I had drafted it, I realized that it applied in broader terms and to more forms of misinformation. An essential skill of modern times is the passing of everything you read or hear through a plausibility filter and verification process.

“I read it on the Internet” used to be synonymous with unreliability and misinformation. These days, the web in general has cleaned up its act a lot. Wild rumor and imaginative gossip has largely been swept aside by professionalism and corporate spin, respectively, but there are still corners that are a bit wild and woolly. Social Media are definitely one of those areas. But scams and fisching attempts and malware still abound, and the last line of defense is often our credulity and credibility.

At the same time, the level of trust that can be imputed to previously-unimpeachable news sources has steadily deteriorated, at least in Australia. Newspapers are full of editorial slant, and once-trusted current affairs programming has revealed itself to little better than the notorious National Enquirer. These days, it’s becoming very commonplace to use the internet to verify stories that run in the traditional media.

Modern society has more information at its fingertips than any past generation could have dreamed. But we also have more misinformation and misrepresented information at those fingertips. The more unlikely it is, the faster a story seems to spread, and the only solution is to learn which sources can be trusted and which to regard with suspicion. The sad reality is that this statement is definitely something that you can trust.

That’s all I have for this article. There will be more; all told, I have well over 100 insights like these twelve to share. Be sure to check out the next batch – whenever they appear!

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Casual Opportunities: Mini-encounters for… Barbarians


This entry is part 1 of 5 in the series Casual Opportunities

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About the Casual Opportunities series:

I realized recently that something is missing from my campaigns, and has been for a long time: casual opportunities for the PCs to establish their primary role within the campaign.

Casual opportunities for heroes to be heroes, for villains to be villains, for geeks to be geeks. It’s easy to become so focused on the primary plot, or on the things that the PCs are contributing to it, that it’s easy to overlook these touchstones that remind players of who their characters really are when the chips are down.

Unless a villain (or a PC) has set it alight, there has never been a burning house, or inn, or wagon, in one of my fantasy campaigns. The PCs have never spotted a street urchin picking someone’s pocket only for the urchin to run into the PC while looking the other way for signs of pursuit.

The PCs have fared a little better in my superhero campaign, but there still has not been enough casual crime for them to deal with – speeding drivers, break-ins, etc – in passing.

In part, this situation has resulted from a nearly-obsessive drive to try and show the characters’ private lives, outside the superheroes-on-a-mission context, in an extremely limited play window of about 5 hours once a month, without short-changing those missions and plotlines. In part, it has come from the players expecting to always be in or near their home base because of those primary plotlines. And, in part, because I simply hadn’t thought of it – until now.

So, I’m going to try and make up for that with this series. Each part will focus on one particular character archetype and list at least half-a-dozen minor encounters for that major type of character that showcase an essential characteristic of that archetype. I will also take the time to explain why I think each encounter is relevant or significant to that character type, and make some attempt to get under the skin of the archetype and examine what makes it tick.

The series itself will be an irregular one, appearing every now and then – don’t look for it every week. And while it might start with a D&D / Pathfinder character class, I intend to cover superhero, sci-fi, and pulp archetypes along the way – all in no particular order. In fact, I’m going to deliberately mix it up…

Image from Wikipedia under Creative Commons 2.0 Licence

Image from Wikipedia under Creative Commons 2.0 Licence

So who is this Barbarian chappie, anyway?

There are a few who think of the Barbarian as a bloodthirsty savage who settles all arguements with whatever weapon comes to hand – if it’s not too delicate for the job. And a few more who equate the Barbarian Rage ability with a Berserker‘s battle fury. Aside from those three or four people, everyone else looks for a more sophisticated description that can accommodate intelligent Barbarians instead of treating them as being as dumb as stumps, regardless of their intelligence scores, and can also accommodate skilled barbarians instead of treating them as living buzzsaws.

The problem is that Conan, who is the classic Barbarian archetype, was used as one of the foundations of the Fighter class, so whatever the Barbarian is, Conan isn’t it. This wasn’t a problem until 3e D&D; prior to that time, the Barbarian (if he existed at all as a class) was a sub-class or variation on Fighter. Third Edition did away with subclasses, moving Barbarians out into their own character class, and introduced the Rage mechanic.

Before I can come up with a set of minor encounters to reveal and illustrate who the Barbarian really is, I need to understand exactly who that is. Right away, a number of variations come to mind.

The Simple Hedonist

Eating, Drinking, Gambling, Wenching – those are the important things in life. Some people get so intellectual about things they forget what really matters, forget to smell the roses. It’s not that this variant can’t understand a complex arguement, it’s that they don’t care about complications. They will always try to reduce any situation to it’s most primal elements, and the smarter they are, the better they are at doing so quickly. This enables a rapid (if simplistic) direct solution to the problem which the Barbarian can be implementing before the intellectuals have finished figuring out what the problem is. Determined, resolute, and unwavering, this character employs a direct approach to problem-solving – because anything else is playing whatever game the other side has chosen, on his terms. If you have a political problem, kill the politician. If he’s well-protected, you just need a little more force or a touch of craftiness to lure him out into the open. Sometimes he gets a little carried away, that’s all.

The Emotional Arrow

This variation has a lust for the zest of life. It doesn’t matter what they are doing, they will find a way to make it enjoyable, or what’s the point of doing it? If the game is not enjoyable, change the rules, the parameters of the situation, until it becomes something that is fun. Because this character is so in touch with what he feels, emotionally, he is adept at getting to the emotional heart of any situation, any relationship, stripping away the complications that get in the way and confuse things. He has some bedrock fundamental values on which he has built his life, and which he will not yield or bend one iota – for anyone or anything. Loyal, steadfast, and brave, he takes his time declaring a friendship – but will back any declared friendship all the way to the gates of hell. Loyalty to that friendship, and to any commitment, is his greatest virtue, and betrayal of that friendship by others is the thing that will really, really, tick him off. There is no turning back from such a betrayal; once trust is broken it can never be restored. Instead of Conan, think Sam Gamgee. [This is the variant that I used for Arron in Fumanor – refer Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 2 for more details (look for the section on Ogres). This variant’s Rage is that of a lover spurned, a wife betrayed. When he has to, he simply turns off the thinking part of his mind and operates on raw passion and determination.

The Thrillseeker

This is an obvious variation on the variation just presented. The thrillseeker also has a lust for the zest in life, enjoying being at the centre of events, and forcing his way into that centre. He aspires to be an elemental force, a force of nature, whose very presence demands confrontation on his level and his terms because he will simply smash anything else against the wall. This variation revels in brutality when necessary, and directness the rest of the time. The greater his intelligence, the more successful the character is at positioning himself exactly where he wants to be in any situation. In many ways, the Thrillseeker’s emotional condition is arrested in childhood – he has a childlike love of adventure and danger, and a child’s temper, which casts aside anything and everything else when it expresses itself.

The Hop-head

The word ‘assassin’ derives from the Persian word hashishi or hashshashin, and refers to a sect of Ismalis. A combination of real life, enemy propaganda, and western imagination depicts the Nizari Ismalis as “hashish-consuming intoxicated assassins” (refer the “Legends and folklore” and “In popular culture” sections of the Wikipedia page linked to).

In reality, these were a group of religious warriors who had more in common with fantasy clerics than the “assassin” character class, and who just happened to be used by their political and religious masters for the purpose of assassination.

The description of the supposed impact of Hashish consumption on their psychology is closer to what would be expected of PCP abuse (also exaggerated by media reports) – warriors who felt little or no pain, and who kept going long after anyone else would have dropped, with extraordinary strength and ferocity. Think of a medieval version of The Terminator.

Not a lot of imagination is needed to re-blend fiction and reality to create a culture whose warriors routinely dope themselves up to achieve a state of religious ecstasy once a day or when going into battle. Some of the well-publicized incidents regarding violent acts committed by PCP users, such as those committed by former rapper Big Lurch, could easily be considered barbaric and the origin of the reported behavior of Barbarians as a class.

In summary, this variant imagines the Barbarians as a group of strongly-religious warriors who employ naturally-occurring drugs on a daily basis and before battle to place themselves into a psychotic state of religious ecstasy, and who reject the ‘sophistication’ and complication of ‘modern life’ to become ‘closer to the spiritual world’.

By modern standards and in the modern world, there is nothing but negatives to this depiction. But in a fantasy world where the gods are real? It’s still extreme, but would be seen as more tolerable – so long as they directed their violence against real enemies and not innocent bystanders. They might have their origins in a successful last act of desperate defense when faced with being overrun by some fallen race – Orcs or trolls or ogres or whatever. And it’s an interpretation that leaves a lot of room for roleplay and interesting exploration, thanks to the spiritual connotations. In fact, this variety of ‘Barbarian’ easily has as much depth, complexity, and plot potential as any other character class. There are elements of the classic cloistered monk, elements of religion, elements of a complex philosophy, all disguised as something simple, which is often mistaken for something primitive.

The Hot-head

This is the interpretation favored by some – the berserker who gets angry at the drop of a hat, but who is able to focus that anger and aggression into something that is usually positive. Dangerous to be around, and more dangerous to have as an enemy.

Comparing 3.x and Pathfinder

The descriptions of the class vary in two broad respects between these two sources. The first is that the 3.x version lists the berserker aspect as only one of several characteristics of the profile, emphasizing primitive and uncivilized origins. The Pathfinder version speaks of fury and passion and berserker tendencies as a far more dominant element within the profile, while offering the player far more variations on the “Rage” ability that imply a degree of sophistication at odds with the 3.x ideas. This is further borne out by the implications within the text that being a Barbarian is a philosophic choice that can be learned and embraced by anyone, rather than being the exclusive province of primitives beyond the fringes of society. The options and variations presented above cover the full range of possibilities implied by these extremes.

Common Threads

There are some themes that run through all of the variants listed, and these are fertile ground for exploitation in casual encounters.

  • Directness
  • Simplification of issues
  • Passion over intellect
  • Violence when wronged
  • Spirituality/Philosophy
  • Hedonism
  • Passion for life
Differential Threads

Each of the variations also have something that is unique to that variation. These are always useful as a source of minor encounters because they give the Barbarian Variant an opportunity to display the point of distinction of that variation:

  • The Simple Hedonist: An opportunity for revelry
  • The Simple Hedonist: The Cure for what Ails You
  • The Simple Hedonist: The bully/li>
  • The Emotional Arrow: The Aegean Bargain
  • The Emotional Arrow: An arguement over trivia
  • The Emotional Arrow: The Honest Advantage
  • The Thrillseeker: A thrilling novelty
  • The Thrillseeker: On the edge of the spotlight
  • The Thrillseeker: A risky proposition
  • The Hop-head: An arguement about religion
  • The Hop-head: An excess of hedonism
  • The Hop-head: The temple thief
  • The Hot-head: Three-card Monty
  • The Hot-head: Scene at a restaurant
  • The Hot-head: Water in the Ale
  • The Hot-head: What happens on the battlefield, stays on the battlefield

So, that’s the menu for today’s article…

The Common Encounters

In this section, I’m offering seven encounters derived from the common threads. Each variant and individual will respond slightly differently, of course, but will still be expressing that common trait of the class.

Directness: The star-crossed lovers

These situations are ridiculously easy to assemble. You start with the simply proposition, X wants to marry Y, and then start layering on complications that stand in the way until the whole thing seems utterly impossible. For example:

  • Pherilia wants to marry Drythas.
  • Pherilia’s hand has been promised to Umberto.
  • Umberto is Drythas’ father, an old and bitter man.
  • Pherilia hates Umberto.
  • Pherilia’s parents are deeply in debt to Umberto.
  • Drythas is a playwright, dismissed as completely unsuitable for anything by both Umberto and Pherilia’s parents.
  • Umberto has been blackmailing Pherilia’s parents for decades.
  • Pherilia’s father once tried to kill Umberto with a crossbow, but missed and killed Drythas’ mother instead. Pherilia isn’t supposed to know this, but her mother told her.
  • Drythas’ mother was the only one who held him in any esteem, and he loved her deeply.
  • Drythas’ is convinced that Umberto (his father) had his mother killed because she wouldn’t go along with his schemes.

What a tangle – it’s positively Shakespearian! Now, let’s introduce our Barbarian to the situation. He encounters a weeping and slightly drunken Pherilia, who is clutching a vial of poison and trying to work up the nerve to use it; she would rather die than be forced into the marriage her parents have arranged for her. It won’t take much more than a sympathetic growl from the Barbarian for the whole story to come spilling out.

There are a number of simple solutions the Barbarian can employ to solve the problem:

  • Kill Umberto.
  • Kill Drythas.
  • Kill Pherilia.
  • Umberto is old. Tell Pherilia to marry him, and use the poison on him.
  • Pherilia knows things about Umberto he would not want to be public. Blackmail him back.
  • Tell Pherilia to elope with Drythas, and let Umberto and her parents fight it out. None of the mess is her fault.

Sure, there are more sophisticated solutions that buy into the whole Greek Tragedy paradigm. But Barbarians are direct, remember?

Simplification of issues: The Wizard’s Tower

I thought about rolling this one into the preceding, but realized that while there is some overlap, it is not total. The biggest problem is trying to confine examples to a manageable scope; it’s very easy for this type of problem to take over the campaign and become a major plot element.

Stohl is a wizard with a problem. He thought it would be a clever idea to build his tower out of stone blocks that were recycled from the fallen tower of his mentor, who was once a wizard of great power. But the stones had absorbed leakage from countless spells over the decades, raising the morphic field energies to the point where the smallest cantrip went wildly out of control. That was how his old master had died, and how his tower came to be destroyed in the first place. Then Stohl came along and imposed order and rationality on the ruins rather than letting the excess of arcane energy dissipate over time, as it would naturally have done, by rebuilding them into a structure with a purpose – and just at the same time that the temple next door was preaching unification of the people and common interests and looking out for each other. Now the very stones are reaching out to the neighboring buildings, turning loose stones into improbably and impossible structures that defy common sense and rational thought (two things that stones are not known to be particularly good at) and which violate every ordinance of construction within the city. Still more worrying, they have not been tapping their own morphic energies to achieve this, but have started draining other sources – such as the Duke’s prized +3 broadsword. A full investigation is underway, a handsome reward has been offered for the head of the thief who “replaced the broadsword with a magicless forgery”, and it’s only a matter of time before Stohl is blamed for it all. Worst of all, the stones have begun to vaguely apprehend what happens when a building is razed to make way for new construction, and have started to take it personally. What Stohl needs is someone who can solve the problem without deducing all sorts of inconvenient deductions that will lead to his head being offered up on a platter. Someone like a Barbarian…

The big trick is now getting the Barbarian involved without explaining what’s going on. The simplest solution is to have Stohl hire the Barbarian to knock down his tower (he can use just about any excuse he can come up with to justify this desire. The desire to redecorate (‘towers are so yesterday, you know, and I so want to be stylish…’) is my favorite. The tower will, of course, fight back. Either the Barbarian will win, ending the problem and any connection between the events in town and Stohl, or the Tower will win, in which case Stohl can blame him for doing something to his tower. Either way, Stohl is off the hook.

How the barbarian can solve the problem:

  • Lure Stohl back to the tower, and attack him. The walls will soak up the magic Stohl uses to defend himself until the tower goes boom. Problem solved.
  • Or, he could figure out that it’s magic doing it, and that it’s draining magic items in the town to do it – and simply stack as many magic items as he can find or steal in the tower until it overloads. Problem solved.
  • Or he could knock down a whole heap of other buildings to soak up all the magic in rebuilding the town.

Three solutions that all get to the heart of the problem – with no real need to even attempt to understand the complexities of how things reached this point. And that’s what a Barbarian is good for – clever of Stohl to have realized that…

Passion over intellect: The Wildervore Migration

A migration of wildervores* is threatening a crop. The smart thing to do is to try and deflect them around the croplands, or concentrate on protecting the town and declaring the crop a lost cause. But to anyone who really relishes a challenge, confronting the alpha Wildervore mano-a-creature and seeing who’s stronger is irresistible.

* What’s a Wildervore?
I made the name up to represent a large creature that travels in larger herds. It could be anything from a Stegosaurus on down. Invent something. It should be prone to charging, and big. A herd of them should be something that no-one in their right mind gets in the way of. That’s what Barbarians are for.

Violence when wronged: Accusation In The Alley

After a night spent carousing, the Barbarian stumbles out into the lane to make his way to the stables where he is lodging for the night because the innkeeper wouldn’t let him sleep indoors, when he stumbles into a mugging that’s gone very badly wrong. The victim has been hit rather too vigorously over the head, and the city watch are approaching the alleyway entrance. The perpetrator, a thin man dressed in dark clothes, takes one look at the situation and does something half-smart – he yells for help and pretends the Barbarian has assaulted his “friend” and is threatening him…

If the Barbarian were a country bumpkin or a savage simpleton, this might have been a smart ploy. But he’s not, he’s a Barbarian, and that doesn’t mean stupid. Brave to the point of idiocy, perhaps, but not stupid. Even drunk, he’s more than a match for the town guard – but the confrontation gives the would-be mugger the chance to get away – for now. The next morning, the hunt is on, as the wrongfully accused Barbarian begins stalking the streets like a natural disaster…

Spirituality/Philosophy: The Arguement

The Barbarian comes across two priests having a very loud arguement about a trivial aspect of religious doctrine. Normally he wouldn’t get involved, but a crowd have gathered to listen, and some are starting to take one side or the other, and they are all blocking the Barbarian’s path.

This encounter gives the Barbarian the chance to be simple yet profound: “What does it matter? The Gods look inside men’s hearts, not at all the fancy trappings and pretendings that you wrap them up in.”

Hedonism: The Wedding

The Inn where the Barbarian is lodging has run out of ale – something about the delivery cart being late. So, slightly tipsy, he has wandered out to find another to drink at, only to come across a high society wedding where there’s plenty of fine booze, good food, and attractive women – who have also consumed enough of that booze to be impaired in their judgment. Any respecter of propriety would keep going rather than inviting himself in, but we’re talking about a Barbarian here, and no-one seems to mind.

The next morning he awakes to the screeching of one of the maids of honor, who has just discovered the Barbarian in bed with her mother…

Passion for life: The Night Before

It’s the night before an important battle, or at least, a significant and dangerous one. The ascetic and professional military have ordered the inns closed so that the citizens will respond to orders in the morning with clear heads. The pious are praying. The fearful seek hiding places. The opportunists are taking advantage of the opportunity. All sorts of revels are on offer for the Barbarian, who is no coward, doesn’t especially like or trust thieves, and whom no inn door can keep out if he really tries…

The Differential Encounters

Having completed the litany of minor encounters and mini-plots focusing on the Generic Barbarian, it’s time to get specific…

The Simple Hedonist: An opportunity for revelry

Two con-men are working a ploy almost as old as time – they claim to be selling a farm on behalf of an old widow who can’t look after it any more. Because she is not well, and needs to relocate for health reasons, they have to sell it quickly and “for a small fraction of what it’s really worth”. They have worked their way from town to town, selling and reselling the same piece of swamp at every opportunity, then moving on before anyone can complain. They take the time to liquor up their marks before, during, and after making their pitch – it makes them easier to convince. This time, they’ve made the mistake of choosing the Barbarian as their next victim…

The Simple Hedonist: The Cure For What Ails You

The Barbarian, feeling a little delicate after last night’s activities, wanders down the street wishing the dawn didn’t have to be so loud, and comes across an enthusiastic little man who has set up a small apothecary stand on the side of the street and is offering a cure-all. The Barbarian is stumping past grumpily when he is spotted by the salesman, who immediately mentions another putative benefit of his potion: “Cures Hangovers”…

This is really two encounters for the price of one. The initial encounter sells the Barbarian the “cure”, the second involves the Barbarian realizing that it doesn’t work. Most people would shrug and let it go, not having expected miracles under the circumstances – but the Barbarian isn’t most people.

You can up the ante by having the Barbarian notice several other customers buying the potion to cure more serious ailments, and letting the Barbarian champion “the little guy”. Or you can save that for an intermediate encounter, stretching the plot thread to three encounters – the salesman suggesting that maybe the Barbarian “got a bad batch,” and “Here, have a replacement for nothing, my compliments”…

The Simple Hedonist: The Bully

The Barbarian comes across a weak and spindly guy being picked on by a big, burly, bully. Normally he would keep going – “None of his business” – but then the spindly guy says “You’ll be sorry if you’re not careful, I’ll set my Champion onto you,” and points vaguely at the Barbarian. The Bully, with more bravado than sense (practically a Barbarian himself) replies, “Oh yeah? I’ll kick his butt…” or medieval to that effect.

In a straight fight, the Barbarian would probably win. But the Bully cheats, and has a couple of confederates nearby…

The Emotional Arrow: The Aegean Bargain

Last night, drinking at the inn, the Barbarian ran out of coin, and promised to muck out the stables for another jug of ale. It’s the next morning, and the Barbarian has just discovered that the Inn and several neighboring businesses have a communal stable that is eight times the size he was expecting – so large that by the time he’s finished, the end he started on is dirty again.

The Emotional Arrow: An arguement over trivia

A son and his father are arguing over trivia to avoid telling each other that they care about each other, an all-too-common pattern where the people concerned consider themselves ‘too macho’ to go in for the ‘touchy-feely stuff’, in the next room to the Barbarian’s. After a while it starts to grate on the Barbarian’s nerves. Some Barbarian variants would threaten or simply assault them; the Emotional Arrow gets to the real problem – in a fairly blunt and direct fashion, of course.

The Emotional Arrow: The Honest Advantage

The Barbarian has come into possession of some minor knick-knack that he hopes to sell in the next village for enough to buy some ale and food. The village, a very small community, has only one tradesman who might be interested in the knick-knack, but after apologizing profusely, he informs the Barbarian that he cannot afford to purchase it; he has only counterfeight coins, which he was given by a passing stranger yesterday in payment for his entire inventory. The Merchant then shows the Barbarian one of the false coins; the Barbarian realizes that he cannot tell the difference between these and the real thing. Had the Merchant said nothing, he would have been none the wiser until someone discovered the truth at a later time; the Merchant would have passed the economic loss on to several other businesses (but would probably save his own in the process).

While most Barbarians would simply shrug and move on, the Emotional Arrow values honesty and integrity. What he will do to make things right is up to him, but here’s one suggestion:

The Barbarian sells the Knick-Knack for all the counterfeight coins that he the Merchant has, and adds some real ones of his own to the total. He then hurries to the next town, where he suspects that the counterfeiter will attempt to sell the fruit of his lies; sure enough, he finds a man there attempting to trade the goods obtained from the honest merchant at a small fraction of their real value. A bidding war begins between the merchant who was being persuaded to buy them and the Barbarian, which the Barbarian inevitably wins because he is willing to pay full market value (plus) for the goods. The counterfeiter, fooled by his own creations long enough for the sale to go through, is only beginning to suspect what has occurred when the Barbarian tells the town constable that the merchant in the previous village has accused the counterfeiter of trading in false coins, and produces a sworn complaint from the Merchant. Because the merchant has a reputation for honesty throughout the local region, his complaint is taken seriously enough for the counterfeiter to be searched and the false coins discovered. His protestations of innocence are unconvincing, his accusations against the Barbarian yield nothing but a threat from the Barbarian if he doesn’t apologize on the spot, and he gets carted off to prison. The other bidder remains silent and denies ever having met the counterfeiter when questioned. Later, he tells the Barbarian that he spotted the origin of the produce, and the counterfeight coins being offered for the merchandise, and figured out what was going on. “I would rather have an honest competitor with whom I will always know where I stand than a piece of deceptive trash like that hanging around.” He then gives the Barbarian enough for some ale and bread to compensate him for his efforts.

If the above is too cutesy for you, make the second Merchant a secret confederate of the counterfeiter and a fence on the side – who has cut his compatriot loose when the jig was up. Insert some subtle clue to this relationship into the conversation with the Barbarian; then let the Barbarian get to the edge of town with his ale and bread before he figures it out. Time for some more direct action…

The Thrillseeker: A Thrilling Novelty

Trekking through mountainous territory, the Barbarian (and his friends/companions, but they don’t matter) come across a man offering rides down a waterfall in barrel. Unknown to the PCs, this is a con – a confederate kills the Thrillseeker, relieves the bodies of valuables, and attaches lead weights, all while supposedly helping the thrillseeker into the barrel. The body is then (after a brief delay) stuffed into the barrel, which shatters conveniently on the rocks at the bottom of the waterfall; the body, because of the weights, sinks, while the salesman pretends to be stunned, “that’s never happened before”, etc. Things go badly wrong when the confederate tries to kill the Barbarian. The scheme is quickly exposed and the villains taken into custody, leaving the Barbarian to pine regretfully that he never did get to ride the waterfall in a barrel. But maybe one day…

The Thrillseeker: On the edge of the spotlight

The thrillseeker variant can’t stand not being the center of attention. That means that he tends to thrust his way forwards whenever a volunteer is called for, no matter how dangerous the mission might be (and how much his comrades might wish he wouldn’t). It also means that he doesn’t do sneaky very well – whenever the PCs need to do something they would rather other people not pay attention to, the best bet is to have the Barbarian stage some sort of diversion. Something like climbing the castle tower bare-handed, or challenging everyone who passed by to a wrestling match, or being very loudly drunk in the middle of the market square.

A Barbarian with intelligence is smart enough to realize all this – and so, when he encounters some public display designed to capture the attention of the crowd, his first thought is “what don’t they want me to notice?” and his second is probably “Maybe I can figure it out if I make myself the centre of attention”.\

To use this encounter then, all you need is a spectacular stunt, and something that the stuntman is trying to distract attention from. Smuggling a princess out of the castle, for example. Add one Barbarian and stir well. Then stand back, and let the Barbarian and the designated Distraction engage in a series of one-up-manship games.

The Thrillseeker: A risky proposition

Fools rush in where angels fear to tread. Barbarians rush in where fools hesitate and think about visiting a relative several Kingdoms over – well, at least the Thrillseeker variant does. To employ this encounter, you need something absurdly dangerous, a Barbarian in the audience, and a volunteer who (to the Barbarian’s eyes) is clearly unfit for the task. The Barbarian should challenge the volunteer to some sort of contest to prove his fitness for the challenge – in the process committing the Barbarian’s companions.

The Hop-head: An arguement about religion

The Barbarian encounters a hellfire-and-brimstone cleric calling for abstinence from alcohol as he is on the way into a tavern. If only he weren’t so tall/broad/whatever, he might have been able to slip in without being singled out. But the cleric did call him out, and called him a godless heathen in front of everyone (including any gods that might be watching), and he couldn’t have that. But the witless idiot was only doing what he thought was right, so violence wasn’t the first answer – he just needed to do some more learning about the real world and lose some of those wrongheaded notions. Then some punishment smackdown could be handed out.

The Hop-head: An excess of hedonism

Getting drunk and drugged is a religious duty and obligation to those who truly believe. There is no better way to get closer to the Gods according to those of the Barbarian credo. But, shockingly, there are those philistines who go through the motions without believing, without piety, without purpose – and walking through the tavern doors, he’s just found a a room full of them, and it’s the last straw. He’s gonna learn them or he’s gonna burn them…

The Hop-head: The temple thief

Everyone worships in their own way, so unless they get in his way, the Barbarian doesn’t pass judgment on the practices of others, one way or the other – not too often, anyway. But when a small child clutching a golden candlestick bursts out of a temple and runs headlong through the crowd, priests and temple guards in pursuit, only to collide headlong with the Barbarian because he was looking behind him at the time, it was time to draw the line. And then he saw that the priests wore the sigils of Mornless The Unfathomable, the most-hated god in existence, whose credo is the live sacrifice of any who don’t believe in their squid-headed deity…

The Hot-head: Three-card Monty

The Barbarian encounters a street hustler who engages him in a game of three-card Monty. After eight attempts and eight failures, the Barbarian is starting to get suspicious, but forces the hustler to play again, as he has done several times already. He’ll find that Queen card if it kills somebody…

The Hot-head: Scene at a restaurant

Feeling uncharacteristically flush with money, the Barbarian decides to buy himself a fancy meal at the most exclusive restaurant in town – one of those ones with the snooty waiters – without a reservation…

The Hot-head: Water in the Ale

Most people know better than to serve a Barbarian watered-down ale, but this barman doesn’t seem to have gotten the memo…

The Hot-head: What happens on the battlefield, stays on the battlefield

Yesterday there was a fight. Both sides had Barbarians. It ended in a draw, both sides falling back. Today, the Barbarian encounters one of the enemy Barbarians in a tavern. He’s about to tear the tavern down around him when the other Barbarian offers to buy him an ale…

Primitive doesn’t mean stupid: The Conclusion

There’s a lot of plot potential in these variations on the somewhat poorly-defined standard Barbarian, and that’s before you start exploring native cultures and the like. In particular, there’s lots of opportunity for Barbarians of all types to both refute and reinforce the stereotypes – and for a player and GM to have fun doing it. The other players might get a little jealous, though – how come they don’t get cool plotlines like this?

Whew! Finished at last. I wasn’t sure I was going to get there – this article has taken more than twice as long to write as I thought it would, and that was with a clear idea of what I was going to say, and with the basic concepts of the variations already in my head. Future parts of this series might have to be subdivided – one half the character analysis and one half the plotlines – just to keep the workload, and the deadlines, manageable. The question I would now pose our readers is: Would you find it better to have the second half of a subdivided article published immediately after the first (which should make these easier to write) or would a bigger gap, leaving room for something else in between, be preferable?

Comments (3)

A folder for every file: My Document Organization for RPGs


Click thumbnail to see larger image. Refer to the discussion of the “Original Pix” folder in ‘Adventures’ for why it is relevant.

Introduction

A week or two ago (as I write this) I was chatting with someone on twitter, and they wanted to show me a map they were working on – but couldn’t find where they had stored it on their computer. File organization is one of those areas that no-one ever really talks about, so everyone evolves their own system by hit-and-miss without ever knowing whether the system they have created is merely good enough or if it actually helps their game prep. This is, in itself, an unsatisfactory state of affairs, so I thought I would address the problem by discussing how I organize my game-related files – in general (I vary it as I deem necessary).

The top level

Unlike a lot of people, I have multiple campaigns on the go at any one time. So the uppermost level has a folder for each campaign and separate folders for any metagame notes like timetables and so on.

The campaign level

I try not to have any documents in the top level folder itself; I find that it is better to impose some order and structure at the campaign level by employing subfolders. The folders I usually create at a campaign level are:

  • 00. Campaign Overview
  • 01. Campaign Plan
  • 02. Campaign Reference
  • 03. Campaign Notes & Research
  • 04. Campaign Background
  • 05. Campaign Background Reference
  • 06. Spells
  • 07. Character Sheets
  • 08. Character Class Notes
  • 09. Characters & NPCs
  • 10. Enemies
  • 11. Monsters
  • 12. General Maps
  • 13. Kingdoms & Cultures
  • 14. Rules
  • 15. Ideas & Rumors
  • 16. Inspiration
  • 17. Adventure Notes & Ideas
  • 18. Adventures

What goes into these? In some cases, it may be obvious – but in others there are some twists to the tale, and still others are not clear. So let’s take a brief look at each of them…

00. Campaign Overview

The campaign overview folder is where I maintain a quick synopsis of the campaign concept at the start of development. This serves as a master plan of what is going into the campaign – not notes and possibilities and ideas, but the things that have actually been approved and incorporated. I will often have two versions of this document – the player’s version and the GMs version. Think of this as the non-rules briefing material for the players, and a GM’s version with lots of hidden truths added in – the revelation of which will constitute some of the adventures within the campaign.

Once play starts, a separate document in this folder maintains an overview of actual campaign events. This overview is more a “state of play” than a blow-by-blow account of what happened in any given adventure. It’s the document you use to refresh your own recollection before working on a new adventure. Once again, I will usually also maintain a player’s version that can be used to bring new or forgetful players up to speed – this needs to be updated rather more frequently.

I also keep a document in here called “reminders” which contains bullet point summaries of the key things to be incorporated into the campaign overview the next time I update it – which means that I only need to work on the main document once or twice a year. If I were running a weekly campaign, this would be a monthly or bi-monthly chore.

01. Campaign Plan

I keep the past and the future of the campaign as separate as possible. This always contains at least one file listing the upcoming adventures with a one-paragraph summary. Sometimes I will also have a player version that has the titles of the upcoming adventures – as long-time readers will know from Hints, Metaphors, and Mindgames: Naming Adventures (Part 1) and Part 2, in which I listed the titles of many of the adventures that were (and in some cases, still are) upcoming in my campaigns.

02. Campaign Reference

Sometimes this will be an empty folder, but things have a habit of ending up here. Descriptions of headquarters, photographic reference, in-game documents, saved web pages – you name it.

03. Campaign Notes & Research

The dividing line between content destined for the previous folder and this one can be hard to pin down. This folder contains the results of research aimed at answering specific questions, and any specific notes that relate to the campaign overall, and not to any one specific adventure. Quite often, material from a specific adventure that will have an ongoing relevance gets moved to this folder after the adventure in question is complete.

04. Campaign Background

This may be one document or many. Sometimes there will be subfolders. For one campaign I created an entire offline website. But they are all different ways of telling the backstory that players need to know before the campaign starts. Any GM secrets get placed in the Campaign Notes folder so that I can make this entire folder available to the players.

05. Campaign Background Reference

In this folder I put any supporting documents and materials that accompany the Campaign Background, again so it can be shared without stressing about showing the players things I don’t want them to see.

06. Spells or 06. Powers & Gadgets

The “Spells” folder is only present in Fantasy Campaigns. It frequently contains two or three subfolders – one for spell sources published elsewhere, one for any original spells I introduce to the campaign, and one for any altered or amended versions of standard spells that are intended to replace the ones in the core rules or other official sources, not simply supplement them.

Also in the Spells folder (in theory) would be a catalog reference compiling details of all the spells in the campaign, and especially noting any that for some reason were not to be available to anyone at the current time within the game. In practice, I started one (operating on the theory that I would compile a base document that could then be customized to each campaign) but haven’t found time to work on it for at least 8 years. At best, I have a list of spells currently barred from the campaign.

This is also the place where any rules interpretations involving spells gets stored for future reference.

In non-FRP campaigns, this folder is given over to new ways of combining and applying supernatural abilities and descriptions of gadgets and devices. This isn’t about the rules used for describing these powers in terms of game mechanics, this is about ways of applying those rules to create new and novel effects. Most importantly, this folder and its contents exist to prevent wasting time reinventing the wheel.

07. Character Sheets

For some campaigns, the rules are sufficiently different that I have generated custom character sheets. For some other campaigns, I have done so for NPCs only, usually because I have additional political or factional information to document. This is where blank character sheets and related forms live. Sometimes this folder is made available to the players, sometimes not.

08. Character Class Notes or 08. Alien Species

If I customize a character class for the campaign (which is a frequent occurrence) or create a new class, this is where it goes. For 3.x/Pathfinder campaigns, there are subfolders to distinguish between core classes and prestige classes. There is also a list of approved and rejected character classes. Except in very unusual circumstances, this will be shared with the players; any classes that I don’t want them to know about will go into the campaign notes until I’m ready for the players to know the mechanics of the class.

Of course, my non-FRP campaigns don’t employ a character class game mechanic. Instead, this folder is used for notes about alien and non-human species – even within the Pulp campaign there have been a few of these.

09. Characters & NPCs

Each important character within the campaign gets his own subfolder. These contain not only character write-ups and backups but any notes and plans for that character. In fantasy games, I will often also have a folder for some races and classes containing lesser NPCs whose affiliations are more important than their individual personalities.

Ideally, I would have a separate subfolder for a copy of each PCs character sheet, as of the last significant change it undertook – a level gained or important magic item acquired – but each of my players has his own system of tracking these things and not all of them are amenable to maintaining a record in electronic form.

From time to time, the inconveniences this causes have caused me to attempt to hold a hard line in this respect. Officially, the house rules require that I be given a copy of the character which is kept up-to-date. Inevitably, as I fall behind in keeping major NPCs up to date and have to rely on handwritten adjustments to the official version, I find this hard line untenable, and am forced to fall back on a less-severe stance: If you don’t bring your actual character sheet to the game, you lose any XP that the party earn, and any magic items the character acquires, on that particular day. I keep track of any expended items like potions and charges on items that have them, and deduct these from whatever the “official” character sheet shows when next it is produced.

Ultimately, though, the losers are the players, because I can’t tailor adventures to best suit their characters – and from time to time that causes a plotline to go wildly astray because they have some obscure and forgotten ability that completely short-circuits the adventure. When that happens, I again adopt a hard line with respect to any game rewards; I look on it as the player deliberately withholding key information that I, as GM, am entitled to have and which I require, and will also strip away or weaken any loot acquired. Coins are reduced in denomination by a rank, on top of any such change dictated by the house rules – so gp, which become sp under my usual house rules and game economy, are further reduced to bronze pieces. The same thing goes for the value of any material rewards. Magic items are reduced or stripped, or have negative aspects introduced that weaken them. And any spell that I don’t remember explicitly approving that appears on a character sheet is immediately banned from the campaign except for NPC use. I recognize that some or all of these are Draconian penalties; the goal is to use peer pressure to prevent a recurrence in future. At the same time, though, I tend towards a leniency in accepting any good reason – and if a player catches me out (for example, if they can show that I have in fact explicitly approved a spell or given out a magic item) then that character’s xp ‘take’ from the session is doubled. (And, if I ever forget something so vital for a game session that the game can’t proceed without it – like the adventure itself – all the players get a reward in compensation. Fair’s fair, and I have to hold myself to the same standards that I demand of them).

10. Enemies or 10. Gods

In a fantasy campaign, rather than “Enemies”, this will usually read “Gods”. “Enemies” is more melodramatic and appropriate to campaigns where melodrama is a feature – pulp and superheroes.

That doesn’t mean that these characters are less rounded than in my Fantasy campaigns – if anything, they have more attention lavished on them. Key characters will even have sub-sub-folders dedicated to them by name. “Enemies” include people who would have preferred to be allies or simply left alone, but who were forced by circumstance into opposing or being opposed by the PCs, as well as those who pursue an ideology that conflicts profoundly with that supported by the PCs. There are out-and-out villains here as well, but there are also those who – at the right times and under the right circumstances – could act as allies, however prickly the resulting relationship might be. (Another of my favorite tricks is to take an apparently-inexorably opposed character and ‘reform’ them into a quasi-ally or leading a trusted quasi-ally down a path that leads to bitter hatred and opposition. The players are forced by the resulting uncertainty into thinking of these characters as individuals, and not as ciphers.)

The major difference between an “Enemy” and an “NPC” in these campaigns is simply that an “Enemy” has a larger, more dramatic, and even a more melodramatic role to play in the overall plotline.

In contrast, the FRP contents of this folder, “Gods”, tend to be relatively unchanging. They embody and represent primal drives and forces and principles, and no matter how out of touch they sometimes become as individuals, the game world and its inhabitants continually discover afresh how relevant those forces and principles are to the futures of their existence. They don’t change, or not much – but the world comes back around to their way of thinking, time and time again. Instead of dynamic, evolving individuals, these are the foundations and pillars of existence – reinterpreted with the evolution of society and circumstance, but static and unyielding at their cores, and more akin to forces of nature.

11. Monsters

This folder gets a lot of content in Fantasy campaigns, rather less in Pulp & Sci-Fi campaigns, and is barely used at all in Superhero campaigns. There’s not a lot more to say about it, really.

12. General Maps

This folder is used for maps that are available for general circulation amongst the players. More maps get placed here as the players travel.

The actual content of the maps varies from campaign to campaign – galactic zones of political control in some, star charts in others, and continents or explored landmasses in still others. I generally produce a master that shows everything and stays in a subfolder (GM Maps) and an edited version that hides things the players don’t yet know (Player Maps).

13. Kingdoms & Cultures

In this folder are maps and notes about different ‘kingdoms’ and cultures. “Kingdoms” is a general term, applied as equally to nations like the US and Australia as it is to places like the UK or Fumanor/The Golden Empire. I use as many subdocuments as necessary – I find it easier to keep one subdocument for each kingdom or culture, though if there grow to be too many I will look for some means of grouping them together using subfolders.

14. Rules

This folder rarely exists without subfolders. One for rules notes & ideas, one for rules research, one for draft versions, one for official rules, sometimes one for a player version. Specialized campaigns may have additional subfolders for Original Feats, Modified Feats, Approved Feats, One for Skills, one for Spell Research, one for Armor, One for weapons… you get the idea.

15. Ideas & Rumors

I never have any notion of where a rumor will lead or what its validity might be when I drop it into a campaign. I draw these from a stockpile of ideas, most of which will never lead anywhere. When a campaign ends, this is the first place I raid for ideas for the next campaign, and if I ever get stuck for an adventure idea, this is my first stop. There are three subfolders: “new”, “revealed”, and “explained”.

“New” contains anything not revealed or used in the campaign, and it’s where I stockpile new ideas.

“Revealed” contains those ideas that have been used as rumors within the campaign.

“Explained” is where a rumor goes once it has been, well, explained. What it means, what’s correct about it and what the rumor got wrong.

Note that if I actually build an adventure around a rumor/idea, it will get removed from any these folders; they are to hold only ideas that are either unused or that are still just rumors.

16. Inspiration

This is where I stockpile anything like illustrations from the web, we pages, etc, which may not be used directly, but which suggests one or more ideas for future development.

17. Adventure Notes & Ideas

The 17th folder category is where I put my actual adventure notes and ideas. This includes notes about alternate outcomes from past adventures that I can draw on for ‘other side of the coin’ plotlines. In theory, once a campaign is fully mapped out in the campaign plan, I stop adding to this stockpile.

Yeah, right – I didn’t think you’d believe that, either. In practice, you never know when you’re going to need a new idea to fill a gap, and any unused ideas in this slush pile can always be recycled. That’s why, despite the intensive planning that’s already gone into the Zenith-3 plotline, I have since accumulated another 15 ideas. Some of these are substantial, others are one or two lines long.

The Truth About Numbering

Despite what’s been described in the preceding paragraphs, I don’t actually number these folders. Instead, I precede some of them with a “minus space” so that they float naturally to the top of the list of folders if I refer to it frequently. “Rules” usually gets a “minus space”, the actual folder name is “- Rules”; “Campaign Background” may or may not get one, and so on. Instead, I reserve the numbers for something I really WANT to be able to keep in sequence.

18. Adventures

Which brings me to the 18th and final folder – Adventures. Actually, there are a LOT of these, because each adventure gets its own folder, numbered in the order they get played. And don’t forget any zero padding required – adventure #3 isn’t in a folder named “3. [Adventure Name]”, it’s “03. [Adventure Name]” or even “003. Adventure Name”.

Internally, adventure folders have their own, entirely separate, architecture, which is why I’m treating them as a whole new topic within this article. Within an adventure folder, the usual architecture is:

  • – Metagame [folder]
  • Plot Overview [document in Metagame folder]
  • Other Documents in Metagame folder
  • Adventure Reference [folder]
  • Character Reference [folder]
  • Locations [folder]
  • Location Notes [documents within folder]
  • Location Pix & Maps [within folder after adventure]
  • Maps – Display [folder]
  • Maps – Print [folder]
  • Monsters & NPCs [folder]
  • Monsters & NPCs [documents within folder]
  • Original Pix [folder]
  • Pix [folder]
  • Villain(s) [Folders, by name of Villain]
  • Adventure [document(s)]
  • Character Notes [document]
  • GM Notes [document]
  • Treasures & Rewards – GM’s List [document]
  • Treasures & Rewards – Player’s List [document]

Once again, some of these may not be all that clear without some explanation, and there are a couple of tips and tricks that are worth noting.

– Metagame [folder]

The most important thing about many adventures, and the starting point that I always use when writing them, is the relevance of the adventure, how it is supposed to fit into the bigger picture, and what it’s purpose is. Sometimes the purpose will simply be something straightforward like “a change in mood” or “introduce X” (where X is a key campaign concept or villain or Organization). It always feels artificial to me when these things don’t appear until they have a significant role to play in the big picture, like you’re creating things out of whole cloth. The key to strong continuity is to introduce things long before they matter, then let them simply fade into the woodwork and become part of the larger tapestry that is the background against which adventures take place.

The Metagame folder is where all those details and connections are noted – so that if an adventure turns out to have a different outcome to the one expected (which happens more often than I let my players realize), I know which future plans have to be modified to accommodate the changes.

For example, at one point the PCs were supposed to come to the rescue of an NPC (who was going to be significant later in the overall plot) and kill another NPC who was attacking him (whose death was also going to be significant later). They fouled it up and the wrong NPC got killed, totally fouling up the motivations for other characters to act in a certain way in the future. The NPCs in question and the organizations they represented had to be completely reinvented to get the campaign back on track. Ripple effects spread through the entire campaign, until it ended up with virtually everyone who the PCs thought an ally was a secret enemy, and the PCs apparent enemies were actually trying to protect people from various things – for their own benefit, mostly, but nevertheless…

Plot Overview [document in Metagame folder]

The most important document in the Metagame folder is the plot overview – an outline of what the adventure is going to be. The second adventure in the current Zenith-3 campaign had a plot overview of “002: Blood Runs Cold. Vampire in the Paris Sewers. Establishes autonomy of Zenith-3 in D-Prime and new relationship of team with parent body [001]. Villain: Bring back Baron Varnae, connects campaign with Background.” To make sense of this, the only additional information needed (because it’s taken for granted in the document) is:

  • D-Prime refers to Dimension-Prime, the dimension of origin of most of the PCs. Most of the campaign takes place in another space-time, Dimension Regency, but under new guidelines given to the team in the previous adventure (that’s the 001).
  • The PCs are an organization that is an offshoot of a larger parent superhero organization, which has recently experienced catastrophic losses, forcing them to give more autonomy, independence, and responsibility onto their branch organizations.
  • Baron Varnae was a character introduced in the campaign before last, fifteen years or so earlier, in a solo adventure for one of the then-PCs. He was believed destroyed in that plotline and had not been heard from since – because his MO is to be very subtle and sneaky. A Vampire, he gains duplicates of his victim’s superpowers when he sucks the blood of a paranormal – which enables him to dispose of bodies in creative ways not easily detected. A minor footnote in the campaign background is the only exposure the current PCs have ever had to the Villain.
Other Documents in Metagame folder

It doesn’t happen often, but from time to time other documents will make their way into the metagame folder. Notes about how to handle it if a player can’t be in attendance on game-day, for example, or reminders that a player will be away, and to take that into account when writing the adventure.

The most frequent “other document” is titled ‘concordance’ and contains extracts from previous adventures – location descriptions, character descriptions, etc. These are copied from previous adventures as indicated in the plot overview not only to ensure consistency, but to enable me to highlight any changes that have occurred since, and any aftereffects from the previous visit.

Adventure Reference [folder]

This folder is only present when I’ve got content for it – PDFs and web pages that are relevant to the adventure.

Character Reference [folder]

Similarly, if there is something that a PCs skills should enable him to know and that will be relevant, this folder contains the research into the subject that I’ve done.

If there are only one or two items (the usual case), I will forego the folder and put the contents into the main adventure folder.

Locations [folder]

This folder starts off with one type of content, and acquires another after the adventure. I’ll explain that in a moment.

The purpose is to gather everything about a key location in the one folder so that the next time something happens there, I can simply copy-and-paste it to where it needs to go. It makes writing further adventures quicker and easier.

Location Notes [documents within folder]
Initially, each location will have a separate document describing it. These then get copied and pasted into the adventure at the relevant point – at least in theory. More often than not, a location that has never appeared in the campaign before will get written up in the adventure, and those notes will then get copied-and-pasted into the relevant empty document here.

Location Pix & Maps [within folder after adventure]
Illustrations and Maps depicting the location don’t start out here, they start out in other folders. After the adventure, they will get moved to the Locations folder. Having them in this location is useful when writing the adventure, and is useful when writing future adventures, but is not the most useful location when actually playing the adventure – so content starts here, gets moved when it is actually incorporated into the adventure, and then moved back out when the adventure has been played, ready for future reference.

Maps – Display versions [folder]

I use Google Maps and screen capture a lot to grab maps for various locations (less so for fantasy games). This is where I store these until they are ready to insert into the actual adventure, and where they stay if they are not to be revealed to the players in the course of the adventure – Dungeon Maps and the like. These versions are 72dpi and have a smaller file size, with realistic colors. They are designed for quick display on a laptop. The average map in this folder has a file size of maybe 250Kb, less if I’ve optimized the jpg, and many are 100kb or smaller. Sometimes I will reduce them in pixel size to fit the laptop screen, other times I will keep them bigger so that I can zoom in – depending on what I think I need to do.

In the course of writing the adventure, these get moved from this folder into the “Pix” folder, just like the location illustrations and renamed according to the protocol in place in that folder. After the adventure has been played, they move from there into the Locations folder, ready for future reuse, and again renamed.

So part of game prep is to fill this folder with resources, then empty it out. When the adventure has been played, this folder should be empty, and can be deleted.

Maps – Print versions [folder]

There are some maps that I expect the Players or myself to want to write on in the course of the adventure. That’s hard to do with a file displayed on a laptop, and easy to do with a hardcopy. These maps are 300, 600, or 1200 dpi, and also have a lot more pixels because a physical page holds a lot more than a computer screen. This produces a much larger file size. Because my printer is a 1200dpi B&W laser printer, pale colors tend to become a grey mud – yellow on white doesn’t show up very clearly at all, for example, and reds print as blacks – so a lot of color correction gets made; they are very ugly to look at, but are clearly legible when printed, which is what matters. The average map in this folder is 65Mb in size.

After the adventure has been played, these get moved into the Locations folder, just as happened with the display versions. Once everything has been gathered in the Locations folder, they will usually get put into a subfolder which is then moved into a campaign-level folder.

Monsters & NPCs [folder]

If I have to make decisions on something or someone’s behalf in the course of the adventure, information about it belongs in this folder. That includes everything from AIs to Giant Ant-eaters to Zulu Chiefs, and anything in between.

After the adventure, any relevant illustrations get moved from the “Pix” folder and renamed. Again, the idea is to have everything needed to reuse an NPC or monster in the one place. After they are gathered here, they may well get moved to a campaign-level folder.

Monsters & NPCs [documents within folder]
Every monster or NPC gets a document of his own. Physical description, personality, affiliations, encounters with PCs, apparent status after that encounter, actual status after the encounter, characterization notes, stats, equipment – anything of relevance gets compiled here.

After the adventure, any illustrations used get moved into here from the “Pix” folder and renamed appropriately. They then get compiled into separate subfolders and moved into a campaign-level folder, ready for future reference.

Original Pix [folder]

Typically, especially for more modern campaigns, a lot of photographic reference will get downloaded. Not all of it will be used. This is where the unsorted downloads get stored. Subfolders are used as necessary to keep these organized.

As the adventure gets written, these get renamed to whatever the subject is supposed to be and moved into the Pix folder. Once the adventure writing is complete, anything left gets moved into a clip art folder ready for consideration the next time I need an illustration of that sort.

Sometimes, a picture will need to be edited in some way to be useful, or to be exactly what I want. The number of times I’ve had to paint out telephone lines and air conditioners for the pulp campaign is astonishing, for example. Another example has been used to illustrate this article: We wanted a character to drive a Red Cord-2R – it matched the NPCs character. But we could only find a good picture of a yellow one – so I changed the color to what we wanted. Note the wheels, which were not changed from the original color. The original, unmodified picture stays in a subfolder as a fallback in case the changes go horribly wrong – it happened once or twice in the case of the example. (Note that I don’t spend a lot of time on these – usually 5-10 minutes or so per picture, sometimes less, very rarely more). The goal is “good enough” not “perfect”.

Pix [folder]

As the adventure gets written, illustrations and maps get placed into this folder and given an incrementing two- or three-digit reference number to keep them in sequence. Part of the writing of the adventure is telling me, as GM, when to display the picture. The images are named according to the subject (if that hasn’t been done already). When pictures get moved out of this folder into others (as described earlier), the numeric prefix gets removed so that a new one can be used if and when that location or NPC next occurs in an adventure.

The goal is to keep the images, as closely as possible, in the order that we think they will be needed.

By way of example, here is a list of the illustrations that go with the current adventure in the Adventurer’s Club campaign, “Worse Than The Disease”:

Directory of H:\RPG – The Adventurer’s Club\19. Worse Than The Disease\- Pix

001 map01 Adventurer’s Club to The Elms, RI.jpg
002 The Elms from the fence.jpg
003 Behind The Elms.jpg
004 The Elms – Tropical Garden.jpg
005 The Elms – Summer Garden.jpg
006 The Elms front view.jpg
007 The Elms front view closeup.jpg
008 Martin, the Butler.jpg
009 The Elms Stairs.jpg
010 The Elms – Ballroom.jpg
011 The Elms – Dining Room.jpg
012 Edward Julius Berwind.jpg
013 Mrs Edward Berwind.jpg
014 The Elms – The Living Room at Christmas.jpg
015 Xavier Berwind.jpg
016 Dr Blake.jpg
017 St John’s Catholic Mission, NYC.jpg
018 Harbormaster’s Office.jpg
019 The Adventurer’s Club Library.jpg
020 Juneau – urban shape.jpg
021 Juneau.jpg
022 Mount Juneau.jpg
023 Juneau & Mountain.jpg
024 Juneau Looking East 1887.jpg
025 Sentinal Island, Juneau.jpg
026 Juneau – Street.jpg
027 Juneau Streets In Winter.jpg
028 Juneau – Church.jpg
029 Juneau – Laundry.jpg
030 Juneau – Store.jpg
031 Juneau – Hospital, staff posing.jpg
032 Juneau – St Nicholas Orthodox Russian Church.jpg
033 Juneau – Hotel.jpg
034 John Weir Troy, Governor of Alaska.jpg
035 Iditarod.jpg
036 Gerald Mackay.jpg
037 Duncan Christiansson.jpg
038 Map 02 Overall Small.jpg
039 Dawn Day 2.jpg
040 Juneau looking north.jpg
041 Looking back at Juneau.jpg
042 Alaskan Coast north of Juneau.jpg
042 Map 03.jpg
043 The Coastal Valley.jpg
044 Map 04.jpg
045 Aitlan Provincial Park.jpg
046 Map 05.jpg
047 Tagish Lake from the South.jpg
047 The practice creek.jpg
048 The difficult creek.jpg
049 Map 06.jpg
050 Dawn over Lake Tagish.jpg
051 The river channel between lakes.JPG
052 Caribou on frozen river edge.jpg
052a frozen banks.jpg
053 Map 07.jpg
054 the wide creek.jpg
055 The narrow pass.jpg
056 The Deep River.jpg
057 ferry to whiteghorse.jpg
058 Whitehorse evening.jpg
059 Whitehorse Inn.jpg
060 Whitehorse Inn Interior.jpg
061 Innkeeper, Whitehorse Inn.jpg
062 Patron 01.jpg
063 Patron 02.jpg
064 Patron 03.jpg
065 Patron 04.jpg
066 Patron 05.jpg
067 Patron 06.jpg
068 Patron 07.jpg
069 Patron 08.jpg
070 Buckshot Peters’ 3-barrel shotgun.jpg
071 Patron 09.jpg
072 Patron 10.jpg
073 Patron 11.jpg
074 Patron 12.jpg
075 Log Bridge.jpg
076 Morning Whitehorse Pre-Dawn.jpg
077 Map 08.jpg
078 Lake Laberge.jpg
079 Bear Growling.jpg
080 Map 09.jpg
081 frozen lake.jpg
082 deep snow over valleys.jpg
083 Map 10.jpg
084 Frozen Waterfall.jpg
085 Deep Valley.jpg
086 snow_rapids.jpg
087 Dawn Day 5.jpg
088 Alongside the river.jpg
088 The small mountain.jpg
089 Map 11.jpg
090 Frenchman’s Laket.jpg
091 White Bison.jpg
092 Whte Panther.jpg
093 The Pass.jpg
094 The deeper snow.jpg
095 Skirting Frozen Pond.jpg
096 Map 12.jpg
097 Towhata Lake.jpg
098 Northern Lights.jpg
099 Polar Bear At Night.jpg
100 Dawn Day 6.jpg
101 region closeup 1.jpg
102 Bloodtrail.jpg
103 Amaryllis in Snow.jpg
104 The Alvei Now .jpg
105 The Alvei as it was.jpg
106 Family Of Captain.jpg
106a DSCF0782.jpg
107 IMG_2476.JPG
108 IMG_2476 closeup.jpg
109 Flowers-in-the-snow.jpg
110 Pink wildflowers.jpg
111 claim post.JPG
112 4-totems.jpg
113 Village.jpg
114 Chief’s House.jpg
115 Chief.jpg
116 Wife.jpg
117 Shaman.jpg
118 Warrior.jpg
119 shamans cabin.jpg
120 Wall Mask.jpg
121 Blanket On Wall.jpg
122 Threatening Sunset.jpg
123 blizzard begins.jpg
124 Village map1.jpg
125 Village in blizzard.jpg
126 Blizzard at Dawn.jpg
127 Blizzard by day.jpg
128 sunset day 8.jpg
129 Tongarrk Form 1.jpg
130 Another threatening Dawn.jpg
131 the hunt.jpg
132 Tongarrk Form 2.jpg
133 Carolyn Nakoma.jpg
134 Evelyn Dyani.jpg
135 Tongarrk form 3.jpg
136 Poacher.jpg
137 Tongarrk Form 4.jpg
138 Fresh Tracks.jpg
139 Alvei Deck Plans with Damage.jpg
140 Tongarrk Form 5 (white-wolf-tiger hybrid).JPG
141 summer in winter.jpg
142 Tongarrk Spirit Form.jpg
143 Tongarrk Form 5a.JPG
144 Tongarrk Form 6.jpg
145 Totem In Spirit.jpg
146 the halftrack.jpg
147 location of the flowers.jpg
148 Flowers-in-snow.jpg
149 return of the snow.jpg
Blizzard Duration Chart.jpg
Calandar.jpg
Overall Map with alternate routes.jpg

This admittedly goes further than most adventures – we worked hard to really give the players the feeling of being in the frozen wilds of the Yukon Territories in the 1930s, and their feedback has told us that we succeeded. They “felt” the presence of cold and snow, something that’s easy to do in mid-winter – but it’s currently mid-spring in Australia, and it was a warm winter. We also wanted to mark time (and the developing Blizzard) with a carefully-chosen progression of Dawn images since they were up against a tight deadline in-game. Plus we have a shape-changing monster/villain, the Tongarrk. All of which adds up to that list being three times the usual size; but it illustrates the principle. In the early part of the adventure, you have the maps, separated by the things the PCs encounter while travelling on the map; it’s all pretty much in order.

Villain(s) [Folders, by name of Villain]

This folder or folders contains all the vital information about villains from the adventure, in exactly the same format as that for other NPCs. But villains often have other information in separate documents – current plans, for example, and ambitions, and bases, and they are more likely to have an illustration depicting them. Unlike the NPCs, illustrations get copied out of here into the Pix folder.

In fact, unless this is the villain’s first in-campaign appearance, what’s here isn’t a folder at all – it’s a shortcut to the villain’s subfolder in the campaign-level organization. This is because a villain is more likely to reappear on a future occasion, and there’s too great a chance of ending up with multiple conflicting versions if you do anything else; practicality demands that these be kept as a central resource.

Adventure [document(s)]

That’s the end of the subfolder-level structure. What’s left are documents in the top level of the adventure folder. Of these, the most important is the adventure itself. I write these using a .rtf format document because it’s quick and easy. When the writing is complete, I’ll open it in Word and spell-check it, adjust the page formatting, insert page numbers into a footer, and so on, and save this ready-to-print version in a .doc format.

Because the software that I have on the laptop messes up this formatting, and because it doesn’t have all the fonts installed that I use, the next step is to covert the .doc into a .pdf. That permits me to refer to it on the laptop, and (more importantly at times) to search within it. I use because it’s free and works very well for small PDFs (the only time I had a problem with it was the 300-page Assassin’s Amulet; for anything up to about 64 pages, it works perfectly).

To run the adventure, I’ll usually use a hardcopy of the PDF, so that I can make notes and indicate where the players got up to. The purpose of the PDF is to provide an exact electronic copy that can be searched to help me find things that have gone astray in the printed copy.

Character Notes [document]

The other almost ubiquitous document is one containing notes to the PCs (or, on rare occasions, to the players). When one character gets the chance to see or know something the others don’t because of background, unique abilities, or skills, this gives them the opportunity to roleplay the discovery, and gives them a head-start on figuring out what it means – something that’s appropriate to someone with expertise in the relevant field.

A typical note from the current adventure reads:

Worse Than The Disease Note #6: Eliza: It is illegal to kill Elk at this time of year. It is illegal to kill elk and not harvest the meat. Only poachers with no regard for the law would do either.

All the notes will be in this one document, regardless of who they are addressed to, so that they can be printed and separated as they are distributed. There are a couple of details worth calling to your attention: All the notes indicate which adventure they come from, so that if one turns up loose at a future point, there is a reminder of the note’s context. All the notes are numbered. The note indicates who it is to be given to. The note content is generally short and to the point. It may point the player to supplementary material in the Adventure Reference folder (this one doesn’t, again typically). And, in the adventure write-up, at the appropriate point, it will instruct the GMs to give Eliza (in this case) note #6, possibly after a successful skill check or other action.

GM Notes [document]

We GMs need reminders of things as well. This is where they go – if needed. So that they can be easily added to at the game table using the laptop, they are usually a plaintext document, avoiding any risk of format conflict or complications.

Treasures & Rewards – GM’s List [document]

Only present in fantasy campaigns, this gives full information on everything the PCs are to get. It is a plaintext document so that I can add experience points if, for some reason, these are not to be handed out immediately – the Zenith-3, Warcry, and Adventurer’s Club campaigns only give experience at the end of an adventure. These are printed so I can take notes, especially concerning the disposition of any booty, or who it has been taken to for appraisal.

Treasures & Rewards – Player’s List [document]

Again, only present in fantasy campaigns, this is an edited version of the GMs list that adds additional descriptions and redacts information about item abilities and values (other than in very general terms). These are to be provided as hardcopy to the players. As with the notes, there will be an encounter number to go with each set of entries on the list.

Other Documents

All sorts of other things can be needed in the course of an adventure. For the next adventure in the Pulp Campaign, for example, we have a couple of MI6 reports, and lists of personnel from a couple of Embassies. In the Zenith-3 campaign, Memoranda from various government agencies are a regular feature. There have been times where I’ve had to produce “newspapers” – sure, we could have simple quoted the headlines, but it doesn’t have the same impact.

Most of these are done as PDFs for the same reasons listed earlier. On rare occasions, they won’t even be printed, but available only for electronic display.

Another key document that will sometimes be present is a “Player Wish List” – these are magical goodies that they want me to place as treasure in the game – though they only tend to appear when I deem it appropriate to give the PC a special reward.

“- To Printx1”, “- To Printx2”, and “- To PrintxN”

Three folders that I maintain as blanks at the root level of the drive and copy (empty) as needed are the above trio. Anything that gets placed in the first one is to get printed once, which generally means its for GM use only. The adventure itself falls into this category.

Anything placed in the second folder is to be printed twice – and that usually means one copy is to be available to one or more players while the GM retains the other as an official backup/reference copy. Finally, the last one means one copy to each player, plus a backup retained by the GM.

Conclusion

Directory structures are intended to make it easier to find what you are looking for, when you need it. A haphazard structure interferes with that objective, and there are some tricks that can be employed with a more systematic and dynamic structure that actually boost workflow over the longer term. While I might occasionally have trouble putting my finger on a particular document, just like anyone else, the structure and processes that I have evolved make this a very uncommon problem, leaving me free to get maximum efficiency out of my prep time.

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The betrayal of all that’s unholy: Treason and infidelity in RPGs


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In celebration of Guy Fawkes Night, this month’s blog carnival, hosted by Nearly Enough Dice is all about Gunpowder, Treason, and Plots. I decided to take a comprehensive look at treason and betrayal as Campaign Mastery’s contribution…

On the face of it, “What constitutes treason?” is a fairly straightforward question to answer. But, as I explained in a previous article (Splitting Hairs: Exploring nuance as a source of game ideas), even the most straightforward of questions can have a wealth of subtle shades that can be exploited.

rpg blog carnival logo

The obvious answer: Betrayal Of Oath

I should start by stating the obvious meaning: Treason is the betrayal of an oath of allegiance. An Oath is a sworn promise of fidelity, i.e. a formal promise to be true to the matter being promised. If the language sounds a little archaic, that’s because the concept itself has not materially changed in centuries, and the formality involved has tended to preserve the linguistic terminology used to describe the concept in its older forms.

Oaths are usually delivered in reference to an object that symbolizes deep belief, a symbol that supposedly matters more than anything else to the person making the oath. Quite often, this is a bible or holy symbol, and the promise is made in the name of the deity. The implication is that the oath-taker is asking the aid of the Deity in keeping the oath, stating that his fidelity to all that he considers holy requires him to keep his promise, inviting that deity to witness the binding nature of the promise, and equating a betrayal of his office with a betrayal of his Deity. So it’s serious business, especially in a world where the Gods are demonstrably real and not to be taken lightly. Alternatively, it may be made to a flag or other national symbol, such as the US Pledge Of Allegiance, though this is given less force than an oath made on the bible. An important implication is that violation of the oath will lead to severe punishment; where the oath of fidelity is to a nation, that crime is called Treason.

There’s often a caveat attached that can be useful to the GM looking for story potential in an oath – the promise is often made for fidelity “to the best of my ability”. A person can think they are doing the right thing, when in fact, they aren’t. But that’s just the beginning of the plot potential inherent in the concept of oaths and the betrayal of those promises, and that is what this article is going to explore.

Vectors of infidelity

Let’s start by looking at who Oaths can apply to, or be given to, that could be an element in a plotline. This will establish some of the parameters of plot potential. Since these are all about the delivery of an oath’s relevance to the plotline, I think of these as the “vectors of fidelity” – “vector” implying movement in a specific direction. But, since we’re talking about the betrayal of the oaths in question, this discussion could be better characterized as “vectors of infidelity” – oaths, and the reasons why people might break them.

Individuals

People can promise to be true to the members or ideals of their social sub-group, and take an oath to that effect. This is often the case within military units or even entire branches of a specific military organization. Such oaths are also often implied or explicit within an adventuring party, and this is one explicit difference between the Lord Of The Rings in movie form and its original literary form. Marriage vows also fall into this category.

And that brings up the first interesting plot potential: Under a semi-feudal system, like those often found in D&D/Pathfinder, citizens often swear loyalty not to an abstract office or to the overall monarch, but to their local Noble as an individual. That Noble is, in theory, bound by similar oaths to his direct superior in the nobility, and so on up until you reach the King or Queen themselves. If a superior Noble betrays his oath, or swears allegiance to someone else for whatever reason, all his subordinates are bound by their oaths to follow him. Loyalty and treason, in civil war situations, are very difficult matters to pin down.

Heads Of State

Alternatively, oaths can be sworn directly to the Head Of State as an individual, or to the office regardless of who happens to hold it at the time. There’s a big difference between the two, when you consider what keeping that oath can require of an individual. Again, if the pledge is to the Head Of State as an individual, then you are committed to supporting that individual no matter what they do, even if they break some oath that they may have taken in accepting their office – a subject that I’ll get to in a moment. In contrast, swearing allegiance to the office can be more convenient if the office-holders change on a frequent basis, but it can put you in conflict with the actual holder of that office if they are corrupt or are seen by you as betraying something that the office represents or requires of the office-holder. What’s more, it’s not always clear which way an individual is interpreting their oath – loyalty to the man in the office at the time, or loyalty to the principles and ideals of the office no matter who happens to be occupying it. This is fertile dramatic ground that has been the subject of exploration since the time of Shakespeare, if not the time of the ancient Greeks!

Heads Of Another State

Things can get even more interesting in an international organizational context. A superhero or paramilitary organization with members from many different countries usually include members who have oaths of allegiance to the head of a state that is different to the head of the state in which they current happen to be located, or even resident. Heck, the same is true for foreign tourists! It’s very easy for such oaths to come into conflict, something that has torn UNTIL apart in the Zenith-3 campaign (notably when the US walked out of the UN because it wasn’t being permitted enough independence of action). A conflict between two moral principles in the Oval Office led to the withdrawal, which then placed a crisis of conflicting oaths and loyalties on every member of UNTIL who derived from the US (almost half of them) or who happened to agree with the moral principle which the US Leadership upheld (half of those remaining, if not more). Want the context? “Is the UN required to recognize the duly- and properly-elected government of a member state even if that government is a neo-fascist “Fourth Reich”?” The UN said ‘yes, but’; the PCs said ‘no, but’; the PCs parent body said “we derive our authority from the UN and its charter, and it has made its ruling clear”; the US Government said “Hell, No!”. Practical Diplomacy warred with Idealism, Morality warred with Morality, Loyalty warred with Loyalty. Of course, the US walkout also eviscerated the UN’s budget, making UNTIL’s peacekeeping mandate even more difficult than it was before, and leading many officers to remain onboard out of loyalty to the organization’s goals, no matter how much they disagreed with the policies of the parent body. Conflict within conflict…

Elected Officials

Most elected officials have to take an oath of office. These oaths can bind them into doing things that they disagree with, morally or spiritually, or at the very least, can end up conflicting with those principles. Doing “The Right Thing” can be hard, even when “the right thing to do” is clear. It can be even more difficult when it is not. Choices like Churchill having to choose between keeping the secret of Ultra – i.e. that the allies had cracked the German’s Enigma code machines – or evacuating Coventry, when it was learned that the Germans were going to firebomb the city. Ultra would not win the war on its own – so how much, how many innocent lives, was the secret worth? The more idealistic and moral the leader, the more difficult these decisions become. Only if Churchill had chosen to reveal the secret, saved the city, but consequently lost the war, could either decision be criticized from any dispassionate viewpoint; absent that outcome, he could never have been sure whether or not he made the right decision. That’s the sort of stress that burns out leaders of governments. And makes for great stories.

Appointed Officials

Similarly, most appointed officials also have to swear oaths, and those oaths are just as binding. However, an appointment can always be revoked, or resigned. Except when it can’t, for some reason! Politics is always as much about perception as reality, and a resignation at the wrong time, or under the wrong circumstances, can undermine public confidence at a critical time. When a nation is at war, resigning a government post is also much harder – morally – to do, and can even lead to charges of disloyalty and treason in their own right. A government should rarely if ever be held hostage to the moral judgment of one official who wasn’t even elected by the people that government represents – but what if that official’s moral judgment is correct, and the government’s is faulty?

An act of treason always involves either coercion of some sort, or the individual placing his ideals and moral judgment ahead of those of the government, rightly or wrongly. It’s entirely possible to do the right thing for the wrong reasons, or vice-versa – and that’s a simple situation. Actions can be both right and wrong at the same time, and so can reasons – and that opens whole new container-loads of worms.

Causes

It’s not uncommon for people to pledge loyalty to a cause, usually an idealistic one, no matter how impractical or unrealistic that cause might be. What happens when the leadership of the cause demands that people go too far? What happens if the leadership begins to moderate the aims and objectives of the cause in a spirit of practicality? An oath of loyalty to a cause begins fracturing the organization demanding the oath the instant the oath is made, it just takes a while for the cracks to spread and open up into clear fissures.

Inheritances

Another potential source of activities that can be characterized as treasonous are inherited loyalties. The ‘generation gap’ is generally presumed by most to be a bigger factor in modern times than it was historically, but I dispute that; instead, I simply think that it has more modes of expression in modern times that make the problem seem to be bigger now than it used to be. BY way of proof, consider the following series of rhetorical questions:

  • Can the context of a situation change over time?
  • Can the effect or impact of a situation change because the context of that situation has changed?
  • Can two reasonable and honest men perceive a situation differently because the context and effect of that situation has changed in between these assessments?
  • Does a father’s oath of loyalty bind the rest of his family while he is in charge of the family? Especially in a pseudo-medieval setting like those commonly found in D&D and Pathfinder?
  • Does an oath of loyalty persist unconditionally regardless of changing perceptions of the situation that led to that oath being made?

The obvious answer to all of these questions is ‘yes’. It follows that a father can make an oath of loyalty binding apon the entire family, only to see the situation change to the point where – if he had the opportunity – he would choose not to have made that oath. Nevertheless, so long as he is head of the family, fidelity to his promise demands that he (and his family) do what is required of him in furtherance of that oath – and a son can resent the oath, and personally oppose what it is that he has to do in fulfillment of it, and – since there is no-one else for him to blame – to attribute these acts to the short-sighted oath taken by his father. He transfers his anger about being forced to do things he doesn’t want to have to do into anger at his father. One medieval generation gap, to order.

It follows that as soon as he ascends to control of the family, that son will make a 180-degree turn in family policy, refusing to renew the oath. But if that is too far away, or the acts that the oath mandates are too loathsome to the son in the meantime, thoughts of hastening that ascension will inevitably occur – and that is a recipe for a treasonous betrayal of that oath.

In general, it’s rare for oaths to bind ‘eternally’; there is usually some condition, explicit or implicit, which terminates the promise and permits a fresh assessment of a situation. Sometimes this can be hidden in flowery language “So long as friendship endures betwixt the Houses of L’Orange and Hapsburg”, or “…as long as they both shall reign” or all manner of variations. Diplomats love to sneak these triggers into treaties and like documents because it gives them a chance to weasel out if that becomes desirable or necessary. And they sound very pretty and impressive, too.

But until such limits are triggered, or can be interpreted as having been triggered, a son can come into conflict with agreements that he inherited at birth.

Layers Of Government

You don’t have to listen to too much debate about state-vs.-federal rights to realize that there can be disagreements between different layers of government. The reason is also clear – the smaller serves only a minority segment of the population served by the larger. Both are bound by oaths to that service, and those oaths can conflict. In an extreme situation, this can lead to the smaller layer of government performing actions that the larger considers betrayal, or even treasonous.

The recent government shutdown in the US, where the entire country was held hostage to the principles adhered to by a minority of extremists from within one party on an issue they had already lost comes very close. If the question had been one of international relations, rather than of domestic policy, it could easily have been adjudged to represent treason against the larger level of government.

Few issues are black and white. There’s always room for honest disagreement. Compromise is a practical necessity that stops anyone from going too far. But when one party to a dispute refuses to compromise, there’s always going to be trouble. Another thing that’s absolute? Oaths. Any Oath, under the right circumstances, can prevent or prohibit compromise. Society tolerates, even demands and mandates, Oaths – despite this potential – only because the alternative is much, much worse.

Church Vs State

Obviously, then, any absolute can create conflict with an oath, explicit or implicit. One of the most obvious is in another thorny doctrinal issue in terms of government: Church vs. State, Religion vs. Authority. To what extent is an elected official entitled to foist the views and demands of his theology onto the citizens he represents, regardless of their views on the subject? To what extent is he permitted to compromise his own views and ideals in order to more fairly represent the citizens who elected him? The Doctrine of Church Vs. State in US Politics and Law is interpreted as banning any faith from becoming the official state religion, and is usually interpreted as resulting from wishing to avoid a situation in which the government is forced by a narrowly-defined ideology into choices that are not in the best interests of the citizens of the state. The founding fathers may have thought that this was enough to settle the debate and keep religion out of politics; the ongoing debates about Intelligent Design and Contraception and Abortion prove that it isn’t. Even the Environmentalists, who by embracing a position of shutting down and shouting down all opinions to the contrary, have begun to act as a religion, show the depths to which the conflicts between religion and authority can conflict. Personally, while not a climate Skeptic, I’m unconvinced – and the behavior of the environmentalists feeds my traces of skepticism and fuels my unwillingness to be convinced.

Any ideology, whether religious or environmental or economic, can lead to acts that conflict with an oath – and those are a betrayal of that oath at best and treason at worst. As I said earlier, it’s as easy to do the wrong thing for the right reasons as it is to do the right thing for the wrong reasons, or in the wrong way.

Professionals Vs State

That’s any ideology, including the protection of a professional body or group or even of the professionals themselves. Worker’s Unions and Professional Bodies are variations on the same theme. Analogues exist in many FRP campaigns, such as Mage’s Guilds. And oaths of loyalty to the profession can come into conflict with the policies and oaths of the government, to the point where the activities of the professional body can be considered treasonous by the government. For example, if a treaty is not in the best interests of a given professional body, they may feel entitled to block, obfuscate, or sabotage it even if it is arguably in the best interests of everyone else. Experiments that risk the destruction of the world, for example, may be outlawed by the government – but a Mage’s Guild who refuses to accept that ruling may simply sanction conducting those experiments in a neighboring country or territory.

Biological-weapons research would be a modern equivalent that has been used in fiction many times. There are many others that could be turned into RPG plotlines. The development of Daleks or Cybermen from the Dr Who universe, for example.

Ethics Vs Morals

At it’s purest, you can have a conflict between ethics and morality that can lead to someone disobeying a government restriction, or even seeking to undermine that government. A philosophical question that has been endlessly debated without reaching a conclusion is whether or not there can be moral absolutes, or is morality relative? One of the most subtle and thought-provoking questions raised in Starship Troopers is “Is it moral for a group to do something that is immoral for an individual?” I disagree with Heinlein’s logic and hence his answer; anyone doing likewise who found themselves in a position with the authority and capacity to act would be committing treason against a society founded and run along the ideological lines espoused by Heinlein within the novel. (For the record, my answer: It is moral for the group to do that which may be immoral for the individual, in the name of the individuals collectively represented, when the action protects the individuals from a threat greater than that which can be opposed by an individual.” Disaster relief is moral. War against an oppressor or invader is moral. Government standards and regulation are moral. Accessibility to affordable medical treatment is moral. Subsidized education is moral. In fact, lots of things are morally right, even if they contravene an individual’s freedoms, explicit or implied. However, potential abuse and corruption mandate supervision and regulation – so government coverups are not moral. And there aren’t many absolutes involved.

Consider government standards & regulation. They don’t exist to ensure the quality of workmanship or to protect the public completely from risk; they define an acceptable limit of risk. One standard might mean that there is a one in ten thousand chance of something going wrong; that might be acceptable or it might not, depending on how many are exposed to that risk and how often. A tighter regulation might reduce that to one in 100,000 – but drive the price of compliance to a level that places the product out of the reach of the ordinary citizen. It doesn’t matter whether we’re talking about seat belt laws, or medicines, or air conditioners. So there is a compromise to be made between accessibility of technology and safety. Subsidized accessibility may permit higher standards to be maintained, or may bankrupt the government – if the lower-quality product is also available and the higher-quality product is only made available to those that need that standard of protection, all will generally be well. Is it possible to draft a set of traffic laws that would end all deaths from motor-vehicle accidents? Sure – just ban internal combustion as a means of deriving the power for locomotion. You can’t even charge the batteries on an electric vehicle. No cars, no car-related deaths. But it’s throwing the baby out with the bathwater, and anyone proposing it seriously would be laughed off the public stage. So instead we have laws that act to reduce the risk of being on the road to a level that society has deemed acceptable, and we tolerate the occasional tragic accident as a society no matter how much we may regret individual examples.

Black hats vs white hats: context matters

Here’s a sticky question: is it ever moral for a trusted group to do something while immoral for an untrustworthy group to do the same thing?

Now think about this: American cold-war policy regarding nuclear weapons research says the answer is ‘yes’. Some nations could be trusted with the development or deployment of the bomb – the US themselves, primarily, but others like Britain and France as well – while others could not. Even now, the world stands at the brink of nuclear Armageddon if certain countries or conflicts go too far – India vs. Pakistan, North vs. South Korea, Taiwan and China, Israel and virtually any other middle-eastern country. And no matter how legitimate or illegitimate the grievances may be on any side in those conflicts, the potential for collateral damage in such conflicts continues to argue for a ‘yes’ answer.

But that’s not the only view possible, and anyone subscribing to an alternative perspective may well be placed in a position of committing acts that a subscriber to that view defines as treasonable. That’s the logic behind the convictions of those who fed nuclear secrets to the Soviets, for example. A plausible counterargument might be, “if the US is the only country with this technology, they will eventually become a world dictator. Parity is needed, and Mutually-Assured Destruction to keep fingers off the triggers, and prevent either country from going too far”. And that’s certainly a hard line to refute, given that this is what we ended up with – and the world is still outside my door.

What’s the equivalent in FRP? A Fireball spell? Resurrection? Steel? Something more? Something less?

In the section on Inheritance, I proposed that context alters perception which alters loyalties and ideologies – which can lead to an act of treason against an Oath that was “a good idea at the time.” The situations discussed in this situation show that this must be extended and expanded: Every oath and every act of treason against such an oath has to be viewed in context, and any absolute can lead to the commission of such an act – under the right circumstances, no matter how improbable they may be.

Everyone who takes an oath will have some circumstance under which they will break that oath, or will uphold the oath even when that is the morally wrong thing to do.

Regulations and laws and punishments don’t keep us absolutely safe – they simply confine the risks to an acceptable level. Context matters.

Fidelity to cause

I’ve written already about how loyalty to a cause can lead to the betrayal of an oath made to someone or something else. But another kind of betrayal is the breaking of a promise of fidelity to a cause.

This is a potential that was implicit in the discussion and examples offered of conflicts between professionals and the state. The Mage’s Guild example, for example, puts a mage who learns of the experiments in the situation where he has to betray either his fidelity to the cause of magic itself, or his loyalty to the state. Which one will he choose? While it might technically not be an act of treason, the choice of supporting the ban on this experimentation is an entirely valid one.

Depending on the game, the circumstances, and the specifics, an oath of fidelity to a cause can be bigger or smaller than an oath of loyalty to one’s government. In any game where the fate of existence is on the line, any oath to someone or something fighting to preserve that existence is going to take precedence over a petty national allegiance. The less epic and sweeping the campaign and its concepts, the more strongly national allegiances will overshadow fidelity to any cause. They may not completely overshadow allegiance to a cause – there will always be people who will fight for peace over any other allegiance, for example. And people who will fight to equip the military with the latest toy, no matter what they have to do to to get it.

Any cause, in the right circumstances, can be adjudged more important than an oath of loyalty; whether this is a correct judgment or not, it can be the basis of a plotline.

Fidelity to issues

An issue is something more specific and less generalized than a Cause. Consequently, it’s less likely to involve activities that could be characterized as treasonous; but it can lead to lesser forms of betrayal. An example might be a crime in which the victim gets under the investigator’s skin, leading them to go too far in seeking out or punishing the offender. Less likely does not mean impossible, however; and the Pelican Brief is the story of a case in which greed led to crime which led to something very close to treason.

The Revolutionaries

We’re approaching the end of my list of people who might commit treason, or something that would be considered treason. So I thought I would conclude this part of the article by revisiting a couple of points made earlier in passing or implied without being explicitly described. The first of these is this: any act of revolution is, by definition, treasonous with respect to the administration being overthrown. It follows that the motives for such acts need to be stronger than the loyalty felt towards that existing administration, and there needs to be an urgency or desperation that demands immediate action – avenues of reform must be blocked or too slow. When all these conditions are met, the circumstances are primed for a revolution, or attempted revolution – which is to say, an act of treason.

And there is always the problem of a revolution for reasons that seem just and worthy – that only put a bigger bunch of crooks in charge.

The Reformers

Not that having an avenue of reform open is necessarily a guarantee that treason will neither be involved or required. We’re generally used to reform being a positive thing, or to the term being used cynically to suggest that so-called “reforms” are anything but. There is a third option, however, and those are reforms that improve one situation with such severe side effects that they can become motives for treasonous opposition in those sworn to uphold them; and a fourth option, in which the need for reform is given a sufficiently hostile response that either the proponents of the reform can commit treason to enact the reform, or that the opposition can overstep the mark in their zeal to prevent the reform from occurring.

No change of administration policy or position ever benefits everyone. There is always the question of the minority (or even the majority) who are penalized by a change, and how strongly they oppose it as a result; and for any proposal you care to offer in terms of public policy, there will be the question of who supports it and how far they are willing to go to achieve their ends, however laudable.

Things can get even more complicated when you contemplate attempted reforms that through short-sightedness, flawed logic, or political, religious, or social dogma, will fail to achieve the promised benefits. If you are a supporter of the cause or general principle who opposes the specific reforms mooted then you are tagged with being a traitor to the cause, whether or not your reasons are valid – because zealots will not tolerate any form of opposition. To them, it’s not about how right or wrong you are, but about the fact that you have opposed them.

The Little Guy

There is an implied oath, even if not explicitly required, that citizens will support and obey the ruling body that commands them. But there are laws that ordinary people break regularly, sometimes with reason and more often, without. Speed laws. Running red lights. Cheating on taxes, inadvertently or deliberately. Some folks go further; usually feeling disenfranchised or so opposed to the current regime that they deliberately flout the law. And that in turn opens the door to actions that can be considered treasonous.

Whether or not these actions are, or can be, supported depends an awful lot on the regime being challenged. Take the case of the French Resistance in World War II. Their government had surrendered. The Resistance was therefore committing acts of sabotage and conspiracy that were illegal under the terms of the surrender, and by definition, treason against the appointed government of the day. Because the general view is that the regime they opposed was wholly monstrous and undeniably villainous, these partisans are considered by history to be heroes and patriots.

When the circumstances are dire enough, the little guy can commit what are technically acts of treason. So the question then becomes, under what circumstances is this warranted? Or, more particularly from a roleplaying perspective, are the circumstances arranged by the GM sufficient to justify treason by “the little guy”? How desperate are the people? How grave is their situation? How much hope do they have? How much scope for expression of their discontent, and how possible is reform of the situation? So long as an alternative avenue exists for achieving their ends in a peaceable way, acts of sedition can’t be justified. Take away their alternatives, and some people will start sharpening pitchforks. And even if reform is not possible, the situation has to be both desperate, urgent, and pose a clear risk to the lives of the people before extreme measures are in any way justifiable.

And yet, there is a lot of gray area. Consider the American Revolution. This was, if historical propaganda is to be believed, about the principle of self-rule. Dig beneath the surface, and it’s possible if not likely that a whole range of motivations were in play, some noble and some less so. People are only human, after all. How does this conflict stack up in terms of our justifications? Desperate? Reasonably. Avenues for reform? Attempts had been rebuffed. Scope for expression? Yes – I’m not aware of any interference in the press by the British, more of a casual indifference to the opinions of the colonials. Were the revolutionaries lives at risk before the declaration of independence? That’s a more difficult one. Past acts in opposition to the British may have warranted prison, but even that is far from certain. For most participants, the answer has to be, “not really”. And so, under the established criteria, the Revolution was unjustified. If we therefore conclude that the principle for which they were fighting is sufficient to justify the Revolution, it shows that our criteria are too narrow to answer all cases. So bear that in mind, as a GM, when considering whether or not grassroots elements of a society will rebel to the point of treason.

More Variations of Treason & Betrayal

So there are an awful lot of vectors for infidelity to an oath, a lot of different groups that can commit a lot of different types of treason. And yet, the types of treason described so far are not the entire gamut of possibilities. There are still more forms of treason and betrayal that have to be acknowledged. Some of these may be viewed as less serious than others, while some individuals may consider them more important. Little puts a character under more pressure than forcing them to choose between two different forms of betrayal of concepts or loyalties that they believe in. Many characters, when confronted with such choices, become paralyzed and unable to choose at all; some kill themselves to avoid having to make the choice, while others choose one and then commit suicide out of remorse – even if they ultimately chose the lesser of two evils. Such situations are defining watersheds for the evolution of the character at the heart of the storm; no matter how they choose, they will be transformed by the experience – even if they subsequently try to pretend otherwise.

All of these represent great story potential. They have all been at the heart of dramatic television and movie narratives in the past, and will be again, in the future. And they are all fertile ground for RPGs.

The old girl ain’t what she used to be: Betrayal of history

One of the best places to start is with the question of infidelity to history. There are often good reasons advanced by circumstances in RPGs to hide the truth of a confrontation – the knowledge itself may be dangerous, the people may not be ready to know the truth, there may be a minority who could use the truth to undermine the positive outcomes, or public confidence would be needlessly undermined. Especially in times of war, the truth is a necessary casualty, because the truth arms and advantages the enemy. Disinformation can be essential to the achievement of victory, or the minimizing of the price of victory.

But there is a counterpoint, one which demands that eventually the truth be revealed. Firstly, secrets have a life of their own, and the protection of secrets can lead to crimes worse than those the secret was meant to protect. I looked at that more substantially in The Veil of Secrecy: A truth about organizations in games.

But entirely aside from that consideration, there is another: If the truth is hidden, future generations will find their attitudes and history compromised and distorted by belief in the lies told in its place. That in turn generates myths about the events, and those myths and the beliefs that go with them then form the foundation of future expectations, ambitions, and policies. Avenging a betrayal or an injustice that did not in fact take place, for example. Hiding the truth about a mistake can maintain public confidence in those who made the mistake – but it can also eliminate the opportunity to learn from that mistake. Keep the secret for too long, and it can even be the case that it will not be believed when the truth is finally revealed.

It’s not enough for there to be good reasons for a cover-up (never mind cases where there are bad reasons) – it is always necessary to consider the question of “for how long” and “what will be the price of that secrecy?” Depending on the circumstance and the secret being kept, a betrayal of history can be a far more serious matter than simple treason.

Betrayal of principle

I made the point earlier that the lesson of the American Revolution – or the myth of the American Revolution, depending on how pedantic you want to be – is that Principle can be enough to justify what are technically or substantially acts of treason.

The other side of that coin has to be the betrayal of principle. Is this a worse crime than simple treason? Is it acceptable to subvert or betray a principle if the letter of the law is obeyed? If fidelity to the letter of the law supersedes fidelity to the principle, what happens when the law is inadequate or antiquated? These questions go to the heart of most of the great social conflicts of the last century – everything from copyright infringement to spam and spyware, and will continue to be at the heart of serious legal issues into the future. For example: Is it even possible for the public to make an informed decision when end-user agreements are choked in legalese fine print? Or: Can the law become so complex and convoluted that it is impossible for a non-lawyer to know what it obligates the ordinary person to do – and is that acceptable – and, if not, what should be done about it? Every legal complication is there for a reason, every legal precedent stems from a real case and a real verdict.

Once again, context is everything in these cases. What are you betraying? What are the costs – of fidelity, and of betrayal? Who should have the power and authority to decide?

Muddying the waters still further: How do you decide when principles come into conflict?

Betrayal of an oath to uphold a principle
Still more flavors and subtexts are possible under this heading and deserve to be at least mentioned in this article.

The first of these variations asks the question, How far should people be willing to go in defense of a principle? To the point of treason – or beyond?

How should such individuals be judged – by their peers, by those to whom the oath was sworn, by the public, and by history? If a prosecution follows, despite public belief that the individual did the right thing, is a fair trial possible? Is the verdict a foregone conclusion? If a prosecution does not follow, can’t that be seen as setting a precedent for the violation of other oaths under other circumstances in the future? Is it necessary for each successive judicial rung to prosecute such a case, knowing that they will lose, just to define the scope of what is acceptable? These are difficult questions that get to the heart of an individuals perceptions of right and wrong.

Betrayal of a principle to uphold an oath
Conversely, what of the person who betrays a principle because they are compelled by an oath to do so? The same set of basic questions obtain – how should they be judged? Did they do the right thing? Is it legal to disobey a flawed law? Should it be? Principles are as subject to interpretation as laws – which means they are just as subject to mis-interpretation.

The relative betrayal of principle
Questions of degree are inevitable when discussing this sort of question at any length. How about violating a principle just a little bit in order to preserve a broader principle? What is the order of precedence among principles? Is that open to the individual? Where an individual has been elected to office, does that mean that the people have chosen to agree with his order of priorities in this respect?

There was a series on Australian TV a long time ago called “Hypotheticals“, by Geoffrey Robertson. These placed a panel of notables into a fictitious scenario in which, acting in the guise of an imagined identity, contemporary issues were explored and debated in ways that could never have happened in any other context. Some of these were later collected into books (refer to the Bibliography below the section linked to above) – there are six copies of the first available through Amazon, but they are extremely expensive (the cheapest being US$199.93). They were entertaining, brilliant, stimulating, and uniformly thought-provoking, and – in many ways – epitomized RPGs at their very best. And a recurring subtheme was always the constant tug-of-war between principles, law, and morality.

The confusion of an honest man
The more complicated these questions get, the harder it is for anyone who is neither a genius, a lawyer, or a saint to answer them – and that describes most of the population. These are situations that call on ordinary people to make extraordinary choices, and it’s always easy for even an honest man to make a mistake when he thinks he is doing the right thing. Who needs a villain when you can use a good guy as the Bad Guy?

Using a White Hat in this way doesn’t solve the issue – it then passes the question on to those who are in a position to oppose or stop the White Hat: the PCs. Does that make them the villains? One of my favorite tricks is to put characters in my superhero campaign into the position of having to choose between doing the right thing and doing the moral thing. It doesn’t matter, from my GM’s perspective, what they choose: it will only cause complications and problems in the future. All roads lead to an interesting and entertaining time.

An evolving context

Everything I’ve discussed so far has made the assumption that the right thing to do is always the right thing to do. In the real world, context is continually evolving, and what seemed like the right thing to do ten years ago is often transformed by circumstance and time into the worst choice that could possibly have been made.

Adding fortune-teller to the list of requirements for always having the right answer really puts it out of reach of, well, everyone. Two types of campaign premise can exploit all this: The Time-travel campaign, and thw non-Time-travel campaign.

Time-travel campaigns confront this issue at its most direct. They proceed from the premise that the long view trumps the immediate, and that the impact in 30, 50, 100, 500, or whatever, years, is more important than the immediate impact. One group either has to bring about the required change – or stop idealistic zealots from altering history. These are simply different sides of these same questions.

Non time-travel campaigns deal in the legacies of the past. Whatever was done in the past – rightly or wrongly – now comes home to roost and has to be coped with. There’s a problem that has to be solved, and the PCs are the ones anointed by fate (also known as the GM) to get their hands dirty.

These are the sort of issues that haunt US Government Policy (amongst many, many others) to this day. Thirty years ago (or whatever) they anoint a leader in a particular part of the world for what seemed reasonable and necessary reasons at the time. Now they have to cope with the consequences of that act. You see this as a recurring theme throughout the central Americas and the Middle East. I would be very surprised if Russians didn’t have the same problem and perspective, but this time in Eastern Europe and the Middle East. Germany certainly has this problem whenever it confronts the legacy of Nazism. In fact, every nation whose leaders have ever made a political decision will have had to deal with the mistakes of the past at some point in their history, and the vexing question of secrets.

Digging for Answers: The Mole

Some people are expected to make promises that they never intend to keep: spies, moles, and infiltrators. And, as is always the case with such individuals, there is a perpetual question hovering about their presence as to their real loyalties. If someone can become an agent, they can become a double- or even triple-agent. Some people are like an onion, loyalty within loyalty, never revealing their true allegiances. Does the crime of espionage automatically exonerate one of the crime of treason against the people being spied apon? Or is that a convenient legal fiction exploited because treason trials are messy, embarrassing, and frequently public, while espionage often results in no public trial, and no public embarrassment – no matter how much angst and anguish they may induce behind closed doors?

A prior engagement: oaths of precedence

Which brings up a whole new general subject for consideration: Can one oath supersede another? Or are they accumulated like layers of wallpaper – the newest one on show, but the old ones binding the whole surface ‘skin’ to the actual person? Can they be shed like a skin, or do they persist? How do oaths interact?

You can talk about general cases and general principles relating to this question all day, and the end result is still going to come back to the actual and specific wording of the specific oaths involved. Some are open-ended, some are discharged following a specific event or time, and some are – at least supposedly – binding long beyond the lifetime of the individual.

Related question: can one oath prohibit the taking of a second?

An excess of Fidelity

Even if multiple oaths are technically possible, how many masters can one person be loyal to at the same time? The more oaths one has sworn, the more likely they are to come into conflict – which brings us neatly full circle. Is it really a betrayal of fidelity when an act is demanded by one oath and contravened by another?

There are more aspects to this than may initially meet the eye – so it’s a question I’ll come back to in a moment.

Life and Death

But first, let’s wrap up this exploration of variations on the theme of treason itself with what some may consider the ultimate question of fidelity (especially in an RPG): If Life and Death are real than abstract concepts, if they are tangible, manipulable forces, with exemplars and avatars – then must not the betrayal of life itself be more significant than any oath that may be involved? A betrayal that costs someone their life is bad enough, but a betrayal of life itself that risks the end of all?

Layers of Fidelity

It’s entirely normal for certain positions of authority to have to cope with multiple layers of fidelity. To continue the discussion of those layers coming into conflict that I started a couple of paragraphs ago, I thought it worth taking the time to consider some of the situations in which layers of fidelity are taken more or less for granted, and can be more-or-less guaranteed to come into conflict at some point.

Layers Of Government: Modern

Local government. State government. Federal Government – Senate, Congress, and Presidential. Political party allegiances. These could never come into conflict, could they? No-one ever has a personal agenda, or personal political beliefs, that might differ from those branches above, below, or around them, do they? Now throw in industrial connections and sympathetic lobbyists, and laws and lawyers, and a press that is always hungry for a story – the juicier and more scandalous the better, and the propensity for some to pander to the fourth estate, and international relations (depending on the actual positions) – and then expect them all to work together as a harmonious whole. Now throw in a model of electoral interaction that emphasizes polarities and hardline no-compromise attitudes and the concept of voter churn…

Sidebar: What’s “voter churn”? It’s my term, not an official one. Take the two, four, or six most marginal electorates in any given election. Both sides will target them with everything they can spare. Voter churn results when no matter the outcome in one electorate, it is matched by an opposite outcome in another, so that in the end, absolutely nothing actually changes. Which raises the somewhat heretical speculation: could it be that marginality is actually irrelevant, because the results are usually a wash – and that what really decides elections are trends in those electorates just outside of these marginals?

Although I wrote the opening paragraph of this section with the US Government in mind, what’s been written is true to a greater or lesser extent of any nation which practices democracy – from Germany to the UK to Australia to those few democracies that can be found in the Middle East.

Why does it happen? There are two separate factors at work.

The first is that the voters are the same in all levels of government, viewed from the collective perspective of the larger branch of government. That means, for example, that a state that is nominally pro-Republican will tend to elect Republicans to all levels of their representation; but the distribution will rarely be uniform, despite this overall trend. This local government is more pro-Republican or more pro-Democrat than that. This district swings one way, its neighbor swings the other. So you end up in a situation where the majority of constituent elements will have the same trend as the overall, but there will be a minority – substantial in some cases, marginal in others – that nominate leaders from the opposition party, and a smaller minority of swinging electorates. Any political body, viewed collectively, will contain a mixture of people from both sides of politics – and sometimes a few outsiders as well.

The second factor is that those who are strongly aligned with their party’s principles find it easier to appeal to this electoral bias, while those who are politically moderate are viewed as vulnerable by both sides. In seeking the best chance to form government (of whatever level), the trend is to marginalize and drive the moderates out of politics, polarizing the candidates that the electorate is offered.

All of which is background to our primary discussion, which is betrayal, and it’s most extreme case, treason. Let’s assume that we have a city government. The majority of local councilmen belong to Party A, which is therefore said to have won the last local elections in the city. The mayor probably also belongs to Party A, therefore, and the region collectively swings in the direction of A. But there will be several councilmen who come from Party B. The Mayor is expected to represent all the electors in the city, not just the ones that voted for him; nevertheless, his political leanings will place him into conflict with the opposition councilmen, who will generally do their best to block measures they disapprove of (and measures that they do not actively agree on on general principle). So long as the opposition is confined to political debate, there’s no problem; even political activism, though more marginal, is still within acceptable and tolerable limits. But is it possible for an opposition councilman to step over the line, to go too far, to commit what would be considered an act of treason against the city government? Of course it is. Meddling in some other district’s election. Encouraging voters aligned in his political direction to migrate into districts that nominally swing the other way, but are sufficiently marginal to be swayed. Bribery and Corruption. In systems where voting is not compulsory, impeding voters who support the other party. Blackmail, exposing secrets and airing dirty laundry.

If one of these councilmen accepts a bribe to throw the next election, he betrays the people who elected him. It may be less serious than betrayal of country, but the basic crime is still the same; it’s simply a matter of scale.

Nor is that the end of the possible scenarios to be contemplated under this heading. A government can take whatever measures it deems appropriate to the service of the national interest, subject to whatever review and oversight that is deemed appropriate – but what happens when such measures contradict a national ideal? No-one could argue with increased airline security in the wake of 9/11 – but was the interception and eavesdropping of electronic communications a step too far? It certainly flies in the face of American ideals. These are not easy issues to resolve, and I don’t suggest for one minute that I have a magic bullet for the problem. Does the American Ideal itself have to evolve in response to an evolving context? Was the betrayal of the old ideal an act of treason? Is opposing such activities an act of treason? Both could be argued. When national security is involved, the most trivial act can have wide-reaching repercussions.

At this point, and to wrap up this part of the article, I have to draw people’s attention to Mudslingers: The Twenty-Five Dirtiest Political Campaigns of All Time by Kerwin Swint. It’s essential reference (and very readable) for anyone interested in US Politics, or running a modern-era campaign.

Layers Of Government: Feudal/Fantasy

So, taking elections out of the mix should clear things up, right? Wrong. It makes things worse, because every noble is somewhere on the line of succession. Supporting anyone who is not the current monarch creates the potential for treason. It brings every level of government closer to the ultimate, minimizing those differences of scale. Nobles, as a group, are going to have as broad a diversity of opinions as members of any elected body; some will align one way on any given issue, while others will align with an opposing view. Democratic systems have mechanisms to prevent excesses in any given political direction; regardless of their effectiveness, they have them. If worst comes to worst, the opposition can be elected at the next poll. Feudal systems give the local ruler far more autonomy, and far less restraint. You don’t have to study much European history to come across multiple examples of Nobles in conflict – and the most extreme expression of these conflicts can only be considered treason against the monarch.

Party Politics

Even within a single political party, there are going to be divided loyalties and diversities of opinion. While generalizing a party platform leads to simplicity in summarizing a political philosophy, it is oversimplifying to consider every member of that party to subscribe to that precise view in all things. People are more complex than that.

An individual may disagree with his party platform on individual issues, may subscribe to some views more vehemently than others, may be more radical than his party agenda on some matters. Every individual will be just a little different. You don’t think the Republicans try to pull strings to get Democrats with “the right attitude” assigned to key committees, and vice-versa? You think neither party has ever resorted to nominating a poison-pill candidate to selected committees? If a candidate has an opinion on a particular subject that differs from those of his party, he may be told he is “too close to the issue”. The effectiveness of any government sub-body is eminently manipulable if you look hard enough for a way. How far do such tactics have to go before they are a betrayal of party principle? Of democracy itself? Of the national interest?

Is diverting military funding from one effective measure that would be built in someone else’s state to one that is less effective, but which would me manufactured in your own district, an act of treason? It materially impacts on your nations military capacity? Where do you draw the line?

How about adhering to party policy in the face of demonstrated national need – blocking reforms or changes that the majority have deemed necessary or desirable? The US voted an overwhelming endorsement of “Obamacare” – can the Tea Party’s continued intransigence on the issue, which ultimately led to the recent shutdown, be considered an act of treason? How about if the issue was a military campaign? Or the deployment of an intelligence asset?

On The Bench: The Trends Of Law

Society evolves in response to the opportunities and capabilities given to its citizens and institutions by technological advance. Politicians and laws almost always lag behind. It follows that the constituency of those bodies who interpret and decide the laws of a nation are inherently and perpetually involved in conflict between the socially accepted attitudes of the day and the preservation of past interpretation and precedent. Probably the best-known example is the kerfuffle about file sharing and copyright – and although that seems to have died down of late, it’s only the tip of a very messy iceberg that’s still lurking somewhere in the jurisprudential waters. Heck, the right-to-choose vs. the right-to-life debate still has not been definitively resolved, and that’s been going on for a lot longer than the copyright reform debate.

Legal conservatism is aimed at providing stability and continuity of laws. You can’t have a society where what is permitted and what is not are radically reshaped on a daily or weekly basis and expect that society to be stable. But this also makes it slow to react, and often insufficiently progressive to keep up with social attitudes. And that’s all before vested interests and politics get involved in the debate. Should judges be elected, and if so, how frequently? Or should they be appointed by politicians? Or should they come in matched pairs – a conservative for every liberal?

And all of that generalizes opinions unrealistically – a given individual may be conservative on some issues and progressive or even radical on others.

One of the more interesting books that I’ve read in the last few years was Supreme Power by Jeff Shesol, about FDR’s struggle to get the New Deal through a conservative and ideologically-opposed Supreme Court. There is more than enough capacity for discord between governments and courts to lead to issues of betrayal and oath-breaking.

Military Ethics

Stepping away from the speculative, there are many examples in world history of circumstances leading to allegations of treason (or lesser crimes) against members of a military – everything from fraternizing with the enemy on up. Members of the armed forces are just like everyone else – they will have opinions and beliefs that will vary from one individual to another. At the same time, they swear oaths of loyalty to the state, and to their own military organization, and to uphold their chain of command. Many have strong religious views, common amongst men and women who choose to risk their lives in the service of something they deem to be of greater value than those lives. And sometimes, one or more of those values conflict with respect to any particular situation; and, as I said earlier, any situation involving national security is inherently sensitive. For this very reason. most military organizations hold their men to a higher standard of propriety than is the case with the general public. Disobeying orders in the face of the enemy is not exactly the same thing as treason, but it is another name for the same sort of behavior.

In particular, ideals and morals can lead members of a military to act in ways that are intolerable to the organization; but those same qualities also make for better, more committed and determined officers and soldiers. It’s a witches brew that leads to the occasional catastrophic intersection of circumstances.

The Impact of Dramatic Moments

There have been a number of occasions in the preceding where I have used phrases like “sometimes,” “in extraordinary circumstances,” and so on. It’s rare, even improbable, for things to achieve these extreme outcomes – at least in real life. But that improbability is subject to reality override when we start talking about an RPG context, where the goal is not to emulate “real life” – it is to dramatize the improbable. It’s the GM’s job to create interesting circumstances for the PCs (and hence their players) to deal with. The improbable happens at least nine times out of ten – in an RPG.

RPGs are sometimes described as games of “What If,” but not all what-if’s are of equal interest or equal validity. Some are silly, some are dull, some are inappropriate in the genre or game context. In every game, however, there is at least one constant: the PCs interact in some way with figures of authority in circumstances that are extreme and/or dramatic. And that means that questions of betrayal and treason are universally applicable. Treason is always on the menu.

Fidelity and PCs

We’re slowly closing in on the heart of the subject: Treason and betrayal in RPGs. The very concept of an RPG introduces a dichotomy into the subject: treason & acts of betrayal by PCs, and treason & acts of betrayal by NPCs that affect or involve the PCs in some way.

Black and White: Pulp

Some genres reduce choices to black and white, at least in theory, and this simplifies and clarifies. The most interesting pulp campaigns are those in which NPCs may exhibit a full range of moral tones, but with an exaggerated high-contrast, while the PCs see the world as black and white and react accordingly. This concept permits the PCs to instantly take action without complex moral debates (most of the time) while placing them in something that has at least a passing resemblance to the complexities of the real world. It is this capacity to get to the heart of issues of right and wrong that makes the PCs (and selected NPCs Pulp Adventurers) different from everyone else, clearing away the clutter and letting people get down to business while the sophisticates are ham-strung by their need to process moral complexities and shades of grey.

In this genre, treason and betrayal of any sort are equally bad. They mark one as a villain, not to be trusted, and hence an enemy of the PCs – most of the time. It follows that betrayal and treason by a PC in the pulp genre is not permitted, in fact, not even possible – not without them going the whole hog and becoming arch-villains. There’s not a lot more to say on the subject, really – so let me throw one last thought at you and move on: consider Captain Kirk to be a Pulp Hero in a science-fiction setting. He ticks every box…

Black and White: Superheroes

Not far removed from the Pulp genre in the respect is the superhero genre. But, for the first time, morality within the PCs is not completely black-and-white, and most characters are a high-contrast blending of the two. White can be tinged with gray, black can be slightly pale. And the issues that can be presented can be infinitely more complex. There is enough complexity and moral diversity possible that some forms of betrayal and treason cannot be wholly ruled out – in particular, cases where the betrayal seems like the right thing to do at the time. Here, it’s the public perception of the PCs that is black and white; the reality is not quite so clear-cut. Nevertheless, they are supposed to be heroes – and that makes any form of treason or betrayal an extreme event. Not impossible, but it’s not going to happen very often.

Black and White: Fantasy – Us Vs Them

Things grow still more complex in most Fantasy gaming, but there are still areas that are generally regarded as black-and-white regardless of an individual’s morality (and its possible summation as an alignment). One of those areas tends to be party unity – the most serious act a player can perform in a Fantasy RPG is usually a betrayal of his fellow PCs. “I don’t care if you are the party thief – you don’t steal from the other PCs!” “But I was just roleplaying…” How often has this sort of behavior come under scrutiny? Long enough for most veterans to be tired of the subject, that’s for sure.

Black and White: Fantasy – RPGs & The Gods

I’ve made the point several times in other articles that in a world where the Gods are manifestly real, only a fool disobeys them – especially when they lay down a “Thou Shalt Not” or two. Now, if the Gods in your campaign don’t manifest so directly, or aren’t really the moralizing type (Greek world? Roman world?) then there’s little or no problem. People are what they are; get over it and get on with it. The less those conditions hold true for a campaign, the bigger the question looms.

In some respects, a fantasy game with an afterworld and judgment of the dead is the other side of the coin to the superhero/pulp hero equation – because here it’s not the PCs who are reducing every moral decision to black and white, it’s the judge of the afterworld. Pursuing that thought can lead to an entirely different perception of the mortal-immortal interface…

For this discussion to be valid within this section of the article, we have to pose the question: what could drive a PC to betray the Gods? It’s not going to come up very often, and it’s going to be in pretty extraordinary circumstances when it does, but it is possible, especially if mortals have idealized perceptions of the Gods, who in reality have feet of clay.

Things can get murkier in a hurry when you’re dealing with one or more pantheons that do not present a united front. What do you do when your character class has a patron deity, and your race has another patron deity, and the city you are in has a patron deity – and they get into a knock-down drag-out about something you are doing?

Black and White: Fantasy – The Paladin Dilemma

There is one character class that is still supposed to see things in black and white. And like a solo superhero in a world of gray morality, sometimes it’s a vey bad fit. You can take everything that I’ve said in the section on RPGs & The Gods and square and cube it so far as Paladins are concerned. But to counterbalance that, and make a Paladin’s life even more difficult, there is – or at least should be – a political aspect to the role. Paladins are directly akin to Knights, at least conceptually – and Knights are at most a stone’s throw removed from Nobility – and that means politics. Any campaign with a Paladin as PC that doesn’t have him hip-deep in politics is missing a bet. And as soon as you start talking politics, you’re into all the territory that this article has thrown your way.

Fidelity and NPCs

There are lots more NPCs than PCs, and that means there’s a lot more scope for treason and betrayal of all kinds. Fortunately, there are shortcuts that permit a broader assessment of the possibilities.

Enemies

Enemies committing treason? There’s no surprise in that, is there? But this is a potential that cuts more than one way; there are more possibilities than might immediately meet the eye. Why not an enemy committing treason by coming to the PCs with a warning about something an even worse enemy is doing? An enemy opposing the PCs out of principle? An enemy betraying a cause because he is required to do so by an oath? There is a whole gamut of ways in which an NPC can commit treason and have it involve the PCs. And that’s when the treason really takes place; why not someone who should be an ally but who is an enemy because he thinks one or more PCs has committed treason or some other serious form of betrayal? Or who thinks that everyone of a PC’s class – social, political, character – can’t be trusted, because of a past incident? Someone who is so desperate for revenge that they are willing to commit treason themselves in order to achieve it?

Allies

Things get even more complicated when the party accused (or guilty) of betrayal or treason is an ally of the PCs. Played properly, this puts the PCs in the position of having to choose between their own integrity and their friendship with the ally. But the possibilities don’t stop there. Is the Ally friendly to the PCs in hopes of making restitution for a past mistake? Does the ally perform an act of betrayal or treason to rescue the PCs from a trap that has been set for them? There are as many ways of interpreting or integrating an act of treason as there are types of possible relationship between an NPC and a PC. It’s just a matter of selecting one that will have “interesting” repercussions for the PCs…

Passing Strangers & Fellow Travelers

Having dealt with both enemies and allies, there’s only one major group of NPCs left to consider: everyone else! These are cases where the treason or betrayal doesn’t directly involve the PCs, though it may be proximate to them, and they may be swept up in the consequences. They may discover it, or simply find themselves at ground zero, or have to deal with the fallout. Once again, there are as many possible stories as there are types of betrayal.

Fidelities in Conflict

There is some groundwork that can and should be done when the GM starts contemplating a plotline revolving around fidelity or infidelity of any sort, but there are too many variables to offer a comprehensive guide, and this article is more than long enough already! So this is going to offer one recipe for placing Fidelities in conflict as an example how-to and leave the broader picture for each GM to fill in his own way, using this as a template.

  • Step 1: Establish fidelities & values – This step is about identifying what the PCs are loyal to, and what values they hold. This is to ensure that they will relate to at least one of the participants.
  • Step 2: Exemplify with archetypes – If a PC is not to be a primary participant, you need to create exemplars to represent the most extreme viewpoints or values that are going to be involved in the act of betrayal that you are contemplating.
  • Step 3: Map the context and circumstances – Next, you need to work out what the circumstances are going to be. There are two requirements here: justifying the betrayal, and ensuring that the PCs are front and centre for the resulting firestorm.
  • Step 4: Place them in conflict – When all is ready, place the values in question into conflict, and then have the perpetrator make his decision. Until this occurs, there has not actually been a betrayal, just a set of circumstances in-game that could conceivably lead to one.
  • Step 5: The PC is the pivot – Finally, put a PC squarely in the middle of events, as per the plans layed in step 3. This could involve someone coming to the PC and asking for their help in committing an act of betrayal or treason for what seems to be good reason, or it could place the PC in a position to discover the treason, or any of the other possibilities discussed so far; the key point is that circumstances mean that the outcome and consequences of the betrayal will pivot on what the PC chooses to do about it (or not to do about it).

This is a fairly straightforward example of mapping out a plan to integrate a betrayal into a plotline. There can be many others, but the basic steps remain similar, if not identical.

The Ultimate Question: Treason against the RPG itself

One final thought to plant in the minds of the readership before I wrap this article up: Just what constitutes a betrayal of the game itself? Some would say cheating at the game table. Others would talk about Metagaming, or Railroading players. From my perspective, these can be bad – but in some cases, can also be positive, even justified under some circumstances – so they don’t rise to the level of treason against the spirit of the game. No, in my opinion, the ultimate treason is deliberately setting out to sabotage someone else’s fun at the table. That, to me, is the ultimate case of treason in RPGs. Fortunately, it’s a very rare event…

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Taking Care Of Business: The Corporia Kickstarter Campaign


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I received an email advising of a new Kickstarter campaign on Thursday, something that happens from time to time. It’s only occasionally that one of these leads me to an actual article in support, for a number of reasons:

  • Often I don’t get the announcement until the Kickstarter campaign is underway, and there’s no time to do a proper, thorough job;
  • With only two articles a week happening at Campaign Mastery, a product has to be exceptionally promising to get the nod;
  • Frequently, I don’t have the publishing slot open, thanks to multipart series;
  • Sometimes the campaign has made mistakes in their kickstarter approach that I don’t want to reward, or the product doesn’t seem to offer sufficient value for money;
  • And, finally, the product itself might not intrigue or excite me enough.

It’s rare that any Kickstarter campaign is perfect and even rarer for the whole process to be executed perfectly from start to finish. Projects are too delicate and prone to bad luck and real-world complications for that. No-one with any sense backs a kickstarter project expecting smooth sailing from launch to final delivery. You have to use your experience to assess the contingency planning of those involved, evaluate their reputations (if any), look at what they are asking and what they are promising, and evaluate the project’s worth and likelyhood of success.

Corporia has ticked most of the boxes listed above (and some that I haven’t listed), done most things right, and has interested me enough to forgive the lapses that I perceive. I’m going to use this article to tell you about the Corporia campaign and about the things that I think the people behind it are doing right – and a couple of things I think they’ve gotten wrong. This isn’t going to be a definitive guide to success with Kickstarter – that should be left to someone who has actually run one – it’s more about the reasons why I have chosen not to back certain projects in the past, no matter how much they might have interested me. And, along the way, I’ll get to tell you about Corporia itself. Who knows? You may be sufficiently interested to invest.

Kickstarter Basics

I should start, for the benefit of anyone who hasn’t participated in one before, who’s been living under a rock or something for the last few years, by running through some of the basics of Kickstarter and how it works.

A producer of product sets up a campaign to raise the funds necessary to complete a project. Members of the public pledge funds to the project in return for rewards. If the product doesn’t attract enough pledged amounts to reach the funding goal specified by the producer, no money changes hands. If more money is pledged than necessary, additional rewards may come into play. Kickstarter keep some of the funds, I think it’s a percentage off the top, but it might be a flat fee.

That’s the basic outline, enough for us to be getting on with.

A caveat before I start: although I have been critical below about certain aspects of the product and the fundraising campaign, I want to be clear that I’m not trying to single Mark Plemmons or Corporia out. The product deserves to be appraised on its own merits, and I’ve tried to maintain the review below within three separate threads: Kickstarter campaigns in general, the Kickstarter campaign for Corporia, and evaluating the product itself. The goal is not to be negative, but to offer constructive feedback to Mark and anyone else using Kickstarter in the future, and I hope that the comments below are read in that light.

Organization

I got a contact email / press release for Corporia before the Kickstarter campaign launched, giving me plenty of time to write an article. This happens less frequently than you might think; several times I’ve had to refuse requests because there simply wasn’t enough lead time to prepare an adequate article.

The most successful campaign I’ve ever been involved with asked for something like $10K and got about $270K. I didn’t actually pay enough to get a reward for that one – it was just a cause that I thought worth backing. There have been others that I wanted to back but couldn’t afford that were even more successful, but that’s my yardstick.

But the people producing Corporia clearly had their act together. That gets a big tick, because that organization, and the attention to detail that the actual press release demonstrated, can be reasonably expected to flow through to every other aspect of the project. A big tick.

The Contact Email

So here’s what the email actually said (with a few redactions by me):

Mike and Johnn,

I’m a fan of your blog and I wanted to pass on some RPG news that you might be interested in, either personally or even as a news item you can mention to your readers. The Kickstarter page (linked below) has a video and more information on why Corporia is special.

I think the Corporia role-playing game would interest you for these reasons (at least!):

  • Urban Fantasy – Corporia is built around ‘knights in shining Armani’: heroes from the court of Camelot reincarnated in a near-future metropolis where corporations of Order and creatures of Chaos fight a shadow war for ultimate control of the human race.
  • Innovative Rules – Corporia’s rules are based on an intuitive 2d6 mechanic (aka the GRAIL system) that lets you combine your character’s abilities in different ways to fit whatever situation arises. Corporia also features wounding rules that avoid the too-common ‘death spiral’, hacking rules that let all players cooperate in an infinite variety of virtual worlds, and magic rules that allow spellcasters to easily create and modify their spells on the fly.
  • Gorgeous Design attractive to casual readers and gamers alike – Corporia features a modern design sense with dozens of beautiful full-color photos of realistic-looking heroes from both sexes and multiple races. Each chapter provides a look at a near-future world, with several chapter sections written and designed as in-game props like tourist guides, magazines, corporate marketing materials, and scientific researches.

If you’re interested, please let me know how I can make the writing process easy for you. You can download web ready preview photos from [the link] following my signature, and there’s a special 14-page preview link on the Kickstarter page.

Corporia launches Saturday November 2nd at 8 am CT. Thanks for taking the time to check it out!

Thanks,
Mark Plemmons
[email address]

Kickstarter [My link, replacing Mark’s]: http://kck.st/1846sHT
[Press Release Images link]

Mark Plemmons is an ENnie and Origins award-winning author with over a decade of experience in the role-playing and hobby game industry, having previously served as: writer, editor, art director, project manager, and/or graphic designer for the HackMaster, Aces & Eights, Adventures Dark and Deep, and Dungeons & Dragons-branded Kingdoms of Kalamar RPGs, multiple Knights of the Dinner Table and Dungeons & Dragons comic book series, plus various card, miniature, and board games, among others.

This message also ticks a number of boxes.

Urban Fantasy

Urban Fantasy per se doesn’t excite me. But in this case, I’ll acknowledge an exception to that rule.

The association between the corporate world and “Order” (as opposed to Chaos) is the sort of thing that I might come up with, and is vaguely interesting in its own right. And I like the turn of phrase, ‘Knights In Shining Armani’. Still more interesting, there are concepts implied that I can easily add to my superhero campaign – things that should be there, but that I had not thought of.

Functionality and inspiration: two big ticks.

Corporia_Hacker_archetype_s-opt

Innovative Rules

I have heard of the Grail System before (I think(!)) but I’ll be darned if I could find a reference to it anywhere. Even a Google search came up empty. I’ve a similar game mechanic that I developed a while back. But the implication was that there wouldn’t be much in terms of the core rules that I could import into other games. And given that I have heard of the system before, I was put off a bit by the description of the rules as “Innovative” – that struck me as hyperbole, even misleading.

But then I got to the next sentences. A new thought in a wounding system? That’s of passing interest. Hacking rules that emphasize cooperation and coordinated activities by multiple people? These are a lot harder to do well than most people realize, and I’m always interested in new approaches to that particular problem. And a new approach to creating and customizing spells on an ad-hoc basis? That’s also harder to do than it sounds, and of definite interest.

Interesting game mechanics? Another big tick. But a different choice of adjective might have been better.

Gorgeous Design

Definitely. No, very definitely.

But this is rarely a selling point for me; on the contrary, it often / usually means you’re paying for fluff and not content. Sometimes, the fluff can even obscure the content. It’s very rare for the fluff to be of inherent value to me as a game aid, and even more infrequent for it to be a sufficient improvement over what I can find free on the internet to make it a selling point.

More importantly, the examples depicted show a clear design.

I’ll be revisiting this topic in a bit. The key at the moment is that the fancy art is not detracting from the content, so while it may not be worth a big tick, it avoids a serious hurdle that on it’s own has been enough to stop me from supporting products in the past.

Periphera

You can tell that Mark has done press releases before. The inclusion of an email address, the links to the campaign and the press kit (you’d be surprised how often these get left off), and a concise bio. All that adds up to experience and professionalism – and, like the level of organization indicated earlier, is something that can be expected to carry through to all other aspects of the product and campaign.

The Previews & Press Kit

So I was sufficiently intrigued to take a look at the 14-page preview. Oh dear. It actually came close to undoing all the good impressions the proposed product had made so far.

The preview launches straight into the game background right after the cover. This is written in a ‘handwritten’ font that is initially clear, but which extends for so many pages that my eyes were swimming by the end. And oh dear, all the vices of fancy graphics are fully manifested – blood spots obscure text here and there, producing words that appear to read “grall quest” instead of “grail quest” at one point.

But then I got to the Introduction, and it was as though a switch had been thrown. Clear, clean, stylish, legible. Ditto the rules – which is when I began cringing. One of the key combat skills is named “Getting Medieval”. Heck, I’ve read the term several times now, and I know it’s there, and I’m still cringing every time I see it. It’s cutesy, even a little patronizing, and completely out of place.

My final comment on the preview is simply this: I wish the producers had chosen to include the main graphic of page 13 in the press kit instead of the inset picture. The latter is cheap titillation in the form of a shower scene – fine in its place and in context, but inappropriate and not as useful as a resource as the main picture would have been. In terms of their use in the preview and (presumably) in the actual product, thumbs up; in terms of inclusion in the press kit, maybe not so much.

Press Kit release

And speaking of which, it might have been a good idea to include a specific release or terms and conditions with those press-kit pictures. Even something as simple as “These images are copyrighted and are released to the press and public for the explicit purpose of promoting Corporia and/or its authors. No other permissions may be assumed without written consent of the publishers of Corporia.” – just so that people like me know where we stand. I’ve used a handful of the images to illustrate this article, because I think that will fall under the heading of “fair use” even without an explicit permission, but even so, it made me slightly hesitant about actually promoting the product.

And, while including the 14-page preview might have been a bit excessive, including a generalized introductory letter in the press kit would not have been a bad idea, either. You can never put the basic facts in front of people too often.

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The target: Are they shooting for the moon?

And so, to the kickstarter campaign itself, starting with the target. Mark is seeking US$13,000. That’s a little higher than most kickstarter campaigns, though there have been many higher ones that have succeeded. A more typical value would have been something like $5,000 to $7500. At something close to double a value in the middle of that range, the target is not out of the question, but it represents an additional burden that the project has to overcome.

And it’s a fair bet that half of it relates to the color graphics and the high-quality paper and printing needed to execute them.

In other words, the fluff is making it less likely that there will be a product at the end of the campaign. While backers don’t pay if the product doesn’t reach its target, you have to wonder whether or not it would have been better to list the target as something more modest, with black and white line art only, and to make the fancy full-color stuff a stretch goal.

A lower target is a positive inducement to pledges of support. Not only can the base pledge amounts be made smaller, allowing more people to commit to the project, but once the basic goal has been achieved, it actually gets easier to persuade people to back the project because they know they will be getting a product at the end of it. What’s more, it adds stretch goals that are more easily achieved – and that has other benefits, as I’ll explain in a moment.

In this case, the goal is high enough to raise uncertainty that the product will reach its goal, and psychologically, that’s a disincentive to back it – which in turn makes that uncertainty more of a self-fulfilling prophecy. But this target is far from being unrealistic or unachievable. It’s not like the producers are asking for $100K or $250K – both of which I have seen before, on campaigns both successful and unsuccessful.

So it’s not enough for an outright down-check, but is enough for a moment’s hesitation.

Stretch goals

A Stretch Goal is one of those add-ons that get added to the base product if a specified amount over the base goal is achieved in fundraising. Getting these right is an art form in itself. Too small and they seem trivial; too large and they look designed for failure. You want them to be appealing, because that encourages backers to be vocally supportive of the project and offers an inducement to pledge bigger than the minimum level needed to actually receive the product.

Even more importantly, ticking stretch goals off at regular intervals builds momentum and word of mouth. If properly designed to function in harmony with the pledge levels, they can not only encourage larger pledges and more pledges, they can persuade people to come back and boost their pledges to a higher amount that gives them access to the goodies promised in the stretch goals.

On the other hand, you can also make a selling point of NOT restricting stretch goal goodies to “elite” backers, as is the case with Corporia, and if your backer levels are clear and affordable, that can serve as an inducement of equal strength.

The key, either way, is making sure that the stretch goals are actually desirable add-ons from the prospective customer’s perspective. That means knowing your target market, and knowing it well.

Probably the most enlightening Kikckstarter project that I’ve backed to the extent of recieving an actual product was Building An Elder God. The way they handled telling people about stretch goals achieved and what was next was nothing short of brilliant. Check out Update #26 and imagine the tentacle as it grew firstly towards the “fully funded” mark – and then beyond, and to the point where they had to tack on extra levels!

There are two ways of expressing a stretch goal, and they both have their virtues. The first is “goal plus $X” – this has the virtue of making the stretch goal seem closer and more achievable, encouraging people to push that little bit harder. The alternative is the “$X pledged”, and that has the virtue of making the stretch goal seem closer – the hard work has already been done, it only takes a little more to nudge things up to the next level.

Corporia_Quest_section_s-opt

Corporia’s Stretch Goals

How do Corporia’s actual stretch goals stack up?

The first one doesn’t thrill me much – I’m not a fan of quick reference cards. The $15K future-proofing goal is more interesting – but I know from experience that this is more work that I think the producers are allowing for. The inclusion of a plain-text PDF version is a definite enticement, but seems a small reward for the increased funding. Then the goals become much more interesting – and the funding gaps to be crossed become much bigger to go with them. So the early goals are a little “soft” but the later goals are enticing – though a long way removed. So far removed, in fact, that you couldn’t count on them happening. With $5K leaps, the size of some full Kickstarter fundraising campaigns, they seem a little overpriced (except possibly the City Chronicle, which is estimated to be large enough to be worth the $5K) – but again, that’s probably the fluff talking. They are so far removed that they can probably be discounted in terms of actually materializing – an empty promise.

But the more of those stretch goals that got unlocked, the more easily persuaded I would be to become a backer. The problem is that if everyone thinks that way, the goal won’t be reached and neither will any of the stretch goals. This is a catch-22 that needs to be clearly understood.

So what’s the answer? In my opinion, it’s more stretch goals, at smaller intervals, and a more modest initial goal. Make the product that you really want to create one of the stretch goals and compromise versions at lower levels.

All told, these could be more attractive and/or more attainable than they are, and that’s true to such an extent that they do not sway me towards backing the product – though they will if any are actually achieved. Without that additional incentive, it’s all up to the basic package that you get for your pledge.

The Pledge Levels

Corporia actually does a better job of outlining the pledge levels than any kickstarter campaign I’ve seen before – and that’s saying something. About 1/3 of the way down the Kickstarter page there’s a graphic that explains the pledges far more clearly and succinctly than I can do, even simply replicating the text in a list:

  • $1 Drone – desktop wallpaper and updates
  • $15 Citizen – Drone + Corporia PDF
  • $25 Hacker – Citizen + dossier PDF, beta test, stretches
  • $35 Squire – Hacker + supplement PDF
  • $50 Knight – Squire + signed & numbered hardcover
     
  • $150 Architect – Knight + create a location in-game
  • $250 SR. Exec. – Knight + appear in game text
  • $500 C.E.O. – Knight + appear in text and art
  • $1500 Shadow Broker – CEO + convention game
  • $2500 World Leader – Broker + design hire
     
  • Retailer level ($110) also available

Note that levels above Knight have limited availability.

Getting the levels right

Administration of a kickstarter campaign can be a nightmare of convoluted complications. A successful campaign can be three times worse (or more). Multiple base levels, multiple add-ons incorporated into different variations of higher pledge levels building on those base levels, stretch goals that only apply to backers of certain pledge levels – you can drive yourself around the bend with administrative nightmares if you get it wrong.

There have also been horror stories of projects that have underestimated the costs involved, have reached their goals, but still sustained a loss. A lot of that falls into two categories: postage and admin. A third problem is often underestimating the production time involved.

The simpler you make your pledge levels, the more all of these burdens are eased. Part of this can also involve recalculating the targets for your stretch goals, if they are going to involve extra postage. If the add-ons and stretch extras are to be distributed electronically, the costs and complications are much reduced.

I’m pleased to say that Corporia actually stacks up fairly well in this respect, too – with one caveat that I’ll get to in a moment. The prices seem in-line with what you would expect to pay for the product if you came across it at RPGNow (the PDFs) or in a game store (the hardcover).

And some of the pledge levels are quite creative – in particular, the “World Leader” level, which includes 20 hours of work by Mark Plemmons (consultation, editorial, and/or graphic design) for your own personal publishing project via phone, in-person, or Skype depending on your location, starting in June 2014.

At the same time, there are a couple of missed opportunities. The Shadow Broker level has a limit of one, and includes Mark attending one of three conventions (your choice) to run a minimum 4-hour game session for your group (up to 5 players). Since it’s unlikely that all three conventions would be held on the same weekend, why not list each one as a separate level, limit of one each?

Some Minor Nit-picks

The higher level awards seem overpriced, however – the costs involved in satisfying the C.E.O. level don’t seem that much higher than those of Senior Executive, but this is a premium addition, so doubling the price tag is not completely out of line. But, given that, the cost of the next level up, which is $1000 more than the price of the C.E.O. level, and $1450 more than the basic Knight level seem too much. Air fairs and accommodation could cost $500, plausibly, so $500 more than the premium price-tag C.E.O. level should be closer to the mark of reasonable. The balance means either that Mark wants to be paid for running the demo game, or to be paid for prepping an adventure that will promote his product, or to have his accommodation covered for staying for the whole convention – or that he simply chose a value that seemed about right to him at the time! Regardless of how it got there, the price seems out-of-line. Of course, I could be underestimating the costs involved, in which case I owe an apology – but if the conventions cost that much to attend, I can’t see them as being as successful for very long.

Similarly, $2500 seems a premium price to pay for Mark’s services – something close to what you might have to pay him at full professional rates for a 20-hour consult. Nothing wrong with that per se, but this is supposed to be a reward for a major pledge toward the publication of his product. If a reasonable price for Shadow Broker is closer to $1000, $1500 or $2000 would be more reasonable for that plus the consult. But, again, that’s just my opinion.

What these show is that you need to consider and assess the pricing of your premium backer levels very carefully; overpricing them can lead to a perception, rightly or wrongly, that you are being taken advantage of – a disincentive for such levels of backing. Which may be the goal, of course – offering them at a price that makes it worth the inconvenience involved. The problem is that it can produce the impression that this inconvenience is valued more highly than the success of the project.

Since these backer levels are going to be out of the reach of most backers of the project, they shouldn’t make any difference to any decision concerning whether or not to back the project. The actual levels most backers will be interested in are reasonably priced, so that’s a qualified tick.

A more serious nit to pick

Of somewhat greater impact to some will be the restrictions on many of the pledge levels to US only. Canadians have a right to feel slighted.

But my real bone to pick with the pledge levels is in the fine print of the Knight level. This is the target for most backers – it delivers to them an actual physical copy of the product. But there are additional shipping costs for anyone outside the US (again including, apparently, Canada, and definitely including Australia). The jump from Squire to Knight levels for me is not a reasonable $15 – it’s a whopping US$45. The price more than doubles, and that’s before currency-conversion and related expenses.

I get a lot of things from the US, and the prices quoted for postage are high, but that’s because we’re talking about a 208-page hardcover – on premium paper because it’s all full-color.

There really should be a “Not available in the US” intermediate pledge level for overseas customers, offering a paperback alternative. And that gets back to the point that I made in the earlier section on shooting for the moon in the targets. Aiming for a paperback with limited color pages as the base target, with hardcover and full-color as stretch goals, would make the project far more enticing in a budget-oriented economy. Money’s tight these days :)

Having said all that, Corporia is far from the worst offender I’ve ever seen in this respect.

Corporia_Witcher_blue_s-opt

The Bottom Line

Like most Kickstarter campaigns, Mark has done a lot of things right – but there are a number of areas that could have been better executed. I hope that he succeeds despite those areas of which I have been critical – he certainly has done no worse than others and better than many.

Corporia looks like an interesting product. It also looks like a premium product in a budget-tight real-world economy. Is it worth backing by anyone interested in the Cyberpunk genre, or modern fantasy, or fantasy in general? In PDF form, definitely – probably to Hacker level. For readers in the US, the Hardcover would seem to be an equally-reasonable purchase. But I would have to really want it to buy the hardcover, and that’s a shame.

I want to conclude this article by extending Mark an open invitation to reply to my criticisms. As I said at the top, none of them are intended to target him personally, and only one or two specific ones (“Getting Medieval”, cringe) are directed at the product itself.

Nor do I want to seem opposed to Kickstarter in general or in relation to any specific project, because I’m not. Kickstarter is a tool, and a brilliant resource; but it’s something we have to learn how to use to best effect.

Update 5 Nov 2013:

Mark sent me the reply below via email. I’ve responded in the comments.

Mike,

Thanks for sending the link! I appreciate you using Corporia as an example in your Kickstarter piece. I think it’s a very comprehensive article, and you’ve made some very good points. Since you offered me the chance to respond, though, I’m happy to comment on a couple of the items you mentioned.

The highest-level backer rewards are definitely higher dollar amounts, as you mention, but it’s important to keep in mind that all the funding goes towards producing the limited edition hardcover and PDF versions of Corporia. For instance, there’s no money set aside to pay my way for the convention trip at the Shadow Broker and World Leader levels, beyond possibly a little fuel for my Prius and an entry ticket to the convention. The extra rewards (in addition to the lower level rewards they receive) at these high levels are unique bonuses to thank the backers for being so generous with their funding. Of course, I know there are (at least) two schools of thought on this – some people think that high reward levels should provide an equal return on investment in the form of product, while other people use those levels to provide small but more personalized services for ‘angel’ investors. I’m obviously more of the latter mindset.

You also mention international shipping being too high. Unfortunately, while you’re right about that, my hands are pretty much tied by the US Postal Service rates. Taking a loss on shipping costs isn’t really feasible for me, though I know some Kickstarter projects do take that risk. I did make a few concessions to help as best I could, though. I split the international costs into two categories for Canada/Mexico and Other International, rather than using the default Kickstarter option which would have forced Canada/Mexico rates to the higher overseas rate. I’m also offering the $5 Add-On (a personalized note written in the book, to the person of the backer’s choice) as a free option for all international backers. I realize that $5 isn’t much, but I also didn’t want to slight the US backers by giving away international exclusive PDFs (even though I did consider it). A softcover option wasn’t possible with this project, since I’m producing this book at a high-quality full-service printer rather than Print-On-Demand, and a softcover book would have required an additional large minimum order.

I hope that helps explain some of the decisions. And again, thanks for mentioning Corporia on your blog! I hope all your readers will at least come check it out.

Best,
Mark

Comments (6)

The Bargain Arcane: Selling Magic Items


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James Seals asked in the comments to Places to go and people to meet: The One Spot series from Moebius Adventures (responding to my comments about magic shops),
 

Mike,

Can I ask – what do you do when your players want to sell magic weapons? In the past I have just allowed them to be sold to Ye Olde Magic Item Shoppe for 50% of the DMG value, but I totally agree with your points above and would prefer a better solution.

Thanks,
James

 
The short answer is that it depends on the campaign, which is not very helpful. So let me offer an answer that’s a little more robust…
 
 

Defining The Problem: The Longsword Economy

Let’s start by sketching in a little background. I’ll assume that the rather silly coinage given in D&D/Pathfinder is correct.

It took the master swordsmith a year to make the three swords featured in The Lord Of The Rings – with the best advantages modern technology could offer his very traditional craft. Yet, those are the sort of weapons most people think of when they think about Longswords in RPGs.

To make any more than that, you have to cut down on the quality of the workmanship. Which is fine, there’s a lot of room to maneuver. One step removed from weapons of that quality you would get the weapons provided to elite forces within the army – dress swords and the like. Assume that you could make 4 times as many of these 2nd-tier weapons in a year, and that this is what is priced in the Core Rules as a standard masterwork sword. That gives us 12 a year, a convenient number to work with.

One step down in quality from that again, a further 4-fold increase in production, gives us the sort of practical weapon that would have been issued to members of the army of the kingdom. Each of these takes about a week to make, another convenient number.

Another step down in quality produces poor weapons – so poor that no-one would want them. And one step further removed in quality produces the sort of weapons we see being forged in Isengard in The Lord Of The Rings for the Orcs. Low quality, no decoration, a single bladed edge, and something approaching mass production. So those can be knocked out at the rate of about 16 a week – 1 day to prepare the moulds etc, 1 day to cast them, and sharpening 4 a day – per smith.

If we employ the price of a Longsword as the standard of a fantasy economy this is enough to define an average annual income. This is convenient because the price of a longsword is what I use to determine conversion rates for “…And A 10-foot Pole”, as I explained in How Much Is That Warhorse In The Window? – Pricing Of Goods in D&D.

So the average Blacksmith has an income, under these assumptions, of about 50 times the price of a longsword. His disposable income will be a lot smaller – cost of materials & tools, subsidizing apprentices, rents, food, lodgings, taxes, tithes, and donations, saving for dowries, what-have-you. With so many demands on his purse, it would seem unbelievable for more than 5% of his income to be left at the end of the day, and I suspect that 1% or less would be closer to the mark. At 15gp (3.x/Pathfinder) for a Longsword, that gives a disposable income of 15 x 50 x 0.05 = 37.5gp, per annum.

I worked this problem from a different angle two years ago in a sidebar within Loot As Part Of The Plot: Making, Earning, Finding, Analyzing, Using, Selling, and Destroying Loot, reproduced below, and came up with a figure of cash-on-hand of 240gp. (I got a bit carried away and quoted the entire “Selling” section from that article, because it’s relevant).

Fantasy Economic Assumptions: A Venting

<begin venting>

This should be a lot harder than most GMs make it. “I have a 10,000gp gem that I’d like to trade in for gold pieces”. “I have a +2 dagger to sell.” “How much will you give me for a Sphere Of Annihilation?”

How many NPCs will have 10,000gp on hand? Of those that do, how many are willing to tie it all up in a single valuable? What is that money supposed to be used for? Who will object to it being used in this way? Who will object to the PCs having such a valuable and wish to redistribute the wealth? Can anyone else lay legal claim to it? Is there a legal requirement to make change when claiming payment for goods or services? (you would be astonished to learn how many countries have no such law – just the tradition of doing so. It is taken for granted…

For every seller, there has to be a buyer. And one of the first questions a GM should ask is “why” does this NPC want to buy the loot? How much is he willing to pay? What expenses will he incur? How much can he expect to make on the deal?

Fantasy economics generally has a number of holes in it in this department. In modern times, a typical business has a profit, annually, before tax, of about 10-20% of its turnover – call it 15% for convenience. In theory, that equates to its markup, or profit margin, on the products and services that it provides; in practice, there are variables that this doesn’t take into account. And a successful business will have 5 years of profits – after taxes – as a cash reserve. So, a suit of full plate costs 1500gp according to the PHB; and it might take a skilled armorer a month to make such a suit. That gives 1500gp x 12 = 18000gp a year income. Ten percent of which is 1800 gp. Apply a modern maximum tax rate of, say, 50%, and you get 900gp per year. Five years at 900 gp gives the NPC a cash reserve of 4500 gp – applying modern standards.

How about less generous standards from a bygone era that is more directly comparable to the game setting? Profit margin: 30%, but 1/3 of the production (perhaps more, especially in times of war – and when isn’t a medieval society at war with someone?) goes to the Lord for free. Three years is a more appropriate cash reserve, because unexpected expenses are much higher and eat into the character’s money. And the tax rate is going to be more like 70-90% – call it 80%. Work out the numbers: 1500 x 3 = 4500, less the profit margin of 30%, means that the levee by the Lord costs 3150gp a year. 1500 x 9 = 13500, times 13% = 4050. Minus that 3150, leaves a net profit of 900gp a year. Take off taxes of 80% and we have net income of 180gp a year. Out of which the NPC has to buy food and pay rents and replace damaged tools and what have you – which might leave 130gp a year, being generous, or (more likely) 80gp. Three year’s reserve equals 240gp. That’s how much the armorer can afford to spend buying unwanted adventurer castoffs, no matter how much he might be able to eventually sell it for. He can’t afford to speculate; the people who might want to buy it from him might take ten years or more to come up with cash (Nobles and governments are notoriously poor at keeping accounts current).

</end venting>

Rather than requiring an economic analysis of every prospective purchase by the GM, there is a simpler answer: the NPCs have enough coin on hand to meet the GM’s story needs – no more, and no less.

What would more normally occur is this: The Blacksmith would offer to approach various people on behalf of the prospective seller, at a price of 50gp a day (1500gp divided by a month, neatly rounded), paid in advance, as an introduction fee; if the visit results in a sale, he would get a commission of 5% or perhaps 10% from the deal. He would put a cap on how much time he risked that was equal to half his gold reserve divided by 50gp a day – so a reserve of 250gp would permit him to spend two-and-a-half days trying to sell the armor. Anything more than that risks his livelihood. If the prospects were good, he might go as high as three or four days.

Throw in bureaucracy and red tape and travel time, and he will be doing well to approach more than two prospective customers in that time frame. If they aren’t interested, neither is he.

There is one point in the text of Assassin’s Amulet that Johnn, after reading it, said completely changed his views on game economics in at least one respect. I pointed out, in the section on the price of an assassination contract, that whatever the fee charged was, every assassination required someone to have paid that fee. Which means they had that much money on hand to expend on the assassination, and were willing to expend it – that was how much it was worth to them. If their motives were profit-related, they had to expect to make at least that much more money from the deal in the long run.

The same applies to every purchase of an item from a PC. The character doing the buying must have that much on hand, and owning the item in question has to be worth their investing all of it in the item. How do they have that much money? Why do they want the item badly enough to buy it?

Selling a magic item – or a rare gem – or a work of art – should immediately raise serious questions in the mind of a PC. If it doesn’t, it’s a sure bet that the GM has been neglecting this type of plot hook.

Regardless of which value you choose – 37.5gp or 80gp per year – the typical NPC blacksmith is not going to be able to afford to buy even a +1 weapon very often.

The Distribution Of Incomes

But wait, that’s just defining the average wage for a working man. Some professionals will earn more, and some will earn less.

There are two types of curve that can fit earning levels; a dumbbell, and a non-dumbbell. We can simulate the first by adding dice such that the average gives us that average wage.

Dumbbell: 3d20 + 2d6 – 1 gives a range of 4 to 72 and an average of 37.5. This means that some professionals will earn 1.92 times that average – which isn’t all that much, and doesn’t seem all that realistic. There are other solutions possible, but they all yield a maximum that isn’t that much removed from double the average.

The alternative is a weighted distribution which assigns a low probability of a much higher value. d20 x d% / (2d12 + (2d6 x 2d6 / (d12 x d12))) gives an average of 37.44gp – but a peak of 993.1gp. The probability distribution looks like this:

Graph-00
That’s incredibly messy, in terms of a result. But we’re not actually interested in generating a die roll that yields these results; we can get there by a much simpler road: ratios.

If we say that 1 in five earns three times as much as the average (instead of simply saying half the population earns more than the average), we can extrapolate out to our heart’s content:

  • Base: 3125 earning an average 37.5gp;
  • pass 1: 625 earning an average 112.5gp;
  • pass 2: 125 earning an average 337.5gp;
  • pass 3: 25 earning an average 1012.5gp;
  • pass 4: 5 earning an average 3037.5gp;
  • pass 5: 1 earning an average 9112.5gp;

All we then have to do is increase the numbers of people earning substantially less than the average to compensate for the uber-wealthy so that our average is maintained:

  • 625 x 112.5 = 68850;
  • 125 x 337.5 = 42187.5; + 68850 = 111037.5;
  • 25 x 1012.5 = 25312.5; + 111037.5 = 136350;
  • 5 x 3037.5 = 15187.5; + 136350 = 151537.5;
  • 1 x 9112.5 = 9112.5; + 151537.5 = 160650;
  • 625+125+25+5+1 = 781;

so N people earning 10gp average per annum have to add to the 781 earning a total of 160,650gp to give our 37.5 average:

(160,650 + N x 10) / (N + 781) = 37.5;

rearranging and expanding gives: 27.5xN = 160,650 – (37.5 x 781);

…which calculates out as N=4776.8. So we can add another line to the top of our table, reading:

  • 4777 earning an average 10gp;

…and the grand total becomes 3125+4777+871=8773 people.

Now, the real uber-wealthy can afford something better than a second-hand +1 weapon. But there’s going to be a middle ground.

The Income Of Adventures

First-level adventures typically yield somewhere between 100 and 1000gp. Divided four or five ways, that gives something like 20-200gp per party member. The average yield would be somewhere close to the middle of that range, so call it 100gp for convenience. It can take anywhere from a couple of days, game time, to a few months (including rest & recovery, afterwards), so there can be anywhere from 3 or 4 to 150 of them in a year, but the average trend would be toward the lower end of that range – maybe 10-20 would be median. Call it 15 for the sake of convenience.

That’s an income of 1500gp per annum. It only skyrockets with increasing character levels.

PC expenses are woefully out of line in comparison. Three-to-five GP a week is ample for a lavish scale of living. Leveled characters are automatically, under standard D&D/Pathfinder canon, going to be amongst the wealthiest people in the town/city/kingdom whenever they rock up somewhere. Let’s be even more extravagant and set expenses at 500gp per annum.

That still leaves a disposable income of 1000gp per year. Our blacksmith – who is assumed to earn an average wage for a professional – has to work for twelve-and-a-half years to twenty-six-plus years to get that much money on tap.

It was this line of thought that led me to shift Fumanor (during campaign creation) to a silver standard, and to insert a new currency, bronze pieces, between copper and silver pieces. Assuming that when a published module says “gp” it means “sp” applies the currency conversion (10 sp = 1 gp) to the annual income of an adventurer and makes this a profession that pays a little better than a skilled blacksmith earns – which is reasonable, given the relative risks.

How many adventurers?

In The Foundation Of Averages: Psychohistory and RPG Rules I looked at populations in terms of character levels. At the time, I was looking at the number of levels earned by the time the adventurers retired, and showed that for every character with high levels, an absolutely ridiculous number of first-level characters were statistically required. Assuming that only one in five adventurers survive and stay active long enough to reach their next character level, for every 20th level character there had to be 19,073,486,328,125 first level characters. 19 million million 1st level adventurers! (I’ve avoided using the term “Billion” because it means different things in different countries). At a more modest one-in-two progression rate, it works out that for every million adventurers, 1 will be 20th level. Here’s the full breakdown:

  • 20th level: 1
  • 19th level: 2
  • 18th level: 4
  • 17th level: 8
  • 16th level: 16
  • 15th level: 32
  • 14th level: 64
  • 13th level: 128
  • 12th level: 256
  • 11th level: 512
  • 10th level: 1,024
  •  9th level: 2,048
  •  8th level: 4,096
  •  7th level: 8,192
  •  6th level: 16,384
  •  5th level: 32,768
  •  4th level: 65,536
  •  3rd level: 131,072
  •  2nd level: 262,144
  •  1st level: 524,288

…for a total of 1,048,575 adventurers. This was the highest ratio that I thought made it reasonable for PCs of any given level to encounter an enemy of equivalent level.

But these levels are extraordinarily sensitive to the ratio, because it’s applied as an exponential factor. If, for example, the correct ratio was 1.95 instead of 1 in two, we get:

  • 20th level: 1
  • 19th level: 1.95
  • 18th level: 3.8025
  • 17th level: 7.41488
  • 16th level: 14.459
  • 15th level: 28.195
  • 14th level: 54.9803
  • 13th level: 107.212
  • 12th level: 209.063
  • 11th level: 407.673
  • 10th level: 794.962
  •  9th level: 1,550.18
  •  8th level: 3,022.85
  •  7th level: 5,894.56
  •  6th level: 11,494.4
  •  5th level: 22,414.1
  •  4th level: 43,707.5
  •  3rd level: 85,229.6
  •  2nd level: 166,198
  •  1st level: 324,086

… for a total of 665,228 adventurers for every 20th level character. We lose 200,000 first-level adventurers alone! And a ratio of 1.75 gives:

  • 20th level: 1
  • 19th level: 1.75
  • 18th level: 3.0625
  • 17th level: 5.35938
  • 16th level: 9.37891
  • 15th level: 16.4131
  • 14th level: 28.7229
  • 13th level: 50.2651
  • 12th level: 87.9639
  • 11th level: 153.937
  • 10th level: 269.39
  •  9th level: 471.433
  •  8th level: 825.008
  •  7th level: 1,443.76
  •  6th level: 2,526.58
  •  5th level: 4,421.52
  •  4th level: 7,737.66
  •  3rd level: 13,540.9
  •  2nd level: 23,696.6
  •  1st level: 41,469.1

and a total of 96,759.8 characters for every 20th level character. or, to put it another way, for every 1,048,575 adventurers – the total we got per 20th level character with a 1-in-2 ratio – we get about 10 additional 20th level characters by boosting the survival rate to a ratio of 1-in-1.75.

Let’s take that 1.75-ratio table and multiply by the character wealth by level according to Pathfinder (in thousands of gp, and with a value of 350gp for 1st level because they don’t include one):

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  • 20th level: 880
  • 19th level: 1,198.75
  • 18th level: 1,623.12
  • 17th level: 2,197.35
  • 16th level: 2,954.36
  • 15th level: 3,939.14
  • 14th level: 5,313.74
  • 13th level: 7,037.11
  • 12th level: 9,500.1
  • 11th level: 12,622.8
  • 10th level: 16,702.2
  •  9th level: 21,685.9
  •  8th level: 27,225.3
  •  7th level: 33,928.4
  •  6th level: 40,425.3
  •  5th level: 46,426
  •  4th level: 46,426
  •  3rd level: 40,622.7
  •  2nd level: 23,696.6
  •  1st level: 14,514.2

…for a total economic worth of 358,919,000 gp – or an average of 358919000/96759.8 = 3709.38gp each. (I hinted at these sort of results in the previously mentioned article. They are even more extreme with higher survival ratios, with the peak point shifting to lower character levels. The closer to 1-1 the ratio gets, the more the peak shifts toward the middle of the character level range, and the more the average wealth declines per adventurer. At a ratio of 1-in-2.75, the peak is 3rd level, just barely in front of second level, the average wealth per adventurer is down to 1141.33gp each, and the total economic wealth of adventurers as a group is the utterly preposterous 77,874,300,000gp).

The Preposterous Placement of Treasures

Okay, so let’s assume that we have 665,000-odd adventurers in a kingdom, in parties averaging 4.5 members (some have 4, some 5, some 3, some 6, and so on), and that each party of 4th-level characters has at least one adventure a year in which they recover an unwanted +1 item. According to the numbers above, that’s 7,738 adventurers, or about 1720 parties, or 1720 unwanted +1 swords, each worth 2000gp according to Pathfinder.

Three-point-four-four million gp worth.

Who can afford them?

There are two obvious answers: Other adventurers and the uber-wealthy.

But it’s not that simple.

The Uber-wealthy as buyers

Our extrapolation of income distribution gave us 6 people in 8773 who could afford to buy a +1 weapon, once a year. Every time we increase the number of income earners that we’re talking about by a factor of 5 (because we said one-in-five in those extrapolations), we would need to add another line to our table and recalculate the number of low-income earners accordingly.

6 to 30 to 150 to 750 to 3,750. That’s four more lines to our income distribution table, and a base income-earning population of 3125x5x5x5x5, or 1,953,125 people working as professionals for wages and not growing food or something else along those lines, or digging up raw materials, or whatever.

But most of the people on the resulting list will be able to afford something better. A +2 weapon only costs, new, four times as much as a +1 weapon. The slice of the market who can both afford to buy a +1 weapon, can’t afford better (including buying a new +1 weapon with their own crest or mark on it), and is willing to buy a second-hand +1 weapon, is not going to go up at anywhere near the rate of increase – or to put it another way, the further we extend the table, the smaller the percentage of the whole they will form.

No way, no how – there simply aren’t going to be enough customers amongst the uber-wealthy to accommodate 1720 unwanted +1 weapons coming on to the market each and every year – not with our current set of assumptions.

How many of these things got made, anyway? And how many are already in circulation?

But, with the bases covered, I’m at least ready to get back to the original question.

The Utopian Answer:

The price of goods is based on supply vs. demand. If there’s a lot of demand and not a lot of supply, the price will go up. If there’s a lot of supply and not a lot of demand, no matter what the notional value may be, it’s actual value – what you will get when you sell it, will be coppers on the silver or worse.

So, plausible self-consistent answer number one is:

  • Basic Magic items are easy and cheap to produce, and are worth about 1/10th of the price listed;
  • There is plenty of raw materials and food, and a high standard of living;
  • Everyone and his brother – if they are even moderately prosperous – can afford a +1 weapon;
  • There is a thriving professional class, supported by this cornucopia;
  • Adventuring is a common practice, viewed as a bit of a lark, something like taking a gap year;
  • lethality in the campaign is low;
  • Treasures and Hordes should be at least as large as those officially listed if not higher;
  • The gp is the basic unit of currency, and there is a ready market for anything that can be found;
  • ‘Magic shops’ exist, but what’s available depends on what’s been sold to them. It’s buyer’s luck.

The Dystopian Answer:

  • Magic is rare, and even Basic Magic items are difficult and expensive to make (if it’s possible at all), and the prices quoted in gp in the official rules are correct;
  • There is a limit to how much raw material and food there are, and beggars and paupers are common;
  • only a few can afford to buy even a +1 weapon;
  • There are few professionals, but lots of low-skill craftsmen;
  • Adventuring is a rare career path; but can be exceptionally lucrative, if you survive;
  • The sp is the basic unit of currency; all income levels should be divided by 10, prices of basic commodities likewise;
  • Magic items are worth the prices printed in the books, but should be nowhere near as common as shown in most modules and treasure tables.

My Choice – Answering James’ Question

I’ve gone with the first choice in past campaigns, most recently Rings Of Time (which started with the PCs inheriting a Dragon’s Hoard worth 353,000gp, captured by higher-level party members, all of whom died in the attempt).

I’ve also used a hybrid showing the transition from one to the other in a previous campaign. But, for the most part, the campaigns I have run have focused on the Dystopian orientation, simply because it makes for more interesting campaigns.

PCs in Fumanor have gotten into epic levels before finding a +2 weapon (though there were some missed opportunities along the way, had they realized). And it’s even rarer to find a weapon that doesn’t have a drawback or limitation of some sort attached to it.

But, at the same time, there are some unique magic items in somewhat wider circulation, like wax seals that can be attached to any weapon and will temporarily yield a +1 benefit – then removed, ready to be attached to another. Healing potions are ubiquitous, but are specific to the species for whom they were brewed – and have strange side effects when consumed by members of other races. There are places that are blessed, and confer bonuses to those who fight there if they are acting in the name of Good, and others that are cursed and do the opposite. There are places where bonuses that do not normally stack can do so, and places where all bonuses are not stackable. There are places where members of one specific race or class receive a bonus, or a penalty, and places where everyone not of a given race is affected.

In Shards Of Divinity, Magic is becoming unreliable, and the world is transiting from semi-utopian to dystopian. Magic items are rare, but more common than in Fumanor, for the moment, though no-one can create new ones of any great power any more; only those recovered from ancient times exist, and many of them are far more powerful than a mere +1. At the current time, any spell has a 3-in-20 chance of failing when cast, but magic items are unaffected. In the near future, that will progress to a 1-in-4, then a 1-in-5, and so on, and magic items will begin to be affected as well. The more highly magical an item, the lower its chance of failing. One of the PCs primary goals is doing something about this situation; they are the only people in existence who know why it is happening in the first place. But right now, magic items are more reliable than the magic used to create them, and so their value is artificially inflated by demand to the levels indicated by the rulebooks.

And, of course, your third option is to do as I suggested in the quoted section above – treat attempts to sell magic items as though they were attempts to sell a previously-undiscovered Rembrandt or the Star Of India, and an oportunity to throw a different plot at the PCs.

In other words, I have no one answer; I have, rather, a set of considerations starting with the way the economy works in the game world, which in turn is tied to the sociology and a host of other factors, which I use to develop an internally-consistent answer that is unique to that particular campaign.

On a completely unrelated topic:

I don’t know about any of our other subscribers, but Monday’s article didn’t lob into my inbox the way it should have. It’s possible that this is related the extraordinary size of the article, or that something broke in our last systems update. Until I see what happens with this article, I’m going to assume that it was a size-related problem, in which case, here’s a link to the article that aparrantly did not get sent: A Blogdex Celebration: Campaign Mastery’s (official) 500th post!

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A Blogdex Celebration: Campaign Mastery’s (official) 500th post!


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The Timing

500 Posts. Wow.

Really, Wow.

Of course, it’s all in how you count them.

You could argue that by a strict numeric count, the 500th post was a couple of months ago, and you would be right, but only because a problem with an earlier version of WordPress forced us to break articles up that were more than about 5000 words or the text simply wouldn’t display, which meant that some articles were published in two or three simultaneous parts; and because there have been some out-of-continuity articles that were contests for our readers with no real content; and so on. So I don’t count them that way.

Should those multipart articles that weren’t intended to be discrete stand-alone parts of a series count as separate posts, or as just one? A hard call, but I drew the line as follows: If I think they would have been posted separately as a series had we figured out how to do that, they were counted as separate; if they would have been single posts if that was possible at the time, that’s how they have been counted.

You could argue that I shouldn’t count articles that don’t contribute to the actual purpose of the blog. Online magazine. Well, whatever it actually is; my working definition changes with the direction of the wind and the day of the week. Some past celebrations of milestones don’t make a meaningful contribution, and I don’t count them, either.

All told, Twenty-three Posts haven’t been counted for one reason or another. So, technically, this is actually the 524th post here at Campaign Mastery. But this, nevertheless, is the one that I have chosen to count as celebrating a history comprising 500 posts.

A Big Thank-You

Of course, it goes without saying that without the support and encouragement of every reader, every contributor, every commentator and reviewer and casual visitor, Campaign Mastery would never have lasted long enough to achieve this milestone. So to you all, I say a huge and heart-felt thank-you!

The Subject

What should the 500th post be about?

How to make it special?

I had one idea that I liked a lot, but it was even better suited to the 5th Anniversary post, which is coming up in December(!). So I went looking for ideas. I asked for suggestions on Twitter, and LinkedIn, and amongst my friends and players. The problem soon emerged: every idea they had was either too small for such an auspicious occasion, or was something that I had done before.

It was only when I thought of a subject that was even more appropriate for the 5th Anniversary than the idea already reserved for that date that I was able to release the Blogdex concept to appear here and now.

So, what’s it all about?

No-one could deny that a lot of what has appeared here, over the years, has run in themes. That comes with the territory when your goal is “Expert advice on creating and running exceptional campaigns”. I’ll talk some more about that statement of purpose in a minute or two.

Some of those themed articles are already collected together in the form of series. Others were written in more piecemeal fashion, and have never been collected together in any conceptual way. Every article we’ve ever published can be accessed through our Archives, but there’s a problem: all you get is the title. While we have always made efforts to ensure that our titles are descriptive first and artistic/interesting second, it’s still a very limited snapshot of the content, and they are all listed in chronological sequence – not ideal when you’re looking for a related article.

Of course, those aren’t the only way we organize these things. We use 53 categories as a high-level organizing tool, and 93 tags for finer control, and we employ both in a systematic way. Both are collected in our right-hand column, and each post also has the categories to which it has been assigned at the top and the tags at the bottom, to help readers find related articles. And, what’s more, when you click on a category or a tag, it brings up a list of the articles with a short extract from the start of each article – and the full set of categories and tags assigned to the article. The same thing happens if you click on the title of a series.

But these excerpts aren’t always the most enlightening. It’s my habit to introduce articles with any contextual or background information about the writing of that article in a preface, and the automatic excerpts can’t tell the difference between that information and the start of the article itself.

That’s where this article comes in. But first:

A snippet of history, or who we are:

Johnn had been running Roleplaying Tips for years, written a few RPG Books, and even made an official contribution to a WOTC D&D supplement. I had written some articles on other subjects that had been published in magazines (both print and online), written a few game supplements for my own campaigns, submitted some reader’s tips and articles to Roleplaying Tips, which Johnn found quite agreeable. He broached the idea of working on some projects together. One of those evolved into Campaign Mastery. Johnn is no longer involved in the blog (at least officially – he still helps out every now and then), but he is still a big part of the history of the site.

Over the years, he’s brought in some guest authors and contributors, I’ve brought in some, a few brought themselves to the blog, and we’ve brought a few in together (Notably Michael Beck, who submitted an article to Roleplaying Tips which became a mammoth 14-part series here). But the touchstones and nexus was always the two of us, and then myself alone when Johnn felt he needed to step away to pursue other goals.

Expert advice on creating and running exceptional campaigns

Let’s break that mission down.

Expert Advice

I’ve been active in this hobby for more than thirty years, and I’ve seen and done a lot in that time. This magazine/blog (“magablog?”) exists to pass on what I’ve learned, and any new thoughts, discoveries, and insights that present themselves as I continue to game.

Creating

There’s an emphasis on creation and creativity. One of the most frequently-used categories here is “The End of The Rainbow”, which is the term I coined to symbolize inspiration and sources of inspiration.

Running

It’s not enough to make something great, you have to be able to use it, and use it well. Otherwise, what’s the point? So the second major strand of discussion is using whatever you’ve got, and how to do it as effectively as possible.

Exceptional

When we started Campaign Mastery, there were lots of other gaming blogs around. Johnn and I had all sorts of ideas as to what we could do to distinguish ours from the others. Our combined expertise was one of the first things that we hit apon, and over a period of time our point of distinction emerged naturally.

Depth. A lot of those Blogs seemed to focus on one idea or tip and present it in isolation. We decided to look at subjects in greater depth, to place it in context and explore as many associated aspects of the subject and implications as we could. A lot of that stemmed from my personal style and the way I structured and planned my articles. In fact, it’s that depth that creates the confusion about just what Campaign Mastery is, but that’s a dilemma that I can live with. A consequence of that is that we don’t post new articles daily, the way others do.

But it does create a lot of pressure to deliver, week in, week out. It’s not atypical for each article to take a full day or more, despite the fact that I am a fast and fairly-organized writer. Part of that is due to ongoing medical problems that I struggle with, part of it is simply finding new subjects worth writing about. I quite literally don’t have a lot of time to waste chasing down blind alleys; if an article isn’t working, or is taking more time to write than I have available, I have very little leeway to realize that and abandon it for something that I can finish in the time available. Thereafter, that unfinished article tends to just sit around, with work only being carried out on it when another article gets finished early. It’s unfortunate, but it happens, and it’s why I still haven’t been able to finish the long-awaited sequel to Pillars Of Architecture: Some Thoughts On The Construction Of Cities.

Heck, it eats into my own campaign prep time – which is why it took me until the last minute and beyond to get to work on what has become the The Orcs & Elves Series, and why I’ve had to find a way to kill two birds with one stone – using the ongoing campaign work to provide articles once a week.

I have sometimes wondered if that has compromised the execution of the Mission Statement. But I have realized that by giving an actual example of the prep that I invest into my campaigns, it actually serves that mission brief more accurately and extensively than just about anything else that I’ve posted.

The other aspect of uniqueness that helps make Campaign Mastery stand out is my style, which is as close as I can get to my conversational style. That’s one of the tricks that I use to achieve my ability to write quickly, and it’s something that I learned from the non-fiction of Isaac Asimov. It means that I employ more words than are strictly necessary, but those words flow out far more quickly than they would if I strived for a more succinct mode of expression. It’s my hope that it also makes the articles easier to read as well, even if they are longer.

The Mission

So that’s what I strive for with Campaign Mastery. But that all comes at a price. The more content there is in an article, and the depth I strive for generates a lot of content, the more inadequate the introductory paragraph becomes as a synopsis of the entire article. This only exacerbates the problems that I identified earlier.

So, what, then, is a Blogdex?

What is a Blogdex?

I coined the term “Blogdex” for my personal blog which existed back in the days of Yahoo 360. It’s an “index” of all the blogs, a contents page if you will. So it’s a slight misnomer.

It’s a list of the articles that have appeared here, with a brief synopsis of what the article is about, grouped and organized by subject matter.

The purpose is to try and make it a little easier for our readers to find past articles of interest – and, as a byproduct, to help make it a little easier for me to find articles when I want to cross-reference to them in new articles.

After all, there are 500 of them (and counting) to try and remember!

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Blogdex Architecture

I’ve divided the articles into 14 subjects. Some of those subjects were then split further into topics, and some of those were then divided by campaign. The 14 subjects follow what is hopefully a logical sequence from beginning to end.

Each of the major subjects is separated by a blue bar, just like the one above, and each is in the same large, dark-blue font as the heading “Blogdex Architecture”, above. At the start of each subject, I list all the topic subtitles used within that subject.

Each of the topics has its own subheading, in the same smaller, lighter blue font that was used for the subheading “The Mission”, above. Most articles are given their own entries in a list, but some series have been packaged into single entries. On rare occasions, an entry might be repeated under a subsequent category, but I’ve chosen to avoid this as much as possible. For the most part, duplicate references equal duplicate descriptions – copy and paste with no rephrasing. Where the article is part of a series, I generally synopsize the whole series, not individual component articles, but where an individual part of a series belongs in a wildly different category than the overall series, I have listed the exceptions both ways.

Ahh, you’ll figure it out. It’s not that hard.

The subjects (and subtopics, where any have been used), are:

  • Genre Overviews – Pulp, Sci-Fi, Historical Accuracy in FRP, Online Gaming
  • Campaign Creation – Campaign Concepts & Development, Campaign Backgrounds, Campaign Synopses, Divine Power, Magic, Sorcery, & The Arcane, Money & Wealth, Politics, Societies & Nations, Races, Languages, Character Classes, Organizations, Wonders
  • Campaign Plotting – Plot Sequencing, Big Finishes, Plot Ideas, Subplots, Writing, Problem-Solving, Prophecies
  • Rules – Learning game rules, Solving Rule Problems
  • Metagame – GM Screens, House-Rules Theory, Actual House Rules, Alternative Healing & Damage Rules, Game Physics
  • Players – no subtopics
  • Names – no subtopics
  • Characters – Characterization, PCs, Villains, Other NPCs, Playing
  • Adventures & Adventure components – Locations, Maps & Dungeon Tiles, Miniatures, Encounters, Combat & In-Game Environment, Rewards, Seasonal Adventures, Complete Adventures, Puzzles & Mysteries, Ad-hoc Adventures & GM Improv
  • Game Mastering – Feedback, At Conventions, Mistakes, Problems, & Emergencies, GM Improv
  • Fiction & Writing – Writer’s Block, Burnout
  • Publishing – Pricing, Product & Tool Reviews & Previews, Dice Sets & Props Reviews, Online Tools & Software Reviews, App Reviews
  • Assassin’s Amulet – Announcements, Excerpts, Legacy Items
  • Miscellanea – Sources Of Inspiration, Artwork & Illustration, Philosophy & Opinion, Site Milestones & Announcements, Contests & Special Offers, General Seasonal Articles

So, let’s go…

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 Genre Overviews

 
Genre is the most fundamental and defining characteristic of a campaign. It defines what content is acceptable and how it will normally be treated.

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  • 7 Steampunk Resources – As part of the Blog Carnival for June 2009, Johnn lists seven resources for those interested in the Steampunk Genre.

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Pulp

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Sci-Fi
  • Quantum Distractions With Dice: Types of Sci-Fi Campaign – I break down the general concept of “Science Fiction” into 21 specific subgenres and look at each from a gaming perspective. As examples, I offer 11 specific sci-fi campaign premises. Along the way, I give readers a copy of “Buy Low, Sell High”, a set of quick game rules I wrote for handling Trade in Traveller, which can be easily adapted to other campaign genres.
  • Putting The SF into SciFi – Scientific speculation can be huge fun, but a lot of people don’t think they can do it without a deep understanding of science. Sci-Fi games often have limited and unoriginal future-tech as a result; this series sets itself the lofty objective of making it possible for the average GM to run a Sci-Fi campaign that’s rife with plausible future-tech.

    In Creating The World Of Tomorrow, Part 1, I look at the problems, show why any solution other than some original creativity is going to be second-best at best, and then offer practical solutions that make it possible for the average GM to create that original content by extrapolating from the world of today.

    Creating The World Of Tomorrow, Part 2 considers some core technologies that everyone creating Sci-Fi needs to make unique: FTL, AI/Computers/The Net/VR, Entertainment Tech, Medical Tech, Communications, Local Transport &/or Teleporters, Food Distribution Tech, and Convenience Tech. You don’t need to be a Physics Geek or a Maths Guru to do this stuff! Sure it can help – but it can also hinder. That requirement is bypassed by once again making the focus about how the characters (both PC and NPC) will interact with these technologies, and how the tech will interact with the stories and the gameplay.

    As originally planned, Creating The World Of Tomorrow, Part 3 would wrap up the series by considering how the technologies developed in the previous parts would shape the world around the characters – regardless of the medium in which the tale is being told. Along the way, I codify three principles of technological advance: The Bootstrap Effect, Tech Serendipity, and Tech Cascade. There’s a lengthy discussion about the potential for extracting hydrocarbons from Jupiter’s Atmosphere in the comments.

    And finally, in The Design Ethos Of Tomorrow (a postscript article tacked onto the series a week or two after the fact), I look at how to create the look and feel of the world of tomorrow in everything from starships to coffeepots.

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Historical Inaccuracy In FRP

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 Campaign Creation

 
Once you have a genre, the next most fundamental question is the campaign. It involves defining the fundamental concepts and metaphysical architecture of the game world, the history that has resulted in the characters, the role (if any) of Divine Power, how magic will work in the game (if at all), money & wealth, the geography, politics, nations and sociology of the game world, the races that inhabit it, the languages they use, the occupations (in game terms) that are available, the organizations that exist, and the iconic locations and wonders that make this game environment special. Unsurprisingly, a lot of content here at Campaign Mastery has focused on this critical subject.

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  • A Quality Of Spirit – Big Questions in RPGs – Why asking yourself the Big Metaphysical Questions matters when designing a campaign.
  • How much Campaign do you Plan before the Start? – Finding the sweet spot between over-planning campaigns (My vice) and under-planning. There are some great tips on campaign development in the comments.
  • FreeMind Tips for Game Masters – Johnn explains how he uses FreeMind to mindmap his campaign plans.
  • Ask The GMs: In it for the long haul – How is it that my campaigns can last for decades? What are the implications and consequences, and how do I deal with them?
  • Mine Fiction For Campaign Qualities – Johnn starts with a review of FantasyCraft and extrapolates one of the ideas within to find a way of customizing RPG worlds and drawing on fiction for inspiration.
  • Legendary Achievements: Coloring Your Campaign with Anecdote and Legend – Which is better: ‘The Target is too far away for bowshot,’ or ‘Not even the legendary Halwein, holder of the record for longest bowshot at 2,192 yards, would dare attempt such a shot’? Rhetorical question, right? This article is all about using the limits of achievement to add color to your game world.
  • Ask The GMs: PC Choices and Consequences – How can you make the players feel like their actions have an impact on the world? A simple question but like an iceberg, nine-tenths don’t show. In order to properly answer this question, Johnn & I had to answer five even more complicated questions: How can the players impact the game world? How are the consequences of PC actions determined? How do the PCs become aware of these consequences? How can the GM ensure that the Players recognize the connection between action and consequences? And how can the administration of these changes be kept practical? All those answers, and more, are in this article.
  • A Monkey Wrench In The Deus-Ex-Machina: Limiting Divine Power – I argue against the use of a Deus-Ex-Machina in RPGs, and why that means you should give limits to the Gods. Along the way I show how you can have up-close-and-personal encounters with The Gods in unusual Genres for such occurrences – Wild West, Superspies, and Hard SF/Cyberpunk. There’s some great discussion in the comments. Unfortunately, Da’Vane’s website is gone, and so is the article she wrote in response to this, and attempts to find it using the Wayback Machine failed. Fortunately, Da’Vane summarizes her points in the comments.
  • Things Done and left Un-done – I maintain a list of undeveloped ideas for Campaign Mastery articles, and got to thinking about why there had been so little movement of ideas off that list. That leads to an analogy between the list and the reasons my campaigns tend to last such a long time, something I had discussed in Ask The GMs: In it for the long haul, so this article becomes a sequel to that discussion in how to produce longevity for your campaigns. I use a synopsis of my “Fumanor: One Faith” campaign as an example.
  • A Twist in Time: Alternate Histories in RPGs – I offer the general principles that I use to construct a viable, believable, alternate history or parallel world.
  • GM’s Toolbox: World Building Part One: Geography and Landmarks – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things for which you will need tools and techniques, to successfully run a campaign. This article starts the world building by considering the physical features of the in-game environment.
  • Grokking The Message – The fifth article in the A Good Name Is Hard To Find series looks at naming places and campaigns, and I explain how I chose the names for some of the campaigns that I have run.
  • In Someone else’s Sandbox: Adventuring in an established setting – For the September Blog Carnival, I wrote this article considering the pros and cons of adventuring in an established third-party setting instead of creating your own, what some of the difficulties are that you might face, and how to solve them.
  • Deus Ex Machinas And The Plot Implications Of Divinity – I consider the implications of Divine Beings manifesting as objective reality in RPGs and the complicated question of Deus Ex Machinas when that is the case, the relationship between divine beings and the campaigns structure and narrative, and how a big-picture perspective on divine beings can make or break plausibility in a fantasy campaign. I offer possible answers to the question, “Where Do Clerics get their spells from?” along the way. There’s a fascinating discussion of the issues raised by the article in the comments.

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Campaign Concepts & Development
  • Big Changes For The Little Guy: How to go from Premise to Campaign – I demonstrate how I take the seed of an idea and build a campaign from it – coming up with a whole new campaign, “Arignoza”, to use for the example, which gets given away to the readership in the course of the article.
  • How to Design a Cool Holiday for Your Game – 3 Templates – Johnn excerpts one of his books to tell our readers how to create a seasonal holiday for their game world.
  • The Frozen Lands: A Science-Fiction Campaign Premise – I offer a complete, ready-to-develop science-fiction campaign premise for anyone to use, with enough work left to do that every use will be just a little different. Even if you don’t want to use the idea yourself, you can get some tips on how I develop a campaign premise by reading the article.
  • The occasional ‘Lessons From The West Wing’ series kicked off with one article that was so big that it’s a 5-part series in it’s own right.

    The first part of this series-within-a-series, The Pursuit Of Perfection, Part 1 of 5: Don’t Compromise With Mediocrity discussed the execution and delivery of uniqueness in a RPG campaign and evolved an achievable definition of perfection for doing so. I then identified four elements that were required in order to achieve this, and dedicated a separate article to each of them.

    Element number one is about creating the potential for uniqueness through the initial vision of the campaign and is dealt with in A Perfect Vision Through A Glass, Darkly.

    The second necessity is to convert that initial vision into a common platform for both players and GMs to build apon, and is dealt with in Laying A Campaign Foundation.

    Part Four, Evolving The Campaign, deals with the third element, the extension and development of the initial concept in the course of the campaign.

    Finally, in Part 5, Character Evolution, I deal with how the uniqueness of the campaign should impact on the player characters that participate in the world. It was a big article, and a big series, but several people have told me it was worth it!
  • Life & Death in RPG Blog Carnival Wrap-Up – We wrap up our hosting of the March 2011 Blog Carnival with the usual compendium of synopses of the articles submitted. If you find either Life or Death to be important in your games (or want to make it so), these are worth reading.
  • All Is Three: A 3.x Fantasy Campaign Premise – I offer an original but unfinished campaign idea, fleshing it out in the course of the article as an example of how I go about designing a campaign.
  • The Foundation Of Averages: Psychohistory and RPG Rules – I look at the process of extrapolating from rules systems to the larger worlds and nations that they describe using elementary statistical analysis.
  • Theologies at 30 paces: The Hell of Evil in D&D – I consider the theological implications of the cosmology of D&D (and to some extent, Pathfinder), especially the implications of having demons, devils, and dark gods, how to resolve the contradictions implicit in this cacophony of ill-digested theological influences, and how the consequences would manifest in the everyday lives, motivations, etc, of the inhabitants of the world. More suggestions and ideas in the comments.
  • Round Pegs In A Square Wheel: Reinventing Roulette for RPGs – Human nature doesn’t change. I examine human vices and foibles and how to use them to reinforce the genre of a game, then consider how to reinvent gambling, taking roulette as an example, for different genres.
  • Been There, Done That, Doing It Again – The Sequel Campaign Part One of Two: Campaign Seeds – The first half of a two-part discussion of how to create a new campaign that is a sequel of one you have already run. In this part: the foundations of the campaign, a list of ideas, and initial ideas for possible plotlines.
  • Been There, Done That, Doing It Again – The Sequel Campaign Part Two of Two: Sprouts and Saplings – Organizing the seeds of the campaign, making decisions about the interval between the campaigns, the consequences to campaign structure, managing player expectations, and more on sequel campaigns in general.
  • Quantum Distractions With Dice: Types of Sci-Fi Campaign – I break down the general concept of “Science Fiction” into 21 specific subgenres and look at each from a gaming perspective. As examples, I offer 11 specific sci-fi campaign premises. Along the way, I give readers a copy of “Buy Low, Sell High”, a set of quick game rules I wrote for handling Trade in Traveller, which can be easily adapted to other campaign genres.

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  • Mage Guild Mastermind Survives Pirate Haven – Johnn takes readers through his thought process when creating a faction for his Riddleport campaign.
  • The Ascended Conflict in my Riddleport Campaign – Following the advice I offered on asking yourself the big questions when planning an RPG (A Quality Of Spirit – Big Questions in RPGs), Johnn outlines his plans for the (Near-)ultimate powers within his then-forthcoming Riddleport campaign.
  • Revealing the Exotic – Johnn considers the implications of restricting the availability of exotic equipment as part of the campaign development for his (then-) forthcoming Riddleport campaign.
  • The Cypher Gate – Johnn shows how he has integrated the suggestions & feedback in response to his earlier articles concerning his (then-) forthcoming Riddleport campaign. By comparing the content of the sources with this article, readers can gain insights into how to merge their own ideas to form a complete concept.
  • Architecture of Riddleport Inspires Plots – Johnn describes how he is using the architecture within the city of Riddleport to enhance his game, and (by example), how you can do the same for yours.
  • Life and Death in RPG – March 2011 RPG Blog Carnival – In March 2011, Campaign Mastery again hosted the Blog Carnival, this time with the subject “Life and Death in RPGs”. This was the first of several articles we posted on the subject: Johnn looked at how death was a hidden theme in his Riddleport campaign as well as introducing the topic.

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Campaign Backgrounds
  • GM’s Toolbox: World Building Part Three: History, Mythology, and stocking Dungeons – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things that you will need tools and techniques for in order to successfully run a campaign. This article focuses on the mythic and background elements of a campaign.

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  • Theology In Fumanor: The collapse of Infinite No-Space-No-Time and other tales of existence – I follow up the issues raised in Deus Ex Machinas And The Plot Implications Of Divinity (such as the relationship between divine beings and the campaigns structure and narrative) by examining the ‘big picture’ answers employed by some of my campaigns in future articles, of which this is the first.
  • The Orcs & Elves Series – From the start of my Fumanor Campaign, there have been secrets concerning the history of Elves, Drow, and Orcs in the game world. Now the characters have reached the point where the truth has to be told. This completely reinvents (from the players point of view) the campaign background of the world so far as those particular races is concerned. It is presented here as a very long fantasy novel. I’m not even going to list the contents, here – it’s just too massive a series. With each part, I build up a Glossary of Elvish language used within the story. So far, it’s up to Chapter 85 of 116 originally planned – but I’ve hit all the essentials in terms of its campaign needs, so whether or not I continue on all the way is still to be determined. I could more or less wrap up the series at this point by having the PCs awaken from their dream state and being told, “The rest you know…” On the other hand, the completist in me wants to tell the rest of the story, so we’ll see. It’s a heck of a lot of work.

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  • The Imperial History Of Earth-Regency – This series (still unfinished because the parts take a long time to write and research) details the historical background of the (parallel) world in which my superhero campaign currently takes place. Part 1: 1189-1220; Part 2: 1220-1782; Part 3: 1782-1910; Part 4: 1910-1945; Part 5: 1945-1959; Part 6: 1960-1972; Part 7: 1973-1975; Part 8: 1978-1979; Part 9: 1980-1997; Part 10: 1980-1997 (continued); Part 11: 1998-2015 (overview); Part 12: 1998. One of these days I’ll get back to this series but it won’t be anytime soon, despite having three more chapters half-done and a bunch more outlined.

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Campaign Synopses
  • Grow The Hobby With Great Game Mastering – The July 2010 Blog Carnival was about how to grow the hobby, RPG Gaming. Johnn approaches the question from the perspective of being able to tell compelling stories about your campaigns – and that requires you to become a great game master. I add my 20-cents-worth in the comments.

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  • Campaign Update: Fumanor: Seeds Of Empire – After publishing “The Flói Af Loft & The Ryk Bolti” I received a number of requests for more information about my Fumanor: Seeds Of Empire campaign (that’s right, the same one from which the Orcs & Elves series derives). So I wrote up this campaign update to satisfy the curiosity of our readership. Includes (in the comments) 6 tips for running two interacting campaigns simultaneously in the same game world.
  • Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 4 – In part four of the background to the Orcs and Elves story, I start to update the campaign history so-far, building on material I had already published. Don’t worry, there are links in the article telling you when to revisit that material. There are lots of editorial asides to offer glimpses behind the curtain and context. The Giveaways continue, this time I offer an original magic item, The Spirit Blade of Clan Takamuchi.
  • Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 5 – The final preparatory piece of the puzzle completes the synopsis of the campaign so far (including some parts of the story that the players didn’t know). A sidebar considers the economics of Undeath. As a giveaway with this post I offer a high-res map of the part of the Game World where the campaign has (mostly) taken place – but bereft of labels and captions so other GMs can use it as they see fit, and another with captions detailing the PCs travels. I point out that each of the PCs has a personal quest in the campaign(and list them) – something that the players would only peripherally have been aware of. Finally, I discuss just how the Orcs & Elves series was being written, in other words, the plan of attack for the series.

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Divine Power
  • A Quality Of Spirit – Big Questions in RPGs – Why asking yourself the Big Metaphysical Questions matters when designing a campaign.
  • A Monkey Wrench In The Deus-Ex-Machina: Limiting Divine Power – I argue against the use of a Deus-Ex-Machina in RPGs, and why that means you should give limits to the Gods. Along the way I show how you can have up-close-and-personal encounters with The Gods in unusual Genres for such occurrences – Wild West, Superspies, and Hard SF/Cyberpunk. There’s some great discussion in the comments. Unfortunately, Da’Vane’s website is gone, and so is the article she wrote in response to this, and attempts to find it using the Wayback Machine failed. Fortunately, Da’Vane summarizes her points in the comments.
  • Deus Ex Machinas And The Plot Implications Of Divinity – I consider the implications of Divine Beings manifesting as objective reality in RPGs and the complicated question of Deus Ex Machinas when that is the case, the relationship between divine beings and the campaigns structure and narrative, and how a big-picture perspective on divine beings can make or break plausibility in a fantasy campaign. I offer possible answers to the question, “Where Do Clerics get their spells from?” along the way. There’s a fascinating discussion of the issues raised by the article in the comments.
  • Life and Death in RPG – March 2011 RPG Blog Carnival – In March 2011, Campaign Mastery again hosted the Blog Carnival, this time with the subject “Life and Death in RPGs”. This was the first of several articles we posted on the subject: Johnn looked at how death was a hidden theme in his Riddleport campaign as well as introducing the topic.
  • Too Much Life for The Living: March 2011 Blog Carnival – My second contribution to the March 2011 Blog Carnival asks is Healing is too easy in D&D, which leads to proposing an alternative combat system for 3.x / Pathfinder Based on concepts within the TORG game system. It was quite well received. There are additional suggestions and clarifications in the comments. If you want to make your combats more life-and-death dramatic, this might be worth your time.
  • Life, Death, and Life Renewed – March 2011 Blog Carnival – My first contribution to the March 2011 Blog Carnival considers proposals to restore some legacy rules, and the question of whether or not Elves can be Resurrected, and extrapolates to consider the impact of changing rules systems mid-campaign, and then (unexpectedly) to considering the Resurrect spell as a plot point within a campaign and a campaign background.
  • Life & Death in RPG Blog Carnival Wrap-Up – We wrap up our hosting of the March 2011 Blog Carnival with the usual compendium of synopses of the articles submitted. If you find either Life or Death to be important in your games (or want to make it so), these are worth reading.
  • Theologies at 30 paces: The Hell of Evil in D&D – I consider the theological implications of the cosmology of D&D (and to some extent, Pathfinder), especially the implications of having demons, devils, and dark gods, how to resolve the contradictions implicit in this cacophony of ill-digested theological influences, and how the consequences would manifest in the everyday lives, motivations, etc, of the inhabitants of the world. More suggestions and ideas in the comments.
  • The Ascended Conflict in my Riddleport Campaign – Following the advice I offered on asking yourself the big questions when planning an RPG (A Quality Of Spirit – Big Questions in RPGs), Johnn outlines his plans for the (Near-)ultimate powers within his then-forthcoming Riddleport campaign.
  • Life and Death in RPG – March 2011 RPG Blog Carnival – In March 2011, Campaign Mastery again hosted the Blog Carnival, this time with the subject “Life and Death in RPGs”. This was the first of several articles we posted on the subject: Johnn looked at how death was a hidden theme in his Riddleport campaign as well as introducing the topic.
  • GM’s Toolbox: World Building Part Three: History, Mythology, and stocking Dungeons – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things that you will need tools and techniques for in order to successfully run a campaign. This article focuses on the mythic and background elements of a campaign.
  • Theology In Fumanor: The collapse of Infinite No-Space-No-Time and other tales of existence – I follow up the issues raised in Deus Ex Machinas And The Plot Implications Of Divinity (such as the relationship between divine beings and the campaigns structure and narrative) by examining the ‘big picture’ answers employed by some of my campaigns in future articles, of which this is the first.
  • Part Eight of Johnn’s series on City Government Power Bases covers Religion.
  • Life, Death, and Life Renewed – March 2011 Blog Carnival – My first contribution to the March 2011 Blog Carnival considers proposals to restore some legacy rules, and the question of whether or not Elves can be Resurrected, and extrapolates to consider the impact of changing rules systems mid-campaign, and then (unexpectedly) to considering the Resurrect spell as a plot point within a campaign and a campaign background.
  • Inventing and Reinventing Races in DnD: An Orcish Mythology – In the course of the Orc & Elves series, I found that I needed to construct and outline a pantheon for the Orcs, and a mythology to go with that pantheon.
  • Ask The GMs: The Momentum Of The Inevitable – In the discussion following a previous Ask The GMs, we were asked, ‘should there ever be something that is too big or has too much momentum for the PCs to be able to stop it?’ The discussion that follows the article adds to the content so well that it feels like part of the original article; if you’re interested in the question, don’t miss them.
  • Back To Basics: Example: The Belt Of Terra – Part four of the two-part article contains a larger and more complete example, illustrating all the steps in the process of creating an adventure, structuring it, and inserting it into a campaign plan. Along the way it expands both the game physics and game mythology and touches on or references no less than 20 other plotlines, showing how tightly integrated a plotline can be within a campaign.
  • Pile On This: Undead are Taking Over. What happens? – Johnn’s campaign came off the rails and he asked for help working out what would happen next. Lots of interesting suggestions to pilfer ideas from in the comments.
  • The Undead Are Coming!! A reply to Johnn – My answer was too big to reasonably put in a comment (and needed some organization to be clear), so I put it in an extra blog post. Don’t miss the comments for extra clarification.
  • 25 Cleric Character Hooks – Johnn concludes his character hooks series with this entry that offers 25 Cleric Character Hooks.
  • The Perils Of Prophecy: Avoiding the Plot Locomotive – I discuss prophecies within RPGs, the benefits, the pitfalls, and how to avoid the problems. Don’t skip the comments, there are some additional techniques worth considering described there. And once again, we have feedback from someone who employed the techniques I offer and came up with a great result, so you know it works!
  • “Do You Feel Lucky, Punk?”: A New idea for handling “wild luck” in D&D – I come up with a new idea for using luck in an RPG, especially in D&D.
  • May the camels of 1,000 fleas – wait, that’s not right: Improving Curses in 3.x – I reinvent the rules for Curses in 3.x/Pathfinder to add to its roleplaying potential, then offer 60 Curses to fire the imagination.
  • Undead Foe Generator – The last of Johnn’s Q-workshop dice articles is all about giving personality to the undead. The contest was over long ago, but the tables are still just as functional. This article was inspired by the Red and black Skull Dice set which appears to be no longer available (the link is to Q-Workshop’s home page).
  • Encounters With Meaning Part Three of my series Creating ecology-based random encounters applies the processes developed in earlier parts of the series and analogous theory to create encounter tables for Urban Settings and Dungeon Settings, and then wraps the series with integrating random encounters with your plotlines to infuse them with meaning. Along the way, I explore some strange but related back alleys, like the ecology of Undeath, and Devils & Demons.
  • The Creation Of A Deity: The Origins Of Cyrene – Another behind-the-scenes look at the creation of Assassin’s Amulet, this post contains my recollection of the creative process that led to the rather unique Deity Of Death that is central to the content of the e-book. It also serves as a teaser for the next article, and places it into some sort of context.
  • Cyrene Revealed: an excerpt from Assassin’s Amulet – Another excerpt from Assassin’s Amulet, a heavily-edited description of the Deity herself.
  • The Remembrance Of The Disquiet Dead: A Spooky Spot and Campaign Premise – For the October 2013 Blog Carnival I offer a cemetery that follows the PCs wherever they go. Explaining the cause of the phenomena led to three or four different interpretations, each with their own resolution to the series of encounters, so this will fit into more than one type of campaign.

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Magic, Sorcery, & The Arcane

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Money & Wealth
  • How Much Is That Warhorse In The Window? – Pricing Of Goods in D&D – After recommending “…And A 10-foot Pole” in a previous article, I look at the problems of converting its prices to the D&D scale and expose unexpected problems and complications. Then I share my system for converting the prices given, and a couple of alternatives (including to standard 3.x/Pathfinder).
  • Coinage in Fumanor: Windows into a campaign background – I expand on some material that I left out of How Much Is That Warhorse In The Window? – Pricing Of Goods in D&D because it’s a good example of how to take a section of the rules and turn them into a roleplaying element. This is a warts-and-all analysis – what choices were made and why, what worked, and what didn’t.
  • Loot As Part Of The Plot: Making, Earning, Finding, Analyzing, Using, Selling, and Destroying Loot – As part of the Blog Carnival, I consider the many different ways in which loot in general might be made part of a plot. Along the way I get to vent about the Identify Spell in D&D, how easily rare/valuable items can be converted to cash in most Fantasy Games, about Fantasy Economics in general, and about another D&D Spell, Mordenkainen’s Disjunction. There’s a discussion in the comments about the relationship between videogames and tabletop RPGs.
  • Making The Loot Part Of The Plot: The Value Of Magic – As part of the Blog Carnival, I analyze the possible meaning of the term “value”, and evolve a classification system for GMs to use in deciding what magic items to place as loot in their campaigns.
  • Quantum Distractions With Dice: Types of Sci-Fi Campaign – I break down the general concept of “Science Fiction” into 21 specific subgenres and look at each from a gaming perspective. As examples, I offer 11 specific sci-fi campaign premises. Along the way, I give readers a copy of “Buy Low, Sell High”, a set of quick game rules I wrote for handling Trade in Traveller, which can be easily adapted to other campaign genres.

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Cities & Architecture
    Note that a lot of the advice contained within these articles will scale – to nations in one direction, and villages in the other.

  • Pillars Of Architecture: Some Thoughts On The Construction Of Cities – I reflect on simulating the way cities grow and how to incorporate this process into the mapping of the city. I still intend to follow this up with an example at some point.
  • Architecture of Riddleport Inspires Plots – Johnn describes how he is using the architecture within the city of Riddleport to enhance his game, and (by example), how you can do the same for yours.
  • City Government Power Bases – In this 9-part series, Johnn looks at what might give a city government and its leading citizens their power and authority, which dovetails very nicely with my earlier article on the ways in which leaders are selected; the latter was more about nations than cities, but scales perfectly well.

    In Part one of the series he lays out the general principles he will be using, this article is essential reading for the rest of the series.

    Part Two examines the power bases of The Law and affiliations;

    Part Three covers Character and Social Classes;

    Part Four deals with Popularity and Leadership;

    Part Five concerns Social Leverage, Marriage, and Wealth;

    Part Six covers Wars and Military Authority;

    Part Seven gets into Magic and Psionics as a source of authority;

    and Part Eight covers Religion; and finally,

    Part 9 covers Land. (NB: I’ve always meant to write more parts to this series, and Johnn has given his blessing to that endeavor. One of these days I’ll get around to it.)

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Politics

See also some of the entries on Societies & Nations, below.

  • Pulling That Lever: The Selection Of Leaders In RPG Societies – How are leaders in an RPG society selected – and what does that say about who they are? I had a lot of fun speculating on suggestions and alternatives raised by other contributors in the comments! Anyone interested in this subject should also check out Johnn’s subsequent series City Government Power Bases considering what might give a city government and its leading citizens their power and authority, detailed in the preceding Blogdex section.
  • Ask The GMs: How to survive political games with paranoia and intrigue – The question might concern a Vampire The Masquerade campaign, but Johnn and I look beyond that to offer advice on how to handle games filled with in-game politics. With a postscript piece of advice in the comments.

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Societies & Nations

Note that a lot of this advice will scale to cities and smaller settlements.

  • Distilled Cultural Essence – My first major series at Campaign Mastery offers a simple technique for the generation of unique and original cultures for use within a game (in part 1) and ways to display that uniqueness to the players in parts 2, 3, and 4. Originally a pair of articles, so that’s how it’s counted here, not as four parts.
  • Lore Enforcement: The Legal System in an RPG – Thinking about the legal systems that need to be present in an RPG environment and some of the many variations that are possible – and important – in how they work.
  • Stiff Upper Lip: Thinking about nations in RPGs – I supplement the Distilled Cultural Essence series with this article examining how a nation’s reputation on the sporting field both derives from and reflects the national reputation and ‘personality’ in other areas. Along the way I display plenty of parochial pride in my own nation’s achievements (with a lot of respect for the achievements of others). Then in the comments, I show how to reverse-engineer the process of creating an interesting character to generate an interesting nation for your RPGs.
  • GM’s Toolbox: World Building Part Two: Communities and Politics – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things that you will need tools and techniques for in order to successfully run a campaign. This article looks at the social and human/demi-human landscape of a game world.
  • The poetry of meaning: 16 words to synopsize a national identity – I argue that the literal translations of specific words can offer insight into national and cultural identities – then reverse the relationship to turn the concept into a tool for developing cultures and nations.

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  • On Alien Languages – This is probably the most structurally complex series of articles at Campaign Mastery. Before I could complete my series on Names, I needed to address the subject of Alien Languages. The easiest way of doing that comprehensively was to excerpt the material on the subject that I had crafted as the foundation of my Shards Of Divinity campaign; but in order for that to make sense, and be placed in proper context, I had to describe in detail some of the Realms from that campaign, and for those to make sense, I had to present the foundations of the campaign. Like one domino knocking down another, the compounding of complexity accumulated. This series has never been finished because of the amount of time the articles took to write (they average about 11,000 words each, 75% of them new material), because I had covered most of the material on languages that was the original justification for the series, and because the Orcs & Elves series took priority and dominated 2013.

    The first article in the series, The Non-human Languages Generator, describes the ideal process of creating a non-human language.

    The second, The Shared Kingdoms: A Premise from the Shards Of Divinity Campaign, interweaves the origin myth of the game world and discussions of the Origins and Concepts of the campaign. It also summarizes the cultures and politics of the game world and details the capital, before getting into the common language in detail, and the format of human names in the campaign.

    The third article, Bher Yuralvus, The Home Of The Endless Library, details an independent city-state which treasures knowledge over everything else (including discussion of why this kingdom is in the campaign at all). The article’s second part provides a new feat, “Linguist”, and gives the general language rules for the Shards Of Divinity Campaign.

    Four in the series, Causa Domasura, The Home Of Reason, offers details of a Mage-dominated Human Republican Meritocracy (including how and why I came up with it), then begins to put the principles on languages into context by detailing the Common Languages from the campaign. Along the way, I offer a set of “Cheat processes” for simulating non-human languages.

    Fifth on the list is Therassus Amora, The Centre Of Attraction, which details in the now-established pattern a Human Feudal Kingdom – this campaign’s take on the “common standard” of political structures – with a couple of twists. The second part discusses the unusual languages from the campaign in detail, has a unique Gnomish Name generator, and then begins detailing the technique for creating your own non-human language simulator.

    The Sixth article in the series, The Ineoddolus Imperascora (The Traders And Commerce Empire), provides a detailed description of the ultimate human Plutocracy, where everything is for sale – at the right price. The second part of the article details the rare languages from the campaign, and the third part continues the instructions in making your own non-human language simulator.

    The Seventh, and last, article in the series (so far) is The Longex Dextora (The Hinterlands) which describes a frontier realm for Byzantine human politics – technically, a Republic of Independent City-States against a background of dominance games between Orcs, Giants, Gnolls, & Goblins. Ironically, it evolved during construction so that it is no longer (technically) a “Hinterlands” at all. Part Two of the article details the Obscure Languages, and Part Three shows how to create the rules that turn a foreign language into a non-human language.

    The Eighth post (which was promised at the end of the 7th and never delivered promises discussion of a Gnomish Monarchy, The Parumveneaora, also known as The Vale Of Dreams, something that’s already been created called The Language Map, and a discussion of the theoretical underpinnings of this approach to languages. After that, I still had Six more principle Realms from the campaign to write up. One of these days, when time permits, I’ll finish this series. Then I’ll restructure it into an e-book with some pretty maps and art :)

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Races
  • Races Should make a Difference – Johnn suggests ways in which a race’s presence or absence should affect your game world.
  • The Age Of An Elf: Demographics of the long-lived – I look at the population dynamics of longer-lived species and aging in RPGs, and find problems with the standard D&D model. The process permits an assessment of the social impact that the longer lifespans and resulting demographics have, and offer ways of interpreting or modifying the results and the base assumptions to achieve the society that you want in your game. The contributions and discussion in the comments are a total greater length than the article itself, and not to be missed if this subject is relevant to your campaign.

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  • Life, Death, and Life Renewed – March 2011 Blog Carnival – My first contribution to the March 2011 Blog Carnival considers proposals to restore some legacy rules, and the question of whether or not Elves can be Resurrected, and extrapolates to consider the impact of changing rules systems mid-campaign, and then (unexpectedly) to considering the Resurrect spell as a plot point within a campaign and a campaign background.
  • Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 1 – The Orcs And Elves series consists of two broad components: the story itself, and the backstory / campaign background / context that shapes that story. While these are all presented as one big series at Campaign Mastery, these background-element articles have a broader utility. Originally intended to be three parts, it grew into five. This first part addresses the question of why reinvent races in different fantasy campaigns at all? and then synopsizes very briefly the events of the previous campaigns in the game setting.

    Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 2 – Part two continues sketching in the background to the Orcs and Elves plotline. This begins describing the key characters, along the way giving the backgrounds and histories of their races within the campaign, covering Elves, Drow, Ogres, Dwarves, and Halflings. I give away lots of freebies from the campaign in the process.

    Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 3 – Taking up where the previous article left off, this article describes Orcs, a new race (Dwarvlings), a new character class (The Fated, a reinvention from the ground up of an idea from The Planar Handbook [D&D 3.0]), another new race (The Verdonne), Humans in Fumanor, and a new variant character class (The Paladins Of Thumâin).

    Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 4 – In part four of the background to the Orcs and Elves story, I start to update the campaign history so-far, building on material I had already published. Don’t worry, there are links in the article telling you when to revisit that material. There are lots of editorial asides to offer glimpses behind the curtain and context. The Giveaways continue, this time I offer an original magic item, The Spirit Blade of Clan Takamuchi.

    Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 5 – The final preparatory piece of the puzzle completes the synopsis of the campaign so far (including some parts of the story that the players didn’t know). A sidebar considers the economics of Undeath. As a giveaway with this post I offer a high-res map of the part of the Game World where the campaign has (mostly) taken place – but bereft of labels and captions so other GMs can use it as they see fit, and another with captions detailing the PCs travels. I point out that each of the PCs has a personal quest in the campaign(and list them) – something that the players would only peripherally have been aware of. Finally, I discuss just how the Orcs & Elves series was being written, in other words, the plan of attack for the series.

    Inventing and Reinventing Races in DnD: An Orcish Mythology – Did I suggest that I was ready to set aside the background and get on with the series itself? Well, I thought I was, but a funny thing happened around the Chapter 51 mark – I found that I needed to construct and outline a pantheon for the Orcs, and a mythology to go with that pantheon. By the time I had finished this background work, there wasn’t enough time to actually write another article in the series – so I presented my handiwork, instead. Surprisingly, it turned out to be even more central to the storyline than I had originally expected, so it was all serendipitous.
  • Who Is “The Hidden Dragon”? – Behind the curtain of the Orcs and Elves Series – This is all about decision-making when designing plotlines and adventures. Once again I had to interrupt the ongoing main narrative of The Orcs & Elves plotline, which had reached the point where decisions had to be made concerning the question asked in the title; I spell out the thought process that went into determining the solution used in that story.
  • The Orcs & Elves Series – From the start of my Fumanor Campaign, there have been secrets concerning the history of Elves, Drow, and Orcs in the game world. Now the characters have reached the point where the truth has to be told. This completely reinvents (from the players point of view) the campaign background of the world so far as those particular races is concerned. It is presented here as a very long fantasy novel. I’m not even going to list the contents, here – it’s just too massive a series. With each part, I build up a Glossary of Elvish language used within the story. So far, it’s up to Chapter 85 of 116 originally planned – but I’ve hit all the essentials in terms of its campaign needs, so whether or not I continue on all the way is still to be determined. I could more or less wrap up the series at this point by having the PCs awaken from their dream state and being told, “The rest you know…” On the other hand, the completist in me wants to tell the rest of the story, so we’ll see. It’s a heck of a lot of work.

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  • Pieces Of Creation: The Hidden Truth Of Doppelgangers – Goodman Games published an excellent sourcebook, The Complete Guide To Doppelgangers. The only problem was that at least one of my players had read it. So I wrote a sequel that completely inverts the rationale of the species so that the Goodman Games product is what the Doppelgangers want the rest of the world to think. The article discusses the how and why I did that in detail, and includes my follow-up text as a free PDF, with the kind permission of Goodman Games.

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Languages
  • Ask The GMs: Rubbing Two Dry Words Together – Why have different languages in an RPG, how can you use them to enhance a story, and what’s wrong with universal translators. anyway? Some of our readers thought this was our best article so far (in July 2010).
  • Sugar, Spice, and a touch of Rhubarb: That’s what little names are made of – Article three in the A Good Name Is Hard To Find series discusses simple name structures and how to create a name using a name seed, and as a bonus, shows how to generate a monosyllabic language.
  • On Alien Languages – This is probably the most structurally complex series of articles at Campaign Mastery. Before I could complete my series on Names, I needed to address the subject of Alien Languages. The easiest way of doing that comprehensively was to excerpt the material on the subject that I had crafted as the foundation of my Shards Of Divinity campaign; but in order for that to make sense, and be placed in proper context, I had to describe in detail some of the Realms from that campaign, and for those to make sense, I had to present the foundations of the campaign. Like one domino knocking down another, the compounding of complexity accumulated. This series has never been finished because of the amount of time the articles took to write (they average about 11,000 words each, 75% of them new material), because I had covered most of the material on languages that was the original justification for the series, and because the Orcs & Elves series took priority and dominated 2013.

    The first article in the series, The Non-human Languages Generator, describes the ideal process of creating a non-human language.

    The second, The Shared Kingdoms: A Premise from the Shards Of Divinity Campaign, interweaves the origin myth of the game world and discussions of the Origins and Concepts of the campaign. It also summarizes the cultures and politics of the game world and details the capital, before getting into the common language in detail, and the format of human names in the campaign.

    The third article, Bher Yuralvus, The Home Of The Endless Library, details an independent city-state which treasures knowledge over everything else (including discussion of why this kingdom is in the campaign at all). The article’s second part provides a new feat, “Linguist”, and gives the general language rules for the Shards Of Divinity Campaign.

    Four in the series, Causa Domasura, The Home Of Reason, offers details of a Mage-dominated Human Republican Meritocracy (including how and why I came up with it), then begins to put the principles on languages into context by detailing the Common Languages from the campaign. Along the way, I offer a set of “Cheat processes” for simulating non-human languages.

    Fifth on the list is Therassus Amora, The Centre Of Attraction, which details in the now-established pattern a Human Feudal Kingdom – this campaign’s take on the “common standard” of political structures – with a couple of twists. The second part discusses the unusual languages from the campaign in detail, has a unique Gnomish Name generator, and then begins detailing the technique for creating your own non-human language simulator.

    The Sixth article in the series, The Ineoddolus Imperascora (The Traders And Commerce Empire), provides a detailed description of the ultimate human Plutocracy, where everything is for sale – at the right price. The second part of the article details the rare languages from the campaign, and the third part continues the instructions in making your own non-human language simulator.

    The Seventh, and last, article in the series (so far) is The Longex Dextora (The Hinterlands) which describes a frontier realm for Byzantine human politics – technically, a Republic of Independent City-States against a background of dominance games between Orcs, Giants, Gnolls, & Goblins. Ironically, it evolved during construction so that it is no longer (technically) a “Hinterlands” at all. Part Two of the article details the Obscure Languages, and Part Three shows how to create the rules that turn a foreign language into a non-human language.

    The Eighth post (which was promised at the end of the 7th and never delivered promises discussion of a Gnomish Monarchy, The Parumveneaora, also known as The Vale Of Dreams, something that’s already been created called The Language Map, and a discussion of the theoretical underpinnings of this approach to languages. After that, I still had Six more principle Realms from the campaign to write up. One of these days, when time permits, I’ll finish this series. Then I’ll restructure it into an e-book with some pretty maps and art :)

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Character Classes

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Organizations
  • Guilds, Organizations, and other Bad Company – Some quick on-the-fly rules for PC memberships in organizations within an RPG.
  • Mage Guild Mastermind Survives Pirate Haven – Johnn takes readers through his thought process when creating a faction for his Riddleport campaign.
  • Shades of Sky Blue: Variations on U.N.T.I.L. – Perhaps the most seminal creation of the Hero Games universe is U.N.T.I.L, but (while the acronym is excellent) the name still gives me acute pain, it’s so at odds with what the organization actually does. In this article I describe how I reinvented the organization for my game and the implications in terms of the policies, principles, and Charter of the United Nations.
  • The Veil of Secrecy: A truth about organizations in games – Every real-world organization has secrets and reasons to keep those secrets. Good ones. Necessary ones. Bad ones. This article is all about institutional secrecy by organizations in your RPG and how likely it is that an organization will have such a secret – and how useful it can be from a plot and characterization perspective to have that secret on tap.

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Wonders
  • Big Is Not Enough: Monuments and Places Of Wonder – For my sixth post in the September 2013 Blog Carnival, I raise the question of Wonders Of The Known World and the qualities they need to possess in order to live up to the label; four reasons they are hard to do well, ten reasons why they are worth doing, and 12 sources of wonders to help overcome those difficulties.
  • Six Wonders: A selected assortment of Wondrous Locations for a fantasy RPG – When I sat down to list ideas for the September 2013 Blog Carnival, I only intended to do one article on Wonders. But when you get inspired… The offerings in this post are: The Broken Man, The Pool Of Reflection, The Palace Of Winter, The Citadel Of Secrets, The Spire Of Contention, and the Library Of Shelves.
  • Five More Wonders: Another assortment of Locations for a fantasy RPG – My Ninth article for the September 2013 Blog Carnival continues where the last one left off, with five more Wonders Of The Known World (that I didn’t have time to complete for the previous article). This offers The Pyramid of Reason, The Caves Of Rockbeard, The Rainbow Of Eternity, The Desert Of Gold, and The Emerald Falls.
  • Still More Wonders: Fifteen Amazing Locations for a Sci-Fi RPG – I snuck this one in because September 2013 wasn’t quite long enough to fit everything into the Blog Carnival (actually, it was delayed because I needed an extra half-week to deal with Fantasy Wonders and because I was having trouble gathering enough ideas. Thanks to the players in my superhero campaign, I got there in the end). This article offers The Orouberus Molecule, The Cascade Nebula, “Birth And Death” By Garl, The Dyson Superplant Of Epsilon Centauri, The Spiderweb Of Rukh-C, The Torus of Andraphones, The Confusion of Hydra, The Waltz Of Minos IV, The Diaphanous Assembly of Omicron Boötis, The Billboard Of Greeting, The Halo Rock, The Necrotis Plague Planet, The “Cosmic String” of 18 Delphini, The Arena Of Canopia, and The Fireworx Swarm.

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 Campaign Plotting

 
Before you can start creating and running adventures in your game world, you have to decide how they are all going to fit together. Will there be an overarching plotline? Will each adventure be completely isolated from all the others? How will the campaign finish, and how will it get there? How will subplots be handled and structured? The GM is sure to encounter problems in these areas as the campaign proceeds – how can they be solved? And finally, how will in-game prophecies of these ultimate directions be handled?

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  • Spring Cleaning for your Campaign – How players and GMs can spruce up and refresh a campaign by cleaning up loose ends.
  • Ask The GMs: Networks Of NPCs – The GM gave the PCs a bunch of contacts from which the Players expect to extract Intelligence, but the GM is out of his depth – how does he organize these NPCs and their info? How does he turn these NPCs into an Intelligence Network with drowning himself in paperwork & Prep? Includes 13 tips for handling informants and some links to related articles.
  • The Nimble Mind: Making Skills Matter in RPGs – How to make skills important in an RPG. Too often, they don’t seem to be. ‘Nuff said.
  • Ask The GMs: Giving Players The Power To Choose Their Own Adventures – How do you create a campaign that gives the players absolute freedom but still leaves the GM in control?
  • Ask The GMs: The Momentum Of The Inevitable – In the discussion following a previous Ask The GMs, we were asked, ‘should there ever be something that is too big or has too much momentum for the PCs to be able to stop it?’ The discussion that follows the article adds to the content so well that it feels like part of the original article; if you’re interested in the question, don’t miss them.
  • Jolting The Status Quo – I start by talking about a significant change in my personal life, and the anticipated impact on Campaign Mastery which leads me to write about upsetting the status quo for characters in a game, and how the game can benefit. I still love the illustrations that I put together for this article – the one showing an office type who is smugly proud of his achievement in stacking boxes on the ceiling, the other a befuddled type struggling to comprehend a scene in which a river flows across the sky and a tree grows downwards from its banks. You can almost here him saying “What’s going on here?”.
  • Game Master Tool Illustrated: Plot Flowcharts – The Blog Carnival for September 2010 was on the subject of Preparation. Johnn provides Campaign Mastery’s entry by considering Plot Flowcharts. At the end of the article and in the comments, several software aids are listed for producing flowcharts to help.
  • Plot flowchart example – Guest Author and Campaign Mastery reader Yong Kyosunim follows up Johnn’s article on using plot flowcharts with a real example.
  • Lessons From The West Wing III: Time Happens In The Background – The third in this irregular series is actually the seventh post to be included because the first article was itself a five-part series-within-a-series. I discuss the concept that time continues moving even when the PCs aren’t present, and ways to make this practical.
  • Directed Plots, Undirected Narrative, and Stuff That Just Happens – I examine the ways in which different Narrative Styles can combine with Episodic and Serialized campaigns to produce eight distinctly different combinations, and how those can be sandboxed. The goal is to help GMs choose the narrative style that best suits the campaigns and the adventure that they want to run – and to explain (if you’re using the wrong style) why the campaign keeps going off the rails.
  • Starting In The Middle – The virtues of skipping the beginning and going straight to the middle. I offer three ways of getting straight into the action without railroading the players. There’s further discussion of the merits and drawbacks of railroading as well as some discussion of the ideas I’ve offered, in the comments.
  • Making The Loot Part Of The Plot: Loot as a plot mechanic – I consider just what “loot” might be, and how it can be used as a plot mechanic. There’s a link to an interesting related article in the comments.
  • GM’s Toolbox: Prep Tools Part One: Campaign and Adventure Planning – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things that you will need tools and techniques for in order to successfully run a campaign. This article deals with the upper-level planning that goes into running a game.
  • Turning Reaction into Proaction – plotting techniques to get your players moving – After a couple of ‘soft’, speculative articles, I turn my attention back to practical measures. In this article, I consider ways to make your players active participants in campaign plotting and plot development.
  • Ensemble or Star Vehicle – Which is Your RPG Campaign? – Is your game an ensemble, in which everyone gets an equal share of the spotlight, or a star vehicle in which a few characters dominate play? What are the differences and the impacts? And how can you keep your players happy, either way – or fix it, if your campaign is the ‘wrong one’?
  • The Seven Strata Of Story – Any narrative – including RPG adventures – consists of multiple layers working together to tell the overall story. Giving PCs their independence from the central author (the GM) simply adds another layer, or perhaps a sub-layer. This article breaks down these layers of story, shows the relationships between them, and how they can be exploited or enhanced to improve the game – or the story, in any other medium – for everyone.
  • Who Is “The Hidden Dragon”? – Behind the curtain of the Orcs and Elves Series – This is all about decision-making when designing plotlines and adventures. Once again I had to interrupt the ongoing main narrative of The Orcs & Elves plotline, which had reached the point where decisions had to be made concerning the question asked in the title; I spell out the thought process that went into determining the solution used in that story.
  • There are 7 primary types of writer’s block besides “Blank Page Syndrome”. Part Two offers solutions to the first three of them Conceptual blocks (Ideas), Specific-Scene Blocks (Scenes within an adventure), and Setting Blocks (Locations).
  • People, Places, and Narratives: Matching Locations to plot needs – Your cast of characters isn’t limited to PCs and NPCs; this article shows you how to access and use the current location as another member of that cast.

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Plot Sequencing
  • My Campaign Planning Cycle – Johnn describes his campaign planning routine.
  • When Good Ideas Linger Too Long: Compacting plotlines – Using scriptwriting techniques to compress a plotline that had lingered for too long.
  • 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? Also included is a complete outline for an original 3.x campaign.
  • Scenario Sequencing: Structuring Campaign Flow – How to link adventures so that they flow naturally. There’s more to it than you might think. One of our readers offers an alternative system in the comments that might suit some GMs better.
  • Plot Stat Block For The Organized Game Master – Johnn and I were so impressed with Eureka that we each wrote a review of the supplement and each got something different out of it. This is Johnn’s, about how he can better organize the plotlines that he has running at any given time in his campaigns.
  • Directed Plots, Undirected Narrative, and Stuff That Just Happens – I examine the ways in which different Narrative Styles can combine with Episodic and Serialized campaigns to produce eight distinctly different combinations, and how those can be sandboxed. The goal is to help GMs choose the narrative style that best suits the campaigns and the adventure that they want to run – and to explain (if you’re using the wrong style) why the campaign keeps going off the rails.
  • Back To Basics Part 1: Adventure Structures – I examine the creation of an adventure and how the plot can be structured. This was very much written with Beginner GMs in mind.
  • Back To Basics: Campaign Structures – This article continues the ‘For Beginners’ theme of the previous, exploring different ways of tying adventures together into a wider campaign structure, starting with the simplest and evolving through to an extremely complex one that is state-of-the-art (at least for me). I still get the occasional request for the campaign planning materials that I excerpted for the latter. I conclude the article by offering a process for the conversion of an existing campaign into the plotting structure that I offer.
  • Back To Basics: Example: The White Tower – Part three of two in the articles about creating adventures and hooking them together to form a campaign offers an example of the process of adventure creation and connection from one of my actual campaigns. This article was carefully written and edited to conceal the actual ideas that I chose for the real adventure in the campaign.
  • Back To Basics: Example: The Belt Of Terra – Part four of the two-part article contains a larger and more complete example, illustrating all the steps in the process of creating an adventure, structuring it, and inserting it into a campaign plan. Along the way it expands both the game physics and game mythology and touches on or references no less than 20 other plotlines, showing how tightly integrated a plotline can be within a campaign.
  • The Echo Of Events To Come: foreshadowing in a campaign structure – I follow up the adventure structures series with a postscript article on how to foreshadow future events in a campaign, and how to use campaign planning to make it easier to do so.
  • Amazon Nazis On The Moon: Campaign Planning Revisited – For those who prefer a simpler campaign structure to the one I use in most of my campaigns, I describe the technique I devised for use in planning the Co-GM’d Pulp Campaign, giving readers an original adventure in the process.

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Plot Ideas
  • Pile On This: Undead are Taking Over. What happens? – Johnn’s campaign came off the rails and he asked for help working out what would happen next. Lots of interesting suggestions to pilfer ideas from in the comments.
  • The Undead Are Coming!! A reply to Johnn – My answer was too big to reasonably put in a comment (and needed some organization to be clear), so I put it in an extra blog post. Don’t miss the comments for extra clarification.
  • Character Hooks – A series in which Johnn and several guest contributors provide adventure/plot hook ideas for different character classes. Although mainly intended for 4e D&D, most can be imported into any D&D campaign and some suit an even wider range of games.

    50 Barbarian Hooks – Johnn’s initial article includes a brief review of the revised Barbarian character class in the D&D 4e version of Player’s Handbook 2, which inspired the series.

    63 Wizard Hooks – Umm, actually no. Readers (and my humble self) have added more to the list, taking it up 81 plot hooks for Wizard Characters as of this writing.

    50 Paladin Hooks – Guest contributor D. L. Campbell extends the series with these 50 Hooks for the Noblest of The Noble Warriors. Well, that’s what they would like to think about themselves…

    54 Sorcerer Hooks – Guest Contributor Bobby Catdragon offers 54 hooks for the Sorcerer character class. Readers take the tally to 59. This is a rarity, I think it’s the only article posted at Campaign Mastery without some sort of accompanying illustration.

    25 Cleric Character Hooks – Johnn concludes his character hooks series with this entry that offers 25 Cleric Character Hooks. This article is more-or-less tying with Building The Perfect Beast: A D&D 3.5 online monster generator as the most popular articles on the site, day in, day out.
  • Mine Fiction For Campaign Qualities – Johnn starts with a review of FantasyCraft and extrapolates one of the ideas within to find a way of customizing RPG worlds and drawing on fiction for inspiration.
  • Vocabulary Hijinx: Using random word pairings for inspiration – I offer up an idea-generation technique that I haven’t seen written up very often, but that can really spur creativity. There’s a link to some technology that you can use to streamline the technique in the comments.
  • Loot As Part Of The Plot: Making, Earning, Finding, Analyzing, Using, Selling, and Destroying Loot – As part of the Blog Carnival, I consider the many different ways in which loot in general might be made part of a plot. Along the way I get to vent about the Identify Spell in D&D, how easily rare/valuable items can be converted to cash in most Fantasy Games, about Fantasy Economics in general, and about another D&D Spell, Mordenkainen’s Disjunction. There’s a discussion in the comments about the relationship between videogames and tabletop RPGs.
  • Melodies & Rests: ‘Euphoria’ by Def Leppard – The first, and so far only, occurrence of this occasional recurring column in which I mine music or lyrics for plot ideas, in the process showing how its done. This prototype considers the Australian CD release of ‘Euphoria’ by Def Leppard.
  • The Metaphor Engine: A surprising plot generator – Using a deck of cards and the rules of an established game like Poker to generate plots and campaign backgrounds.
  • Splitting Hairs: Exploring nuance as a source of game ideas – It might seem like splitting hairs, but extremely minor differences between the meaning of words can be a great source of interesting ideas. There’s no such thing as a trivial difference, as this article shows.
  • Patterns Of Unpredictability: Superheroics and the Stock Market – The impact of superheroes on the stock market and on economics in general.
  • Trivial Pursuits: Sources of oddball ideas – I demonstrate the use of books of trivia for ideas, with a whole heap of examples interspersed throughout the article.

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Subplots

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Writing

See also the content under “Fiction & Writing”.

  • The Right Quip at The Right Time: Humor in RPGs – More than a “try to lighten the mood by telling the occasional joke” article, I analyze a whole bunch of different types of humor and how to use them (and not use them) in an RPG, discovering why Comedy RPGs are hard.
  • Action Trumps Description – GMs and authors are told to “Show, don’t Tell”, but Johnn takes this advice a step further in this article.
  • The Poetry Of Place: Describing locations & scenes in RPGs – How to use descriptive language more effectively when conveying information about a location or event to the PCs. With a fictional D&D city invented just to serve as an example.

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Problem-Solving

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Prophecies
  • The Perils Of Prophecy: Avoiding the Plot Locomotive – I discuss prophecies within RPGs, the benefits, the pitfalls, and how to avoid the problems. Don’t skip the comments, there are some additional techniques worth considering described there. And once again, we have feedback from someone who employed the techniques I offer and came up with a great result, so you know it works!

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 Rules

 
The Rules are another vital element that will need to be settled before play can begin. It also usually helps if the GM has some understanding of those rules before he starts to adjudicate them – which can present a whole new problem of time-crunch with everything else he has to do to get a campaign off the ground. And the GM needs to be able to solve the rules problems that will inevitably arise.

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  • Google Groans: Misplacing the Rules – Google’s failure to serve as a game resource, the poor indexing of RPG rules & supplements, and using a desktop search as a solution.
  • “This Means WAR! – A complete system for refereeing a War in an RPG – up close to the PCs. This is a four-part series that got split into six for practical reasons (but is only counted as four toward the 500).

    Parts One and Two deal with the fundamental concepts and prep work needed to make War a practical option within an RPG.

    Parts Three and Four describe how to use those fundamental concepts in play.

    Part 5 describes how to integrate PC-scale one-on-one combat with a war; and

    Part 6 concludes the series with miscellaneous notes on how to implement unusual abilities and exotic armaments within the system. Principally intended for D&D 3.x/Pathfinder, but adaptable to any game system. Part of the Blog Carnival for March 2009.
  • The Foundation Of Averages: Psychohistory and RPG Rules – I look at the process of extrapolating from rules systems to the larger worlds and nations that they describe using elementary statistical analysis.
  • A Game For All People: The Perfect DnD Recipe – I respond to the announcement of D&DNext by extending a previous article (Top-Down Plug-in Game Design: The Perfect Recipe?) to outline how I would create a Universal D&D game system – in other words, what I would like to see in D&DNext when it came out.
  • GM’s Toolbox: Running The Game Part Three: Rules and Combat – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things that you will need tools and techniques for in order to successfully run a campaign. This article details a subject that many GMs and players seem to obsess about – the rules.
  • Exceeding the Extraordinary: The Meaning Of Feats – D&D 3.0 introduced the concept of Feats. I look behind the curtain at the gears and cogs of the Feat concept and rules subsystem and how they affect the game. There are some additional perspectives in the comments.
  • Who Got Poker In My RPG? – Poker is a card game that’s still growing in popularity, but which had a real boom a couple of years ago. Johnn offers some ideas on how to include the game within your campaigns.
  • Round Pegs In A Square Wheel: Reinventing Roulette for RPGs – Human nature doesn’t change. I examine human vices and foibles and how to use them to reinforce the genre of a game, then consider how to reinvent gambling, taking roulette as an example, for different genres.
  • A Rational Intuition – The differences between instinct and intelligence, and how different game systems handle the former.
  • On The Edge: Implications of the D&DNext Advantage mechanic – I respond to an article by The Online DM by considering the consequences of the results that he generated. There’s lots of tables and mathematical analysis, and more than 15 implications identified. If you don’t want to know how to conduct such an analysis, you can skip down to the interpretation, but be warned: I have no idea of how relevant these results are to the still-in-development/playtest system. One of the few posts at Campaign Mastery that is topical more than evergreen in nature.

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Learning Game Rules
  • Rules Mastery For Dummies & Busy GMs – This five-part series looks at why it can be so hard for GMs to invest themselves in learning game rules, and my solutions to the problem.

    Part One, the Series Introduction, describes the problem in detail.

    Part Two, Getting Enthusiastic About Rules, points out a common mistake in the approach that most GMs take, to wit, reading the rule books cover-to-cover (or trying to).

    In Part Three, Student, Tutor Thyself, I explain a system that I use to teach myself the basic rules of a new game in about 18 one-hour sessions.

    Part Four, The Quality Of Rules, considers the question of “realism” within an RPG and derives a principle for reverse-engineering the existing rules of a game to discover the underlying principles and design philosophies, enabling flaws in the rules to be exposed and providing a consistent standard by which to assess house rules.

    And Part Five offers a new concept, Rules Touchstones, as key entranceways through which to learn a rules system, and discusses the first of these, the Combat System.

    There was supposed to be a part 6 to this series but I was so drained by the debate in the comments section that I never got around to writing it. I still have the notes, though, so one day…
  • Taming The Time Bandits: Some time-saving combat techniques – In Johnn’s review of the Chronology iPad app, he identified three major problems that he felt were responsible for the slow pace of combat resolution in his Riddleport campaign, but offered no solutions. In this response I offer the techniques that I use to solve the problems of 1)Not knowing the spells and supernatural abilities of the monsters in the encounter; 2)Being unfamiliar with the specialized combat subrules that applied to this particular battle; and 3) Being unable to identify which Mini went with which PC, which Mini went with which monster, and who was attacking who. There are some more great solutions in the comments, especially to the last of those three questions, and some great discussion of the first problem and my solutions.

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Solving Rule Problems

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 Metagame

 
Metagaming describes any decision-making process or consideration which takes place outside the level of characters within the game. Metagaming can be good or bad, depending on the reasons something is done. Campaign Mastery uses the term in three contexts – general metagaming, like having an NPC do something not because it is the “right” thing for that NPC to do, but because it will make for a more interesting or entertaining story for the players; House Rules, which compromise or alter the standard rules for campaign-concept reasons or for practicality; and the implementation of a Game Physics which treats the rules as guidelines within a simulated reality that can be overridden if the Physics implies a different outcome from a situation. Again, several of these topics are favorites of mine, and have been the subject of several articles as a result. Finally, because they may need to contain or synopsize metagame rules decision, GM Screens have also been placed in this category.

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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? Johnn & I offer a variety of simulation systems, but not everyone agrees with us. Which is fine by me.
  • When Is A Good Time To Hand Out Experience Points? – Johnn & the commentators examine this issue and many alternative answers to the question.
  • Learn From Your GMing Mistakes – Session Post-Mortem Tips – Johnn offers some tips on how to improve your game by learning from your mistakes with a session post-mortem.
  • Increase game attendance with great session reminders – Johnn talks about ways to improve session reminders. The benefits extend far beyond increased game attendance.
  • Ask The GMs: Systematic Systems Choice – How do you choose the right game system for a campaign?
  • It’s Not Like Shooting Sushi In A Barrel: A Personalized Productivity Focus For Game Prep – I devise a theoretical method of making game prep more satisfactory using the principles of time-and-motion studies and applying the objective of making the game more fun. I still don’t know if this works for anyone else. I’m not even sure it works for me. But it still seems to make sense.
  • Google Calendar As Awesome Campaign Calendar – Johnn started using Google Calendar as the in-game Calendar for his Riddleport Campaign as an experiment. It worked so well that it became a permanent addition to his campaign tools. This article explains what he does and how he does it.
  • A Monkey Wrench In The Deus-Ex-Machina: Limiting Divine Power – I argue against the use of a Deus-Ex-Machina in RPGs, and why that means you should give limits to the Gods. Along the way I show how you can have up-close-and-personal encounters with The Gods in unusual Genres for such occurrences – Wild West, Superspies, and Hard SF/Cyberpunk. There’s some great discussion in the comments. Unfortunately, Da’Vane’s website is gone, and so is the article she wrote in response to this, and attempts to find it using the Wayback Machine failed. Fortunately, Da’Vane summarizes her points in the comments.
  • Life and Death in RPG – March 2011 RPG Blog Carnival – In March 2011, Campaign Mastery again hosted the Blog Carnival, this time with the subject “Life and Death in RPGs”. This was the first of several articles we posted on the subject: Johnn looked at how death was a hidden theme in his Riddleport campaign as well as introducing the topic.
  • When Good Dice Turn Bad: A Lesson In The Improbable – The improbable can occasionally happen. This is a true story (I was at the table) of just such an improbable event. And then the GM explains how he coped. Don’t miss the comments.
  • Have WordPress, will Game – I consider the advantages and benefits of using WordPress as a campaign wiki, and how to structure it to get the most bang for your buck. This includes a mini-review of a dice roller WordPress plugin from Awesome Dice.
  • GM’s Toolbox: Running The Game Part One: Creating the Mood – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things that you will need tools and techniques for in order to successfully run a campaign. In this article, the focus is on the atmosphere of the game.
  • GM’s Toolbox: Beyond The Game Part Two: Roleplaying and Reality – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things that you will need tools and techniques for in order to successfully run a campaign. This article deals with the connection – and, ideally, the disconnection – between character world and real world.
  • GM’s Toolbox: Beyond The Game Part Three: Learning to become a Better GM – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things that you will need tools and techniques for in order to successfully run a campaign. The final substantative article in the series considers the metaquestion of how to constantly improve as a GM.
  • It’s Not Cheating Unless You Get Caught: Game Fraud and Counter-Fraud in RPGs – In a fantasy, sci-fi, or superhero world, how might people cheat at games of chance – and what would casinos have to do to stop them?
  • Selected Ticks Of The Clock – Session Scheduling for RPGs – I reminisce about my roleplaying experiences and ponder how playing time and session duration impacted the campaigns, deriving six principles to enable GMs to tailor these real-world factors to the benefit of their games. The comments offer some other reader’s experiences while validating the analysis.
  • Patterns Of Unpredictability: Superheroics and the Stock Market – The impact of superheroes on the stock market and on economics in general.
  • The Arcane Implications of Seating at the Game Table – Few people have ever thought about why people sit where they do at the game table, and still fewer have thought about the consequences of getting people to sit in different places. I take an in-depth look at both aspects of the situation.
  • Top-Down Design, Domino Theory, and Iteration: The Magic Bullets of Creation – There are three tricks that I use all the time – and this article gives you the keys to all three. Along the way (as an example) I use the techniques to develop a master plan for a Mastermind in a generic D&D/Pathfinder campaign.
  • Game Prep and the +N to Game Longevity – I consider professionalism when it comes to blogging, and the implications of inspiration when it conflicts with that value. I then apply the question to game prep and show how to employ top-down design principles to the problem, illustrating the process that I use to plan my game prep. Which is the same process that I use to plan my Holidays, writing, TV viewing, shopping… you name it. You might find it useful, too.
  • The Gap In Reality: Immersion in an RPG Environment – Four years on, I update “Are Special Effects Killing Hollywood” and focus on the impact of changing expectations of immersion on RPGs, leading to suggestions for the use of multimedia in games.

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GM Screens
  • Top 9 Dungeon Master Screen Hacks – Johnn examines nine ways of customizing a GM screen. This remains a popular article at Campaign Mastery.
  • 11 Homebrew Dungeon Master Screens – Johnn follows up his article about customizing DM Screens with another on constructing your own.
  • Speed Up Combat By Building Your Own Combat GM Screen – There haven’t been many articles about GM Screens here at Campaign Mastery, but the few that have appeared have been amongst the most popular. This article by Johnn does exactly what it says in the headline. There are more suggestions on content and technique in the comments.

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House Rules Theory
  • The House Always Wins: Examining the Concept of House Rules – I look at the basics of House Rules – and in particular why campaigns have them. Along the way I introduce readers to some of the many controversies relating to the subject that have raged amongst gamers for as long as I’ve been involved in the hobby. I have some fun with some of my players in the comments.
  • A Different Perspective: Changing the dynamic with a different metaphor – I look at the potential of using playing cards and existing card game rules instead of dice to resolve situations in an RPG.
  • My House Rules for D&D – As part of the Blog Carnival for July 2009, Johnn got guest author Mike E. to pen this guest article detailing the way he integrates rules from earlier editions of D&D to augment his 4e campaign.
  • The Critical Threshold: A brief debate on the Merits of Extreme Results – I consider extreme die roll results and the merits – and disadvantages – of systems of associating extreme results with extreme rolls. And the discussion in the comments was awesomely useful to anyone thinking about the subject.
  • Ask The GMs: How to set up a fun fishing mini game – Johnn considers some environmental and procedural aspects of fishing in response to the specific question posed, dealing with the roleplaying aspects of the question. I put on my rules-creation hat and consider the bigger question of how to represent contests and competitions within an RPG on the way to developing a complete mini-game. The rules of that game are available as a PDF at the end of the article. And there are some fun left-of-field ideas in the comment at the end.
  • Experience for the ordinary person – I cast an analytic eye over the question of how ordinary people (NPCs) gain experience and expertise in the course of a game. While primarily intended for D&D / Pathfinder, the results should be more broadly applicable, though YMMV when it comes to any specific game system. Don’t miss the extended (and extensive) discussion in the comments.
  • Objective-Oriented Experience Points – I extend the line of thought offered in Experience for the ordinary person to completely revise the experience paradigm.
  • Taking everyman skills to the next level: The Absence of an Alibi – I start with the concept of Everyman Skills and evolve a tool for the characterization of individuals that often yields surprising results.
  • The Nuances of computer use in a simulated world – I examine the difficulties of simulating computers, and their use (and abuse) in RPGs and develop a “Virtual Reality” solution to those problems.

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Actual House Rules
  • Shadow Levels: A way to roleplay the acquisition of Prestige Classes in D&D 3.x – The title is self-explanatory. This should have been my first published credit, but it was mistakenly accredited to my then partner at Campaign Mastery, Johnn. But I’m still proud that it was considered worth publishing by an outside party, and I still employ this system in my games.
  • Broadening Magical Horizons: Some Feats from Fumanor and Shards Of Divinity – 27 Original feats from my D&D campaigns are offered in four categories: Reducing Metamagics, Enchantment Metamagics, General Metamagics, and General Magic-related Feats. These of course are just the tip of the iceberg, one day I’ll pull out another bunch of them.
  • “Do You Feel Lucky, Punk?”: A New idea for handling “wild luck” in D&D – I come up with a new idea for using luck in an RPG, especially in D&D.
  • A Slippery Slope: Level Adjustments Under The Microscope – One of the most contentious articles I’ve ever written looks at Level Adjustments in D&D 3.x. I offer my way of doing them, which is definitely NOT canonical – because the canon is firing confetti, in my opinion. You may not agree with my interpretations and the way I house rule the treatment of level adjustments. Or they might be exactly what you need to make sense of a confusing part of the rules. I’m fine with both.
  • Let’s Have A Good Clean Fight… – A discussion of the expanded EL-CR chart that I created and how I use it to ensure that opponent power levels match those of the PCs in my D&D encounters.
  • Ask The GMs: How to set up a fun fishing mini game – Johnn considers some environmental and procedural aspects of fishing in response to the specific question posed, dealing with the roleplaying aspects of the question. I put on my rules-creation hat and consider the bigger question of how to represent contests and competitions within an RPG on the way to developing a complete mini-game. The rules of that game are available as a PDF at the end of the article. And there are some fun left-of-field ideas in the comment at the end.
  • “How Hard Can It Be?” – Skill Checks under the microscope – I examine the fundamental concepts that underpin skill checks and “difficulty targets” using D&D 3.x as an example and find multiple answers depending on your assumptions – and expose flaws in the 3.x mechanic along the way. Despite my making a mistake in the article (check the comments) I stand by the conclusions. This is something that is important for every GM to understand regardless of which game system they are using.
  • Life, Death, and Life Renewed – March 2011 Blog Carnival – My first contribution to the March 2011 Blog Carnival considers proposals to restore some legacy rules, and the question of whether or not Elves can be Resurrected, and extrapolates to consider the impact of changing rules systems mid-campaign, and then (unexpectedly) to considering the Resurrect spell as a plot point within a campaign and a campaign background.
  • On The Nature Of Flaws – I review Player Option: Flaws from 4 Winds Fantasy Gaming, and find it inspirational but incomplete, then set about addressing the holes that I found. The subject: how do you integrate the concept of racial or character flaws into game systems that don’t have them?
  • Experience for the ordinary person – I cast an analytic eye over the question of how ordinary people (NPCs) gain experience and expertise in the course of a game. While primarily intended for D&D / Pathfinder, the results should be more broadly applicable, though YMMV when it comes to any specific game system. Don’t miss the extended (and extensive) discussion in the comments.
  • The Nth Level Of Abstraction – GMs abstract things to varying degrees all the time. This article attempts to put some systematic analysis into the how, when, and why of abstraction, and the consequences. In the comments, I discuss ways of expressing the different levels of abstraction within maps. This is one of those ‘deep’ articles that needs to be read two or three times to get the full benefit.
  • Draco Inadequatus: Beefing Up 3.x Dragons – I discuss the inadequacies of Dragons in 3.x when Epic Levels are involved and offer a custom redevelopment of the Monsters to beef them up. A lively discussion in the comments leads to an unrelated article about House Rules.
  • May the camels of 1,000 fleas – wait, that’s not right: Improving Curses in 3.x – I reinvent the rules for Curses in 3.x/Pathfinder to add to its roleplaying potential, then offer 60 Curses to fire the imagination.
  • Superhero combat on steroids – pt 1 of 2: Taking the initiative with the Hero System – I look at some variant rules to speed up Combat in the Hero System by incorporating something similar to the 3.x Initiative mechanic and discover numerous secondary benefits to doing so.
  • Superhero combat on steroids – pt 2 of 2: Moving with a purpose – In part 2 of my article on speeding up combat in the Hero System, I consider some of the knock-on effects on other rules to the changes mooted in part 1.
  • By The Seat Of Your Pants: Using Ad-hoc statistics – There are always situations that the official rules don’t cover. This article offers a guideline that can help solve them – while adding color to the game world.
  • I Got A Plot Device and I know how to use it: Bluffing in the Hero System – Bluffing is one of those things that the Hero System does exceedingly poorly. I set out to rectify that with some specific rules for the game system.

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  • Too Much Life for The Living: March 2011 Blog Carnival – My second contribution to the March 2011 Blog Carnival asks is Healing is too easy in D&D, which leads to proposing an alternative combat system for 3.x / Pathfinder Based on concepts within the TORG game system. It was quite well received. There are additional suggestions and clarifications in the comments. If you want to make your combats more life-and-death dramatic, this might be worth your time.
  • All Wounds Are Not Alike – Part 1: Alternative Damage rules for 3.x – What are “Hit Points”? I have encountered many different definitions, and each – carried to its logical conclusion – is best exemplified by a different set of house/variant rules for Damage and Healing. Each part of the “All Wounds Are Not Alike” series examines one in detail, from game theory through to implementation and consequences for game play. I didn’t actually gather them as a series because I wanted them to stand alone – you don’t need this article to understand/use the next in the series. This first one defines Hit Points as “a numeric index of the gap between healthy and helpless”. The results are great for bringing a High-Fantasy game back to earth, grounding it in realism. Don’t skip the comments for some perspective on the possible pitfalls.
  • All Wounds Are Not Alike Part 2: Bone-breaking damage for 3.x – The second definition that I consider for the concept of “Hit Points” is “An index of soft-tissue damage” which requires a rules extension to deal with broken bones. The results are interesting, to say the least, and offer lots of potential for new magic items, for differentiating between Paladin laying-on of hands and clerical magic, and for reinventing selected monsters with a slightly tweaked flavor. This option strikes a balance between high- and low-fantasy.
  • All wounds are not alike, part 3a: The Healing Imperative (Now Updated!) – An unmistakably high-fantasy approach, and the first variant offered that I actually use in one of my campaigns. Instead of making the differential between different wound types a function of the character’s total hit point capacity, it distinguishes types of injury by the amount of damage inflicted in a single blow, with thresholds based on the efficacy of Healing Spells. More variants and some really interesting discussion in the comments, which were unusually voluminous for this post – but read them in conjunction with the second half of the article, which was simply too big to finish in time.
  • All wounds are not alike, part 3b: The Healing Imperative (cont) – I finish the unfinished variation – with five sub-variants for users to contemplate. There’s some clarification in the comments.

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Game Physics
  • Relatively Uncertain: Taking Control of Game Physics – I take a close look at game physics – why you need one, the assumptions that underpin them, downsides, and how to create a manageable one.
  • Time Travel in RPGs – This series started as part of another article, Blog Carnival June 2010: A Medley Of Inspiring Media but very quickly outgrew it.

    The first part, When Inspiration Is Not Enough, looks at using the existing media as a foundation, but ends up concluding that the best examples aren’t good enough, that what’s needed is a game metaphysics to give some operating principles to time travel.

    In part 2, A Journey Of 1,000 years, I describe the Time-Travel physics that I employ in my superhero campaign. Even though this is more than 20 years old now, it still holds up in the face of modern physics discoveries.

    Finally, the third part, Like Sand through the Klein Bottle, looks at the in-game consequences and implications of using that game physics – the fun stuff, in other words.
  • Examining Psionics – This 5-part series examines Psionics in gaming, especially Telepathy.

    In Part 1, The Mind’s Eye, I provide extracts from the game rules for my superhero campaign including notes on roleplaying telepathy. This is probably the least-valuable part of the series to the general reader, I have to admit, though there’s discussion of the metagame impact of Psionics and telepathy in particular that no-one in a campaign with Psionics should skip; it provides a framework for the rest of the series.

    Part two, Neurons & Lobes, offers a pseudo-scientific ‘explanation’ for the biology of Psionics. Both these first two articles are actually preamble for the article that originally intended to write, which appears as the rest of the series.

    Part 3, The Value Of Information, points out the inadequacy of existing metaphors and analogies for the telepathic experience, most of which date from the first half of the twentieth century or earlier, and then suggests using the Internet as a metaphor for the telepathic experience. I had identified 21 aspects of the Internet that were applicable, and use each to generate telepathy-related adventure ideas or to illuminate the concepts involved, or both. In Part 3 of the series I consider Privacy, Law, Law-Enforcement, Telepathy for Voyeurism and Pornography, the value of information, Data Piracy, and Search Engines.

    Part 4, All This And Psionic Spam, continues by examining the World Wide Web, Misinformation, Spoofs, Spam, Instant News services, Viral Marketing, and File Sharing.

    The final part of the series, The Dark Side Of The Mind, considers Tracking Cookies, Fisching, Viruses, Social Networking, Twitter, Website Hacking, and Spyware/Hijacking exploits. I close by reviewing the value of the Internet as a metaphor for Telepathy and then considering the whole series as a representation of the value of Analogy.
  • It’s Reality, Jim, but not As We Know It: St Barbara – I discuss the Paranormal Physics and Paranormal Biology skills from my superhero campaign, and use the discussion as a springboard into an illustration of my contention that rules-based disadvantages and roleplaying-acting don’t have to be mutually exclusive by exploring the pseudo-science behind the powers of one of the PCs in the campaign – an explanation that gets both a reality check and an extension in the comments.
  • Fascinating Topological Limits: FTL in Gaming – I examine Faster-Than-Light travel, and point out the flaws in the assumptions that lead people to assume it isn’t possible. Then I examine the different types of approach used in RPGs. The conversation in the comments was one of the most enjoyable I’ve ever had at Campaign Mastery and is not to be missed by any devotee of science fiction or future-world-oriented games.
  • A Twist in Time: Alternate Histories in RPGs – I offer the general principles that I use to construct a viable, believable, alternate history or parallel world.
  • The Physics Of Uncertainty – An anomalous article for Campaign Mastery that is only indirectly game-related. I reflect on some of the stranger implications of Heisenberg’s Uncertainty, use the results to prove that anything that can be measured contains an uncertainty, and consider some of the consequences that would manifest in a sci-fi/superhero campaign or novel. Speculative physics can be so much fun :) I just wish I could have gotten some real-world physicists to comment.
  • A Hint Of Tomorrow: The Future Evolution Of Homo Sapiens – I consider the evolutionary pressures on modern humans in an effort to understand what the humanity of the future might be like – something relevant to just about every sci-fi and cyberpunk campaign.

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 Players

 
Once you have the campaign and the rules sorted, you need players before you have a game. But this involves interacting with other people, with all their human foibles and failures, opinions and attitudes, philosophies and beliefs, ideas and inspirations – some or all of which can differ from those held by the GM and expressed in his campaign. Dealing with these complications makes Players deserving of their own category within the Blogdex.

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  • Moral Qualms on the Richter scale – the need for cooperative subject limits – How questions of morality can impact your game when a player’s personal beliefs come into conflict with the campaign.
  • 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?
  • Ask The GMs: PC Choices and Consequences – How can you make the players feel like their actions have an impact on the world? A simple question but like an iceberg, nine-tenths don’t show. In order to properly answer this question, Johnn & I had to answer five even more complicated questions: How can the players impact the game world? How are the consequences of PC actions determined? How do the PCs become aware of these consequences? How can the GM ensure that the Players recognize the connection between action and consequences? And how can the administration of these changes be kept practical? All those answers, and more, are in this article.
  • Increase game attendance with great session reminders – Johnn talks about ways to improve session reminders. The benefits extend far beyond increased game attendance.
  • Bringing on the next generation, Part One: Player Peers – How I was taught to be a good player and how you can teach someone else to be one – not to mention being a better player yourself.
  • Interviewing Potential Players – “Filling the empty chair” was written by Johnn during the time when he was working on Campaign Mastery, and I contributed to it. In response to a question raised by a review of the book, Johnn added this extension to the book on how to use an interview to screen prospective players for a good gaming ‘fit’ and potential problems.
  • This Survey For New Players Ensures A Good Fit – Roleplaying Tips reader Zerfinity sent Johnn the player recruitment survey that he used to build his new group. Johnn offers the survey in this article because it answered the question of a reviewer of “Filling the empty chair” (paraphrased): How do you select a new player if you get multiple responses to your ‘gamer wanted’ ads?
  • Missing In Action: Maintaining a campaign in the face of player absence – How do you maintain a campaign when several players are unable to attend regularly?
  • Gaming With The Family – Lessons from yesteryear – As part of the Teach You Kids To Game Week, I write about my experiences serving as a relative novice GM to my teenaged older brother and my much younger brother in the very early 80s, and how their different ages and abilities shaped my role behind the screen.
  • The Ultimate Disruption: The loss of a player – I consider what a GM has to consider when he loses a player. Is the campaign still viable? What can be done about it? And, what should be done about it? I go on to review my campaigns in light of the then-recent passing of my friend and player, Steven.
  • Refloating The Shipwreck: When Players Make A Mistake – For the April 2013 Blog Carnival, I look at how GMs can cope when the players make a major, potentially campaign-ending, mistake.
  • Lessons From The West Wing IV: Victory At Any Price – Players, and Characters, in RPGs sometimes grow so fixated on winning that they will pay any price to achieve it. This article considers the subject in detail, with an extensive example from the Adventurer’s Club Campaign.

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 Names

 
Names are important. The give characters, places, geographic features, adventures and entire campaigns a point of identity – so I have chosen to give Names their own category in the Blogdex.

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  • 40 Great Name Resources, Lists and Generators – Johnn offers a compendium of resources on the subject of Names. Some may be gone to the Great Internet Node In The Sky since, but most should still be around. This was so good a list that I ended up cutting my planned delivery of a similar resource out of my later series on Names!
  • A Good Name Is Hard To Find – A series about names for which continues to be popular.

    The first article in the series, A Good Name Is Hard To Find, discusses why good character names are important and offers a bucketload of advice on what to do and what not to do when choosing one.

    The second, The Wellspring of Euonyms, introduces the concept of Name Seeds, a symbolic distillation of a character that can form the foundations of a name, and shows how to generate a name seed.

    Article three, Sugar, Spice, and a touch of Rhubarb: That’s what little names are made of, discusses simple name structures and how to create a name using a name seed, and as a bonus, shows how to generate a monosyllabic language.

    Article four, With The Right Seasoning: Beyond Simple Names, extends this approach to cover complicated name structures, and explores byways such as non-human languages, and Superhero & Villain naming.

    With the fifth article, Grokking The Message, we leave character names behind and move on to naming places and campaigns, and I explain how I chose the names for some of the campaigns that I have run.

    The next two articles,Hints, Metaphors, and Mindgames (Part 1) and (Part 2), discuss adventure names, with hundreds of examples (with explanations) and general principles based on style & genre of campaign.

    Part 8, still untitled, which will deal with Alien Names and Name Tools, is still unfinished but is expected to appear sometime in late 2013 or early 2014.

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 Characters

 
Once you have players, those players are going to need characters, and you are going to need antagonists and supporting cast. And once those are created, you are going to need to know how to express the personalities that you have invented for them in-play.

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  • Sophisticated Links: Degrees Of Separation in RPGs – We’ve all heard of the “Six Degrees Of Separation” game. I apply the concept to RPG Characters and come up with ways to take advantage of it within the game. This article only scratches the surface of what can be done with this tool.
  • High Elf Generator – Johnn follows up his review of Q-workshop’s Curse of the Crimson Throne dice set with this review of their Pathfinder Elven dice set and offers a random generator for High Elves – Names, Quirks, Motives, Appearances, Secrets, and Power Base. He then offers our readers the chance to win a set (sorry, the contest has closed) in response for additional add-ons for the generator – so don’t skip the comments on this one!
  • Evil GM Tricks For Over-Resting PCs – Do your players stop to rest as soon as they run low on power for the game-day – even if that’s just five minutes after their adventuring day starts? Johnn excerpts some material from his Faster Combat course to offer some solutions to the problem. I offer a refinement in the comments.
  • Go Hard Or Go Home: Graceful Character Aging – How I now simulate Aging in my campaigns, some of the approaches I’ve used to handle character aging in the past, and why those weren’t successful.
  • Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 2 – Part two continues sketching in the background to the Orcs and Elves plotline. This begins describing the key characters, along the way giving the backgrounds and histories of their races within the campaign, covering Elves, Drow, Ogres, Dwarves, and Halflings. I give away lots of freebies from the campaign in the process.
  • Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 3 – Taking up where the previous article left off, this article describes Orcs, a new race (Dwarvlings), a new character class (The Fated, a reinvention from the ground up of an idea from The Planar Handbook [D&D 3.0]), another new race (The Verdonne), Humans in Fumanor, and a new variant character class (The Paladins Of Thumâin).
  • Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 5 – The final preparatory piece of the series points out that each of the PCs has a personal quest in the campaign (and lists them) – something that the players themselves would only peripherally have been aware of.

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Characterization
  • Focusing On Alignment – This series starts with An Unnecessary Evil?, a guest article by Gary Stahl, in which he explains his dislike for the concept of alignment.

    In part 2, A Necessary Evil?, I discuss the justification for alignment being part of the rules, and why some people have problems with it.

    In part 3, An Unnecessary Evil?, I offer counterpoints to my own arguements, re-examine the question of whether or not alignment should be part of the rules, and offer some alternative Mechanics for alignment that satisfy both sides of the question.

    In part 4, Flavors Of Neutral, I look at the complex subject of neutrality and show how all colors of neutral don’t have to be alike.

    In the concluding part, Dark Shadows, I talk about the interpretations and definitions of alignment in Shards Of Divinity (an ‘evil’ campaign).
  • The Hidden Key: Resolutions as a window to personality – I ponder the question “Why do people make the same New Year’s Resolutions year after year?” and discover a new tool for exploring a character’s personality.
  • The Characterization Puzzle – A five-part series in which I look at different techniques for generating the right personality for your NPCs. These approaches also work for players generating PCs.

    In the first part, When personalities are hard to find, I examine the problem.

    In part 2, I describe ‘ The Thumbnail Method‘.

    In part 3 I demonstrate ‘ The Inversion Principle‘, with a real-life example from one of my campaigns. Both techniques had been go-to solutions of mine for years.

    Part 4 offers ‘ The Window Shopping Technique‘, which was a new one that I developed in early 2010.

    Finally, the last part, The First Decision, discusses how to choose between the three techniques. The comments to the last part also contain some extra uses and considerations concerning the Inversion Principle.
  • Creating Alien Characters: Expanding the ‘Create A Character Clinic’ To Non-Humans – I extend Holly Lisle’s e-book course in character creation, the Create A Character Clinic, to cover the creation of Alien Races, twisting the central concepts of Dwarves in entirely new directions as an example. And touch on some others.
  • We All Have Our Roles To Play – This (still incomplete) series examines the relationships between PCs in terms of their social and character roles with a team and the interactions between them. Unfortunately, right now, these articles take too long to craft, so this series is on hold for the time being. But I will get back to it eventually, even if I have to run it one archetype at a time. So far, eleven archetypes have been discussed out of a total of 31 identified roles (some added after the series started).

    Part 1 introduced the series, then looks at The Heart Of The Team, The Tactician, The Moral Guardian, and the Rock.

    Part 2 looks at The Mother Hen and The Intellectual.

    In Part 3, I discuss The Faithful, The Air-head, and The Flashing Genius.

    Part 4 is the final part published to date with The Maverick and The Strange Uncle.
  • Taking everyman skills to the next level: The Absence of an Alibi – I start with the concept of Everyman Skills and evolve a tool for the characterization of individuals that often yields surprising results.
  • A Good Name Is Hard To Find – The first article in the series of the same name discusses why good character names are important and offers a bucketload of advice on what to do and what not to do when choosing one.
  • The Wellspring of Euonyms – The second part of the series A Good Name Is Hard To Find introduces the concept of Name Seeds, a symbolic distillation of a character that can form the foundations of a name, and shows how to generate a name seed.
  • Sugar, Spice, and a touch of Rhubarb: That’s what little names are made of – Article three in the A Good Name Is Hard To Find series discusses simple name structures and how to create a name using a name seed, and as a bonus, shows how to generate a monosyllabic language.
  • With The Right Seasoning: Beyond Simple Names – The fourth article in the series A Good Name Is Hard To Find extends the approach detailed in part three to cover complicated name structures, and explores byways such as non-human languages, and Superhero & Villain naming.
  • What matters to your character: the value of the shameful secret – I consider the value of deciding your character’s secrets as characterization aid – what we regret can be a signpost to the morals and values of the individual, profiling the character in several key respects.
  • Part Three then addresses two more of the remaining primary types of writer’s block: Action (Combat) and Personality Blocks (Characterization).

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PCs
  • Ask the GMs: Characters not trusting the other PCs – What should the GM do when one character’s mistrust of the other PCs when it starts getting in the way of the game? Johnn & I Advise, others chime in within the comments.
  • Paint On A Canvas: A Personality Metaphor – Tony Scott and Beverly Hills Cop II combine to give me a new perspective on how to choose characters who will have chemistry together.
  • The Pursuit Of Perfection: Character Evolution Part 5 of the series-within-a-series of the first of my Lessons From The West Wing deals with how the uniqueness of the campaign should impact on the player characters that participate in the world.
  • Ask The GMs: An Inconsistency of Play – A GM grew so frustrated at the inconsistency of personality given by a player to their character that he started cancelling sessions. One of his other players asks Johnn & I for help. There’s a link at the end of the comments that is worth reading on the subject as well – thanks, Robert.
  • Ask the GMs: What we have here is A Failure To Cooperate – Character-driven PCs tend to be rugged individualists. Diverse backgrounds make this even more pronounced. So how can you get such diverse individuals to bond? How can you generate some party unity? There’s also some useful advice in the comments.
  • Character Hooks – A series in which Johnn and several guest contributors provide adventure/plot hook ideas for different character classes. Although mainly intended for 4e D&D, most can be imported into any D&D campaign and some suit an even wider range of games.

    50 Barbarian Hooks – Johnn’s initial article includes a brief review of the revised Barbarian character class in the D&D 4e version of Player’s Handbook 2, which inspired the series.

    63 Wizard Hooks – Umm, actually no. Readers (and my humble self) have added more to the list, taking it up 81 plot hooks for Wizard Characters as of this writing.

    50 Paladin Hooks – Guest contributor D. L. Campbell extends the series with these 50 Hooks for the Noblest of The Noble Warriors. Well, that’s what they would like to think about themselves…

    54 Sorcerer Hooks – Guest Contributor Bobby Catdragon offers 54 hooks for the Sorcerer character class. Readers take the tally to 59. This is a rarity, I think it’s the only article posted at Campaign Mastery without some sort of accompanying illustration.

    25 Cleric Character Hooks – Johnn concludes his character hooks series with this entry that offers 25 Cleric Character Hooks. This article is more-or-less tying with Building The Perfect Beast: A D&D 3.5 online monster generator as the most popular articles on the site, day in, day out.
  • 50 Assassin Hooks – This excerpt offers a representational fifty of the more than 125 Assassin Hooks contained within Assassin’s Amulet.
  • Forging Unexpected Connections: Putting PC Dossiers To Work – I look beyond the concept of a character sheet and invent a character dossier – then show how to put them to work as a way of improving a game. A comment adds another way to use the concept. This article got great peer reviews, so it’s worth your time.
  • The Power Of Synergy: Maximizing Character Efficiency – I look at a simple technique that players can use to make their characters more efficient, and the benefits to the GM of doing so.
  • An Empty Death, An Empty Life: Making PC Death Matter – All PC Deaths should matter. Heroes should either die a Heroic Death or should achieve victory. That puts the GM in a difficult position when it comes to that staple of D&D, the wandering monster. This article shows how to add meaning commensurate with the risk by making sure random encounters are always plot-significant.
  • The Acceptable Favoritism: 34 ‘Rules’ to make your players’ PCs their favorites – My friends and I list the 34 things that GMs should and shouldn’t do to turn your players characters into their favorites.

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Villains

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Other NPCs
  • Former PCs as NPCs – Johnn takes a reader’s suggestion, submitted to Roleplaying Tips and builds on it with details of how to put it into practice. The article ends with links to sites where GMs can submit NPCs for use by the greater gaming community.
  • Book of Dead Characters to Celebrate Your Gaming – Johnn expands on his thoughts in Former PCs as NPCs by connecting the idea to his Book of Dead Characters. This should very much be read as a supplement to the earlier article.
  • The Ubercharacter Wimp: Plotting within your PCs limitations – TUW, or ‘The Ubercharacter Wimp’, is a tool that I devised for the generation of quick and easy NPCs. This was a really hastily-written article to cover my obligations to the Blog while I was moving house.
  • GM’s Toolbox: Prep Tools Part Three: NPCs – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things that you will need tools and techniques for, in order to successfully run a campaign. This article looks at the creation & management of the NPCs needed for a game session or adventure.
  • Look beyond the box: a looser concept for NPCs – I develop a simple (and universal) system for defining complex aspects of NPCs. Try it, it works!
  • By the seat of your pants: the 3 minute (or less) NPC – I break an NPC into smaller pieces: three general framing decisions, the eight most important details, a list of secondary items that aren’t needed for every character, and a pair of optional extras that may be needed for some campaigns – and show how to employ the structure to generate an NPC in less time than it takes to hard-boil an egg. Even experienced GMs get something out of this article, I’ve been told. It’s a perennial favorite amongst our readers. I’d completely forgotten that I intended to develop a worksheet for it – but I mentioned it in replying to a pingback. So that’s back on my radar, for anyone who’s been waiting!

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Playing
  • Ask The GMs: How to survive political games with paranoia and intrigue – The question might concern a Vampire The Masquerade campaign, but Johnn and I look beyond that to offer advice on how to handle games filled with in-game politics. With a postscript piece of advice in the comments.
  • Roleplaying Assassins: An excerpt from Assassins Amulet – An excerpt from our then-forthcoming sourcebook, Assassin’s Amulet offers advice on how to roleplay an Assassin. And there’s a link to part two of a great review of AA in the comments, and a link to the site where you can buy a copy.
  • In Part Four, I wrap up the Primary types of writer’s block with solutions to Dialogue Block and Narrative Block.

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 Adventures

 
Only once you have all the game elements discussed already are you ready to create and play adventures – which brings a whole new set of headaches and requirements. But no-one has any fun without them.

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Locations
  • Back To Basics: Example: The White Tower – Part three of two in the articles about creating adventures and hooking them together to form a campaign offers an example of the process of adventure creation and connection from one of my actual campaigns, describing a rather unique location in the process. This article was carefully written and edited to conceal the actual ideas that I chose for the real adventure in the campaign.
  • Grokking The Message – The fifth article in the A Good Name Is Hard To Find series looks at naming places and campaigns, and I explain how I chose the names for some of the campaigns that I have run.
  • The Poetry Of Place: Describing locations & scenes in RPGs – How to use descriptive language more effectively when conveying information about a location or event to the PCs. With a fictional D&D city invented just to serve as an example.
  • There are 7 primary types of writer’s block besides “Blank Page Syndrome”. Part Two offers solutions to the first three of them Conceptual blocks (Ideas), Specific-Scene Blocks (Scenes within an adventure), and Setting Blocks (Locations).
  • Location, Location, Location – How Do You Choose A Location? – I examine the various considerations that should weigh into the decision of where something is to happen. There’s also some useful advice on the subject in Parts 2 And 5 of the Breaking Through Writer’s Block series – look for the sections on “Setting”. This was to be the lead-off article in the September 2013 Blog Carnival and I wanted to make it a strong one.
  • Adjectivizing Descriptions: Hitting the target – I offer a seventh entry into the Blog Carnival with practical advice on How to describe locations, especially Wonders.
  • People, Places, and Narratives: Matching Locations to plot needs – Your cast of characters isn’t limited to PCs and NPCs; this article shows you how to access and use the current location as another member of that cast.
  • Location, Location, Location: Nyngan – I describe my home town (and get a number of people into a nostalgic frame of mind in the process) – then adapt it to a number of different genres (Fantasy, Sci-Fi, Pulp, Horror, Westerns, Cyberpunk, and Superhero games).
  • Places to go and people to meet: The One Spot series from Moebius Adventures – I review a series of new products from that collectively offer a trio of ready-to-use locations to drop into your fantasy RPG: Hand’s Goods, The Painted Man, and Angar’s Magic Shoppe.
  • Big Is Not Enough: Monuments and Places Of Wonder – For my sixth post in the Blog Carnival, I raise the question of Wonders Of The Known World and the qualities they need to possess in order to live up to the label; four reasons they are hard to do well, ten reasons why they are worth doing, and 12 sources of wonders to help overcome those difficulties.
  • Six Wonders: A selected assortment of Wondrous Locations for a fantasy RPG – When I sat down to list ideas for the September 2013 Blog Carnival, I only intended to do one article on Wonders. But when you get inspired… The offerings in this post are: The Broken Man, The Pool Of Reflection, The Palace Of Winter, The Citadel Of Secrets, The Spire Of Contention, and the Library Of Shelves.
  • Five More Wonders: Another assortment of Locations for a fantasy RPG – My Ninth article for the September 2013 Blog Carnival continues where the last one left off, with five more Wonders Of The Known World (that I didn’t have time to complete for the previous article). This offers The Pyramid of Reason, The Caves Of Rockbeard, The Rainbow Of Eternity, The Desert Of Gold, and The Emerald Falls.
  • Still More Wonders: Fifteen Amazing Locations for a Sci-Fi RPG – I snuck this one in because September 2013 wasn’t quite long enough to fit everything into the Blog Carnival (actually, it was delayed because I needed an extra half-week to deal with Fantasy Wonders and because I was having trouble gathering enough ideas. Thanks to the players in my superhero campaign, I got there in the end). This article offers The Orouberus Molecule, The Cascade Nebula, “Birth And Death” By Garl, The Dyson Superplant Of Epsilon Centauri, The Spiderweb Of Rukh-C, The Torus of Andraphones, The Confusion of Hydra, The Waltz Of Minos IV, The Diaphanous Assembly of Omicron Boötis, The Billboard Of Greeting, The Halo Rock, The Necrotis Plague Planet, The “Cosmic String” of 18 Delphini, The Arena Of Canopia, and The Fireworx Swarm.
  • Location, Location, Location! – the Roundup and Wrap-up (for now) – The September 2013 Blog Carnival brought in 27 entries, including 10 from Campaign Mastery. This article synopsizes all 27 entries plus one extra that I thought belonged there.
  • The Remembrance Of The Disquiet Dead: A Spooky Spot and Campaign Premise – For the October 2013 Blog Carnival I offer a cemetery that follows the PCs wherever they go. Explaining the cause of the phenomena led to three or four different interpretations, each with their own resolution to the series of encounters, so this will fit into more than one type of campaign.

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Maps & Dungeon Tiles
  • Maps Have Three Parts – Johnn started the very first series here at Campaign Mastery way back in December 2008 – before the site went public. He suggests that maps have three constituents: Lines, Spaces, and Negative Spaces – and examines each in detail.
  • Lessons From The West Wing II: The Psychology Of Maps – The second article in my occasional series of “Lessons From The West Wing” considers how maps both influence and reflect the way we see the world – and hence, that they should be very different if deriving from another society.
  • Hexographer – RPG Mapping Dream – Hexographer is a piece of software that’s been on my personal wish-list ever since I read this review by Johnn. Note that the link given in the article is out of date; while there is a redirect in place, it might not be there forever. So use this link instead: < a href="http://www.hexographer.com/" target="_blank">http://www.hexographer.com/.
  • 8 Easy Ways to Organize Your Dungeon Tiles – When Johnn wrote this article (with contributions from other GMs), I had no dungeon tiles. That is no longer the case, since one of my players has been collecting them for use in the games I run, and has left them in my care, and I have supplemented those with some extras that I’ve acquired. So I really need to pay closer attention to this article. More tips in the comments, especially the last one.
  • The Nth Level Of Abstraction – GMs abstract things to varying degrees all the time. This article attempts to put some systematic analysis into the how, when, and why of abstraction, and the consequences. In the comments, I discuss ways of expressing the different levels of abstraction within maps. This is one of those ‘deep’ articles that needs to be read two or three times to get the full benefit.
  • Out Of Sight does not mean Out of Mind: Maps I Could Not Find – I list a number of game maps that didn’t seem to be on the market – anywhere – in hopes of inspiring some cartographers to plug the gaps, with some success.
  • Straightening a bent line: Measuring complex distances on a map – I offer a practical solution to measure complicated distances, like the by-road distance between journey start and destination – then toss in some neat tricks that you can incorporate into the process.
  • Inventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 5 – As a giveaway with this post I offer a high-res map of the part of the Game World where the campaign has (mostly) taken place – but bereft of labels and captions so other GMs can use it as they see fit, and another with captions detailing the PCs travels.
  • 52+ Miniature Miracles: Taking Battlemaps the extra mile – My 3rd entry in this month’s blog carnival looked at ways of extending the functionality of battlemaps by adding Found and Made objects. The general response to this article has been “now why didn’t I think of that?” which was very gratifying.

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Miniatures
  • DM Tool: Scrabble Tiles for your Minis & Battlemats – Using Scrabble tiles as miniatures and map symbols on a battlemat. This article went mini-viral in August.
  • Elevate Your Game – Tracking Airborne Minis – John examines solutions to the vexing problems of integrating the third dimension into a two-dimensional battlemap.
  • D&D Minis Giveaway Contest – Another out-of-continuity contest. Note that the contest is long-over, it does no good to enter now – though you may want to read the tips and advice on Battlemats in the comments and on the entry page. All told there are about 80 of them – more than enough reason to actually count this post as one of the 500.
  • Taming The Time Bandits: Some time-saving combat techniques – In Johnn’s review of the Chronology iPad app, he identified three major problems that he felt were responsible for the slow pace of combat resolution in his Riddleport campaign, but offered no solutions. In this response I offer the techniques that I use to solve the problems of 1)Not knowing the spells and supernatural abilities of the monsters in the encounter; 2)Being unfamiliar with the specialized combat subrules that applied to this particular battle; and 3) Being unable to identify which Mini went with which PC, which Mini went with which monster, and who was attacking who. There are some more great solutions in the comments, especially to the last of those three questions, and some great discussion of the first problem and my solutions.

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Encounters
  • Break Down The Door – 5 Encounter Seeds – Johnn expands on a point he made in his two-part article on How To Be A Confident GM by describing the concept of adventure seeds – with some great examples and links to many more.
  • New Generator: Roleplaying A Black Dragon – Johnn does another review of Q-Workshop dice, in this case the Black and Yellow Dragon Dice and constructs a generator using them to create personalities for a Black Dragon.
  • The Perfect Monster Manual – A Wishlist – Johnn asks what would be in the Perfect Monster Manual. In the comments, I explain the technical details of how to meet Johnn’s requirements, and point out the similarities to my (theoretical) proposal in Google Groans: Misplacing the Rules.
  • Drow Generator & Dice Giveaway – Johnn does another review of Q-Workshop dice, in this case the Second Darkness dice set and constructs a generator for fleshing out Drow NPCs using them. Unfortunately, this dice set doesn’t seem to be available any more; the link is to the Q-Workshop home page.
  • Undead Foe Generator – The last of Johnn’s Q-workshop dice articles is all about giving personality to the undead. The contest was over long ago, but the tables are still just as functional. This article was inspired by the Red and black Skull Dice set which appears to be no longer available (the link is to Q-Workshop’s home page).
  • Perfect Skin: Some Musing On The Design Of Monsters – Inspired by a free review copy of
  • Draco Inadequatus: Beefing Up 3.x Dragons – I discuss the inadequacies of Dragons in 3.x when Epic Levels are involved and offer a custom redevelopment of the Monsters to beef them up. A lively discussion in the comments leads to an unrelated article about House Rules.
  • GM’s Toolbox: Prep Tools Part Two: Encounter and Scene Planning – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things that you will need tools and techniques for in order to successfully run a campaign. This article looks at the detailed planning within an adventure or game session.
  • Creating ecology-based random encounters – ‘Wilderness Encounters’ in D&D are as old a subject as D&D itself. This 3-part series attempts to put some rationality into those encounters. Even experienced GMs have told me that they’ve gotten something new out of it.

    Part One, The Philosophy of meanderings, examines the philosophical underpinnings and game-play purposes of the unplanned wilderness encounter, why they seem to be declining in favor, and why they should still matter.

    Part Two, This Eats That, looks at ways to create better, smarter, encounter tables, by creating a simplified, summarized, ecology and then converting it into an encounter table. Be warned, it’s very long even by my standards, but it defied being further subdivided.

    Part Three, Encounters With Meaning, applies the same processes and analogous theory to create encounter tables for Urban Settings and Dungeon Settings, and then wraps the series with integrating random encounters with your plotlines to infuse them with meaning. I also explore some strange but related back alleys along the way – like the ecology of Undeath, and Devils & Demons…

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Combat & In-Game Environment
  • Hazards Of Combat – Johnn defines a combat hazard as an “element other than the PCs and their foes that brings danger, risk, or difficulty to the fight” – and then begins a series dedicated to examining possible combat hazards in detail.

    Part one, What is a combat hazard?, asks what – beyond terrain – might actually be a combat hazard, and offers many ideas in answer to the question.
  • Part two, Craft a spirited name for your hazards, considers an essential element of combat environment psychology.

    In part three, Terrain, looks at the terrain as a critical combat element.

    The fourth entry in the series, Environment, looks beyond ‘terrain’ to a more comprehensive appraisal of the conditions under which combat takes place, and how these can be enhanced to further enliven combat.

    The final part, Traps, focuses on what has always been a staple element of fantasy RPGs (and Pulp/Superhero RPGs!) in isolation, and how integrating their presence into the combat can dress up an otherwise routine encounter.

  • My Group’s Time Thief Revealed – Chronology iPad App Review – Combat takes a long time to resolve in most tabletop RPGs. Johnn uses the Chronology iPad to work out why that’s the case in his Riddleport campaign and comes to a surprising conclusion, reviewing the product in the course of reporting his findings.
  • Taming The Time Bandits: Some time-saving combat techniques – In Johnn’s review of the Chronology iPad app, he identified three major problems that he felt were responsible for the slow pace of combat resolution in his Riddleport campaign, but offered no solutions. In this response I offer the techniques that I use to solve the problems of 1)Not knowing the spells and supernatural abilities of the monsters in the encounter; 2)Being unfamiliar with the specialized combat subrules that applied to this particular battle; and 3) Being unable to identify which Mini went with which PC, which Mini went with which monster, and who was attacking who. There are some more great solutions in the comments, especially to the last of those three questions, and some great discussion of the first problem and my solutions.
  • Fastest Pathfinder Combat Ever – How We Did It – Johnn tries out some suggestions for improving the speed of combat. They seemed to work for him at the time, but as my comment shows, I thought he might comparing apples and oranges. Or not. If your combats are dragging, there are worse ideas than trying Johnn’s solutions.
  • Five (Plus One!) Effective Combat Tactics for Assassins – Another excerpt from Assassin’s Amulet, this time offering techniques on how to make them more effective in combat.
  • GM’s Toolbox: Running The Game Part Three: Rules and Combat – Part of the GM’s Toolbox series by Michael Beck with contributions by Da’Vane and the occasional comment drop-in from Johnn. The series is aimed at both beginners and more experienced GMs and strives to articulate all the things that you will need tools and techniques for in order to successfully run a campaign. This article details a subject that many GMs and players seem to obsess about – the rules.
  • 11 Table Rules For Speed – Johnn offers an expanded excerpt from the Faster Combat course he and Tony Medeiros co-authored, in which he discusses 11 rules of table etiquette designed to speed up combat.
  • The Tactical Masterclass – Preparing a player to lead on the battlefield – How to prepare a player who’s character has to lead the other PCs into battle.
  • Part Three then addresses two more of the remaining primary types of writer’s block: Action (Combat) and Personality Blocks (Characterization).

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Rewards

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Seasonal Adventures
  • Holiday Hell: Re-creating real holidays for RPGs – How to transform a real seasonal Holiday into a festive occasion within an RPG
  • ‘Tis The Season: A Christmas Scenario – To celebrate Christmas 2010, I pass on the outline of a quick-and-easy Christmas Scenario that I ran a couple of years earlier. And, for good measure, half-a-dozen variant ideas.
  • The Season Of Optimism – As a celebration of Christmas, I examine the concept of celebrations taking place within RPGs, generally. Using Christmas and its many variations in other cultures as a template, I derive a framework for integrating original celebrations into a campaign.
  • Parable and Play: Fables and Morality Plays as the basis for adventures – Every year, the Christmas season brings variations on the same old stories. There’s a reason for this – there are certain plots that just work better that time of year due to the Holiday Season. This article discusses the process of deriving adventures and new plots from traditional sources.

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Complete Adventures
  • The Flói Af Loft & The Ryk Bolti – A complete adventure from my Seeds Of Empire campaign, published here in three simultaneous parts for practical reasons only, modified to stand alone from the campaign. Complete with three-D-layer map. This was part of the Blog Carnival for February 2009.
  • Back To Basics: Example: The White Tower – Part three of two in the articles about creating adventures and hooking them together to form a campaign offers an example of the process of adventure creation and connection from one of my actual campaigns. This article was carefully written and edited to conceal the actual ideas that I chose for the real adventure in the campaign.
  • Back To Basics: Example: The Belt Of Terra – Part four of the two-part article contains a larger and more complete example, illustrating all the steps in the process of creating an adventure, structuring it, and inserting it into a campaign plan. Along the way it expands both the game physics and game mythology and touches on or references no less than 20 other plotlines, showing how tightly integrated a plotline can be within a campaign.

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Mysteries & Puzzles

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Ad-hoc Adventures & GM Improv
  • A potpourri of quick solutions: Eight Lifeboats for GM Emergencies – There are times when everything seems to go wrong for the GM, and he needs help. When you’re in an emergency and the ship is sinking, you need a lifeboat. Here are eight to choose from.
  • By The Seat Of Your Pants: Adventures On the Fly – I share my secrets for generating adventures on the fly, and doing it so well that most of the time your players won’t notice. This article focuses on the process.
  • By The Seat Of Your Pants: Six Foundations Of Adventure – I follow up the previous article by expanding on the sources of instant adventure ideas.
  • By the seat of your pants: the 3 minute (or less) NPC – I break an NPC into smaller pieces: three general framing decisions, the eight most important details, a list of secondary items that aren’t needed for every character, and a pair of optional extras that may be needed for some campaigns – and show how to employ the structure to generate an NPC in less time than it takes to hard-boil an egg. Even experienced GMs get something out of this article, I’ve been told. It’s a perennial favorite amongst our readers. I’d completely forgotten that I intended to develop a worksheet for it – but I mentioned it in replying to a pingback. So that’s back on my radar, for anyone who’s been waiting!
  • Boxed In: A problem-solving frame of reference for players & GMs alike – Using a box as a metaphor for problems you may encounter at the game table can reveal surprising solutions. This article shows you how to apply the concept as a problem-solving tool. I provide an original political D&D/Pathfinder adventure (and a variation) as one example. And discuss some possible relationships between the concepts of Life and Death.
  • By The Seat Of Your Pants: Using Ad-hoc statistics – There are always situations that the official rules don’t cover. This article offers a guideline that can help solve them – while adding color to the game world.
  • Refloating The Shipwreck: When Players Make A Mistake – For the April 2013 Blog Carnival, I look at how GMs can cope when the players make a major, potentially campaign-ending, mistake.
  • Part Five of the series on Writer’s Block discusses translation blocks, also known as transition blocks, and shows that the solutions already provided work just fine – if you have plenty of time to implement them. But, when you need a solution in a hurry, this article will come to your rescue with emergency solutions to five subtype types.
  • Which leaves five more to be covered in Part Six, plus a solution to another type of problem, “Crowding Blocks”, and some final advice on the subject.

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 Game Mastering

 
Everything that a GM does can be considered “Game Mastering”. But Campaign Mastery uses the term in a more restricted sense, to describe the actual process of supervising and adjudicating play. Even so, as befits such a subject so fundamental to the site’s purpose, there have been a LOT of relevant articles amongst the five hundred…

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  • Say Yes, but Get There Quick – A simple principle of good GMing, articulated by Johnn.
  • Engaging Your Players: A Lesson from Crime Fiction – Means, Motive, and Opportunity as things to be provided to the players by the GM if the “crime” is to be a great campaign. Some good general advice and a fresh way at looking at things, in other words.
  • The Literary GM: Expanding your resources for a better game – I describe my reference library, the other sources of information I use, and why they help my GMing. Its the latter content that stops this being a fluff piece.
  • Bringing on the next generation, Part Two: Gamemaster Mentors – My introduction into the world of GMing and the fundamental lessons learned that made me good at it – and can do so for you, too.
  • Melodramatic License: Drama in RPGs – Drama vs Melodrama and their roles in an RPG.
  • Ask The GMs: Essential Game Master Skills – Loz Newman – one of our regular commentators at Campaign Mastery – asks a ‘deceptively simple question’ – What are the essential skills of a game master? Check the comments for some additional suggestions and discussion.
  • 3 Ways Game Masters Show, Don’t Tell – Johnn offers some great advice for making sure that the players are interacting with the game world instead of just watching it pass them by. As someone who sometimes has trouble with this, I really should pay closer attention to this article; I suspect that I’m not alone.
  • Ask The GMs: How to GM solo PCs (especially in combat) – 31 pieces of advice (more if you count the extras in the comments) on how to handle this tricky situation.
  • How To Be A Confident GM, Part 1 – First of a two-part article by Johnn, GMing is 80% confidence, as he writes in the article’s introductory paragraphs; this article aims to give you as much of that 80% as possible.
  • How To Be A Confident GM, Part 2 – If you’ve read the description of the preceding article, then you’ll know what to expect from this one!
  • Lessons From The West Wing III: Time Happens In The Background – The third in this irregular series is actually the seventh post to be included because the first article was itself a five-part series-within-a-series. I discuss the concept that time continues moving even when the PCs aren’t present, and ways to make this practical.
  • The failure of …urmmmm… Memory – I offer my more modular equivalents of a Campaign Binder, and why it is not just useful but necessary. More suggestions in the comments.
  • Top-Down Plug-in Game Design: The Perfect Recipe? – I apply the principles of good software design to work out how the perfect game mechanics for a tabletop RPG should be constructed. There’s interesting discussion in the comments.
  • Missing In Action: Maintaining a campaign in the face of player absence – How do you maintain a campaign when several players are unable to attend regularly?
  • Ask The GMs: How to Deal with Players Who Disagree with Game Calls – A GM is having trouble with a player who constantly disputes the rulings at the table, and it has reached the point of impacting the enjoyment of the other players. Johnn offers a range of solutions so complete that I have nothing to add. It sparks a great discussion on the role of the GM, and a couple of commentators add some novel and interesting approaches to the problem.
  • Gaming With The Family – Lessons from yesteryear – As part of the Teach You Kids To Game Week, I write about my experiences serving as a relative novice GM to my teenaged older brother and my much younger brother in the very early 80s, and how their different ages and abilities shaped my role behind the screen.
  • GM’s Toolbox – A megaseries written by Michael Beck with contributions and editing by Da’Vane. This series started with Michael offering a single-article version to Johnn for Roleplaying Tips. Johnn couldn’t make up his mind what to do with it (the fact that English is Michael’s second language may not have helped) and was on the verge of turning it down when he asked for my opinion. I responded that there were some really cool insights buried within that I thought he had missed, probably because he (presumably) had only skimmed the proposed article, but that it would need a lot of editing and expansion, and that RPT might not be the right venue for the resulting series of articles. As a result, Johnn took a second look, and as he replied, “found the goodness”. The result was this 14-part detailed review and discussion of the basic tools and techniques that go into being a GM. This is not primarily a series on how to do various things; it’s more about identifying the need for techniques for doing these specific things, though there are suggestions along the way for what might fit those empty slots. One of the things I would love to find time to do is read this from start to finish in one single session, as I suspect that there is even more juice to extract from the series that way. But I don’t think it will ever happen, there are too many demands on my time and too many plates to keep juggling.

    Following the Series Introduction, there are:

    …three articles on tools for game prep (One: Campaign and Adventure Planning, Two: Encounter and Scene Planning, Three: NPCs);

    …three articles on world-building (One: Geography and Landmarks, Two: Communities and Politics, Three: History, Mythology, and stocking Dungeons);

    …three articles on running a game (One: Creating the Mood, Two: Notes and Organization, Three: Rules and Combat);

    …and three articles on add-ons to provide additional sophistication (One: Handouts and Props, Two: Roleplaying and Reality, and Three: Learning to become a Better GM).

    The whole thing then wraps up with a Concluding article.
  • Cause And Inflect: Marketing your way to a better game – Product marketing is as much about understanding the people you’re talking to as it is manipulating desire. The latter is relevant to a GM trying to “sell” his adventure and game world to his players, while the former helps make NPCs believable and realistic in behavior. Sure, it’s not what it was intended for – but who cares about that? The comments debate the thoughts that sparked the article, but don’t say much about the actual point that I was making.
  • An Adventure Into Writing: The Co-GMing Difference – It’s unusual, but I regularly Co-GM a Pulp Campaign. This article describes the impact on how adventures get written for the campaign and along the way discusses some of the benefits and pitfalls of Co-GMing.
  • Five Games That Will Wreck Your Life (and what we can learn from them) – Some videogames are so compelling that they can become an obsession. What characteristics does an RPG campaign have to have to be equally compelling? This article is a collaboration between myself and Jason Falls.

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Feedback
  • Ghosts Of Blogs Past: All The World’s A Suggestion Box – The first of an irregular series that resurrects and updates relevant blog posts from my long-defunct personal blog. This one deals with the way that suggestions we make improve the world often without our even being aware of the impact that we are having. It then connects this notion with gameplay and game feedback and examines the consequences on the economics and reality of Gaming and Game Publishing.

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At Conventions
  • Game Mastering at Conventions Tips – As our contribution to the Aug 2009 Blog Carnival, Johnn serves up links to a number of articles on GMing at conventions that had appeared in Campaign Mastery. I have never GM’d at a convention myself, but if I was ever intending to do so, this would be one of the places I would start.

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Mistakes, Problems, & Emergencies
    There’s a lot of overlap between this category and “Ad-hoc Adventures & GM Improv” under Adventures, above. Check the articles listed there for more problem-solving techniques.

  • My Biggest Mistakes – Campaign Mastery hosted the September 2009 Blog Carnival about GM mistakes and how to fix them. We collected all the articles we published on the subject into this series. Johnn kicks us off by talking about the mistake of not gaming, and I offer up five biggies of my own. The first part also contains links to all the other articles on the subject posted by other websites.
  • Retcon Rightly – Johnn offers his advice on how to undo major events in a campaign without destroying it. Don’t miss the additional techniques in the comments.
  • A potpourri of quick solutions: Eight Lifeboats for GM Emergencies – There are times when everything seems to go wrong for the GM, and he needs help. When you’re in an emergency and the ship is sinking, you need a lifeboat. Here are eight to choose from.
  • When Good Dice Turn Bad: A Lesson In The Improbable – The improbable can occasionally happen. This is a true story (I was at the table) of just such an improbable event. And then the GM explains how he coped. Don’t miss the comments.
  • Evil GM Tricks For Over-Resting PCs – Do your players stop to rest as soon as they run low on power for the game-day – even if that’s just five minutes after their adventuring day starts? Johnn excerpts some material from his Faster Combat course to offer some solutions to the problem. I offer a refinement in the comments.
  • Boxed In: A problem-solving frame of reference for players & GMs alike – Using a box as a metaphor for problems you may encounter at the game table can reveal surprising solutions. This article shows you how to apply the concept as a problem-solving tool. I provide an original political D&D/Pathfinder adventure (and a variation) as one example. And discuss some possible relationships between the concepts of Life and Death.
  • By The Seat Of Your Pants: Using Ad-hoc statistics – There are always situations that the official rules don’t cover. This article offers a guideline that can help solve them – while adding color to the game world.
  • Refloating The Shipwreck: When Players Make A Mistake – For the April 2013 Blog Carnival, I look at how GMs can cope when the players make a major, potentially campaign-ending, mistake.
  • Part Five of the series on Writer’s Block discusses translation blocks, also known as transition blocks, and shows that the solutions already provided work just fine – if you have plenty of time to implement them. But, when you need a solution in a hurry, this article will come to your rescue with emergency solutions to five subtype types.
  • Which leaves five more to be covered in Part Six, plus a solution to another type of problem, “Crowding Blocks”, and some final advice on the subject.

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GM Improv

Refer to the entry for Ad-hoc Adventures & GM Improv in the section on Adventures, above – the content list is virtually identical.

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 Fiction & Writing

 
There are some GMing activities and problems that are common to other forms of literary activity. This section deals with those commonalities.

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  • Melodramatic License: Drama in RPGs – Drama vs Melodrama and their roles in an RPG.
  • Top-Down Plug-in Game Design: The Perfect Recipe? – I apply the principles of good software design to work out how the perfect game mechanics for a tabletop RPG should be constructed. There’s interesting discussion in the comments.
  • One word at a time: How I (usually) write a Blog Post – This article describes the process I usually use to write. I had been asked a number of times how I manage to write as much as I do, and how I keep it all organized – here are the answers, so that you can do it, too. I use variations on the same process for writing everything from Novels to RPG Adventures.
  • Good Storytelling Technique Or Bad? – Chekhov’s Gun and RPGs – I consider the application of the literary principle commonly known as “Chekhov’s Gun” to RPGs and conclude that it doesn’t necessarily apply in practice (though it does in spirit) due to the unique nature of the genre. Along the way, I offer a listing (and analysis) of what I consider to be ‘Good Writing’ for an RPG. The eight items I list may not be exhaustive, but they’re a good start. This article should be useful for anyone who adapts RPG adventures into another literary form (short story, game report, etc) and anyone attempting to adapt a traditional work into an RPG adventure. Again, there’s some interesting discussion of the issues in the comments.
  • Adventure Structure: My Standard Formatting – I describe the standard format and nonclemanture that I have evolved for writing the adventures that I run. In the comments I describe how much game prep I do and how long it takes me to write an adventure.
  • Game Prep and the +N to Game Longevity – I consider professionalism when it comes to blogging, and the implications of inspiration when it conflicts with that value. I then apply the question to game prep and show how to employ top-down design principles to the problem, illustrating the process that I use to plan my game prep. Which is the same process that I use to plan my Holidays, writing, TV viewing, shopping… you name it. You might find it useful, too.
  • The Seven Strata Of Story – Any narrative – including RPG adventures – consists of multiple layers working together to tell the overall story. Giving PCs their independence from the central author (the GM) simply adds another layer, or perhaps a sub-layer. This article breaks down these layers of story, shows the relationships between them, and how they can be exploited or enhanced to improve the game – or the story, in any other medium – for everyone.
  • Ghosts Of Blogs Past: An Air Of Mystery – Using an RPG to write mystery fiction – I resurrect an article from my 2006 personal blog to reverse the usual process (adapting fiction to an RPG) to argue why mystery writers should use RPGs to develop their plots.
  • The Poetry Of Place: Describing locations & scenes in RPGs – How to use descriptive language more effectively when conveying information about a location or event to the PCs. With a fictional D&D city invented just to serve as an example.
  • Adjectivizing Descriptions: Hitting the target – I offer a seventh entry into the Blog Carnival with practical advice on How to describe locations, especially Wonders.

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Writer’s Block
  • Cure DM Writer’s Block with a Map – Johnn offers a solution to writer’s block.
  • ‘There Is A Hole In Your Mind…’: Solving Mental Block – I describe a basic technique for solving mental block. This is NOT one of the solutions I offered in my series “Breaking Through Writer’s Block” (because I had already described it here).
  • Breaking Through Writer’s Block – This 6-part series takes the premise that different kinds of content actually resulted in different kinds of writers block – and that by getting more specific about the problem, a multitude of solutions to the problem can be developed. Even people who thought they never suffered from Writer’s Block had discovered otherwise by the end of the series, much to their surprise. Many of these solutions are tried-and-true techniques that I have used for years. Plus I give away a heap of ideas in the form of examples.
    Part One identified 19 types of writer’s block in a number of broad categories, and offered solutions to the phenomenon most commonly associated with the term – what I call “Blank Page Syndrome”.

    There are 7 primary types of writer’s block besides “Blank Page Syndrome”. Part Two offers solutions to the first three of them Conceptual blocks, Specific-Scene Blocks, and Setting Blocks.

    Part Three then addresses two more of the remaining primary types of writer’s block: Action and Personality Blocks.

    In Part Four, I wrap up the Primary types of writer’s block with solutions to Dialogue Block and Narrative Block.

    Part Five Discusses translation blocks, also known as transition blocks, and shows that the solutions already provided work just fine – if you have plenty of time to implement them. But, when you need a solution in a hurry, this article will come to your rescue with emergency solutions to five subtype types.

    Which leaves five more to be covered in Part Six, plus a solution to another type of problem, “Crowding Blocks”, and some final advice on the subject.

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Burnout

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 Publishing & Products

 
Not everything that you use within a campaign is going to be your own original work. This section includes reviews of products that can enhance or form the foundations of your game, and (by extension) questions of publishing your own work.

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  • The Ethical Reviewer – I enunciate and review what Campaign Mastery considers ethical behavior when it comes to reviews. These policies formed organically over time, but have remained unchanged since I described them here.
  • The Perfect Monster Manual – A Wishlist – Johnn asks what would be in the Perfect Monster Manual. In the comments, I explain the technical details of how to meet Johnn’s requirements, and point out the similarities to my (theoretical) proposal in Google Groans: Misplacing the Rules.
  • Perfect Skin: Some Musing On The Design Of Monsters – Inspired by a free review copy of
  • Dark Shadows In The Night: Lessons from the writing of Assassin’s Amulet – This article steps behind the scenes to offer 18 lessons that we learned in the course of writing Assassin’s Amulet. These not only offer insight to our readership on why the content of the E-book is what it is, but a lot of them apply in general to campaign creation and administration.
  • A Game For All People: The Perfect DnD Recipe – I respond to the announcement of D&DNext by extending a previous article (Top-Down Plug-in Game Design: The Perfect Recipe?) to outline how I would create a Universal D&D game system – in other words, what I would like to see in D&DNext when it came out.
  • On The Edge: Implications of the D&DNext Advantage mechanic – I respond to an article by The Online DM by considering the consequences of the results that he generated. There’s lots of tables and mathematical analysis, and more than 15 implications identified. If you don’t want to know how to conduct such an analysis, you can skip down to the interpretation, but be warned: I have no idea of how relevant these results are to the still-in-development/playtest system. One of the few posts at Campaign Mastery that is topical more than evergreen in nature.
  • Listing to one side: The problems of List Products – Making a list is a quick and easy way of creating a low-cost RPG product, if your mind inclines in that direction. Johnn’s does, mine doesn’t – not naturally, anyway. But the format has limitations. This article examines those limitations and ways to overcome them. Astonishingly, this has had an impact on the RPG industry in a small way in less than a week :)

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Pricing
  • Ghosts Of Blogs Past: All The World’s A Suggestion Box – The first of an irregular series that resurrects and updates relevant blog posts from my long-defunct personal blog. This one deals with the way that suggestions we make improve the world often without our even being aware of the impact that we are having. It then connects this notion with gameplay and game feedback and examines the consequences on the economics and reality of Gaming and Game Publishing.
  • Value for money and the pricing of RPG materials – Part 1 of 2 – I got a lot of kudos for this two-part article, which was really gratifying – even gaming pros told me they got valuable insight from it, or found that it encapsulated a number of things they wished they had known years earlier. It examines the perceived value-for-money of RPG rules, supplements, modules, etc, and how that relates to the price, and what all that means for the pricing of eBooks. Along the way I do a breakdown of production costs using ‘traditional’ methods relative to eBook publishing. Note that all opinions are derived from Australian pricing perceptions, which are somewhat different to those in continental North America, and may yield different conclusions.
  • Value for money and the pricing of RPG materials – Part 2 of 2 – The analysis conducted in part one suggested that e-books would only be economic if they were sold for roughly half what a product would cost in physical form. In this part I examine the question of why and how e-books can be sold for less than this – and quantify how and why perceived value-for-money can make or break a product.

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Product & Tool Reviews & Previews
  • Ultimate Toolbox of Ideas – Johnn reviews Ultimate Toolbox by AEG, a product that’s still on my wishlist.
  • Nobis: Going Renaissance and loving it – I review Nobis and find an awful lot to like!
  • The Gold Standard – The twenty must-have RPG supplements in my collection reviewed (9 in part 1 and 11 in parts 2,3,& 4 (All in one post)) plus why I consider them indispensible. These two are only counted as one article toward the 500. Part 5 lists 28 honorable mentions that almost made the list – and why they didn’t quite get into the top twenty. Some of these may be getting harder to find, others may be available as cheap PDFs – that’s what happens after a couple of years. I sincerely hope that all of them are still available in one format or another, it would be a shame if they had vanished.
  • Mine Fiction For Campaign Qualities – Johnn starts with a review of FantasyCraft and extrapolates one of the ideas within to find a way of customizing RPG worlds and drawing on fiction for inspiration.
  • Plot Stat Block For The Organized Game Master – Johnn and I were so impressed with Eureka that we each wrote a review of the supplement and each got something different out of it. This is Johnn’s, about how he can better organize the plotlines that he has running at any given time in his campaigns.
  • Eureka! – Some inspiring notions – I dig into the operating principles under the hood at Eureka and extend the concepts and usefulness even further than the book’s authors – by their own admission! (And if you don’t think I’m proud of being able to impress pro game supplement writers like that, you’ve got rocks in your head!)
  • On The Nature Of Flaws – I review Player Option: Flaws from 4 Winds Fantasy Gaming, and find it inspirational but incomplete, then set about addressing the holes that I found. The subject: how do you integrate the concept of racial or character flaws into game systems that don’t have them?
  • 50 Barbarian Hooks – Johnn’s initial article in the series Character Hooks includes a brief review of the revised Barbarian character class in the D&D 4e version of Player’s Handbook 2, which inspired the series.
  • Creating Alien Characters: Expanding the ‘Create A Character Clinic’ To Non-Humans – I extend Holly Lisle’s e-book course in character creation, the Create A Character Clinic, to cover the creation of Alien Races, twisting the central concepts of Dwarves in entirely new directions as an example. And touch on some others.
  • My Game Master Bucket List – D&D Modules – Johnn assembles a bucket list of the modules he wants to run – or to run again.
  • Pieces Of Creation: The Hidden Truth Of Doppelgangers – Goodman Games published an excellent sourcebook, The Complete Guide To Doppelgangers. The only problem was that at least one of my players had read it. So I wrote a sequel that completely inverts the rationale of the species so that the Goodman Games product is what the Doppelgangers want the rest of the world to think. The article discusses the how and why I did that in detail, and includes my follow-up text as a free PDF, with the kind permission of Goodman Games.
  • The Color Of Pulp – I review Arcana Agency – The Thief Of Memories and its value as a game aid for a Pulp Campaign.
  • The Dark Secrets of Hacking Interface Zero 2.0 – Dave Viars, one of the developers, penned this guest article previewing a cyberpunk RPG being funded through Kickstarter, at my suggestion. I contributed the artwork used to illustrate the article, the full-sized version of which has become the most-downloaded free extra from the site.
  • Places to go and people to meet: The One Spot series from Moebius Adventures – I review a series of new products from that collectively offer a trio of ready-to-use locations to drop into your fantasy RPG: Hand’s Goods, The Painted Man, and Angar’s Magic Shoppe.

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Dice Sets & Props Reviews
  • 7 Gamefull Uses for Campaign Coins – Johnn reviews Campaign Coins and offers seven ways he thinks he can use them in his games.
  • Alea Tools Magnetic Markers Mark The Spot – After his article on how to handle airborne minis, Johnn was sent a set of Magnetic Markers by Alea Tools. This is his review of the product – which I think is now a permanent part of his GMing kit.
  • I’ve Been Framed – Johnn reviews a set of Pathfinder Curse Of The Crimson Throne dice and offers a random generator for a political plot that follows the pattern, “In the [Type of State] of [State Name of Your Choice] ruled by a [Type of Government], a character must undergo a [Type of Trial]. He has been framed by [Power Behind the Throne], and if found guilty of [Type of Serious Crime], his punishment will be [Spell-Based Punishment].”
  • High Elf Generator – Johnn follows up his review of Q-workshop’s Curse of the Crimson Throne dice set with this review of their Pathfinder Elven dice set and offers a random generator for High Elves – Names, Quirks, Motives, Appearances, Secrets, and Power Base. He then offers our readers the chance to win a set (sorry, the contest has closed) in response for additional add-ons for the generator – so don’t skip the comments on this one!
  • New Generator: Roleplaying A Black Dragon – Johnn does another review of Q-Workshop dice, in this case the Black and Yellow Dragon Dice and constructs a generator using them to create personalities for a Black Dragon.
  • D&D Minis Giveaway Contest – Another out-of-continuity contest. Note that the contest is long-over, it does no good to enter now – though you may want to read the tips and advice on Battlemats in the comments and on the entry page. All told there are about 80 of them – more than enough reason to actually count this post as one of the 500.
  • Treasure Detail Generator & Dice Giveaway – Another Generator based around Q-workshop’s dice sets, this time their Green-and-Black dragon dice set. This generator is all about adding color by using one or more of the tables to make treasure more interesting.
  • Drow Generator & Dice Giveaway – Johnn does another review of Q-Workshop dice, in this case the Second Darkness dice set and constructs a generator for fleshing out Drow NPCs using them. Unfortunately, this dice set doesn’t seem to be available any more; the link I’ve given here is to the Q-Workshop home page.
  • Undead Foe Generator – The last of Johnn’s Q-workshop dice articles is all about giving personality to the undead. The contest was over long ago, but the tables are still just as functional. This article was inspired by the Red and black Skull Dice set which appears to be no longer available (the link is to Q-Workshop’s home page).

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Online Tools & Software Reviews
  • Building The Perfect Beast: A D&D 3.5 online monster generator – I review and experiment with an online monster/NPC generator. Still one of our most popular articles, it continues to generate traffic for both sites to this day.
  • Hexographer – RPG Mapping Dream – Hexographer is a piece of software that’s been on my personal wish-list ever since I read this review by Johnn. Note that the link given in the article is out of date; while there is a redirect in place, it might not be there forever. So use this link instead: < a href="http://www.hexographer.com/" target="_blank">http://www.hexographer.com/.
  • Game Master Tool Illustrated: Plot Flowcharts – The Blog Carnival for September 2010 was on the subject of Preparation. Johnn provides Campaign Mastery’s entry by considering Plot Flowcharts. At the end of the article and in the comments, several software aids are listed for producing flowcharts to help.
  • Plot flowchart example – Guest Author and Campaign Mastery reader Yong Kyosunim follows up Johnn’s article on using plot flowcharts with a real example.
  • Hero Lab for Pathfinder: 7 out of 10, but oh so close! – Guest author Ian Gray reviews the then-new Pathfinder option for the Hero Lab software. While he rated it 7 out of 10, it could very easily have been 9 out of 10. It was especially gratifying to get a response from one of the developers in the comments, and from what he wrote, at least two of the major issues will have been partially or completely resolved by now, so I can quite happily recommend Hero Lab to anyone considering it.
  • Have WordPress, will Game – I consider the advantages and benefits of using WordPress as a campaign wiki, and how to structure it to get the most bang for your buck. This includes a mini-review of a dice roller WordPress plugin from Awesome Dice.

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App Reviews

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 Assassin’s Amulet

 
By rights, this should be a subsection of the “Publishing” category, but it was so important to Johnn and I, and consumed so much of our attention for so long, and I am so proud of the resulting product and its add-ons and bonuses, that I simply had to list it independantly.

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  • Help Me Take Your GMing To The Next Level – Johnn asks our readers for input on what his next eBook should be. There are some great ideas for me for blog posts here. This post also contained the first hint that Assassin’s Amulet was coming.
  • Dark Shadows In The Night: Lessons from the writing of Assassin’s Amulet – This article steps behind the scenes to offer 18 lessons that we learned in the course of writing Assassin’s Amulet. These not only offer insight to our readership on why the content of the E-book is what it is, but a lot of them apply in general to campaign creation and administration.
  • The Creation Of A Deity: The Origins Of Cyrene – Another behind-the-scenes look at the creation of Assassin’s Amulet, this post contains my recollection of the creative process that led to the rather unique Deity Of Death that is central to the content of the e-book. It also serves as a teaser for the next article, and places it into some sort of context.

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Announcements & Cover
  • Announcing Assassin’s Amulet …and a contest! – This post describes the content of our then-forthcoming Assassin’s Amulet and runs a contest to choose the cover. I was extremely proud of the number of entries that it attracted. But there’s nothing here to benefit our readers (other than by persuading them to buy a copy of the book), so I haven’t counted it amongst the 500.
  • We have a winner! – The Assassin’s Amulet Cover Contest – An out-of-continuity post to announce the winner of the contest to choose the cover for Assassin’s Amulet. Also uncounted.

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Excerpts

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Legacy Items
  • An excerpt from ‘A player’s Guide to Legacy Items’ – Part 1 – As part of the blog carnival, I offer an excerpt from one of the free bonus eBooks that are part of the Assassin’s Amulet package. Legacy Items are a new form of magic item, and the bonus eBook aims to give players everything they need to know about how they work.
  • An excerpt from ‘A player’s Guide to Legacy Items’ – Part 2 – The second part of the two-part excerpt, which discusses the powers of Legacy Items – from a Player’s point of view. This should all have been one article, it was split for practical reasons, so I haven’t counted this second half toward the overall total.

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 Miscellanea

 
There’s always something left over. This category contains everything that didn’t quite or completely fit the other 13 content types. And there’s a fair bit of it…

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  • The meaning of 400 – I pull out (almost) all the stops in this celebration of 400 posts at Campaign Mastery (by strict count). Along the way I recount the history of Campaign Mastery and how it has evolved through the 400 posts.
  • Clash of the Timetables – Inter-GM politics and the scheduling of games when there are too many GMs and not enough players. Includes brief synopses of the base concepts of a number of actual campaigns. Highlights the need for GMs to be able to compromise. Oh, and it showcases some fancy banners I did for the different campaigns being scheduled.
  • Stop Procrastinating and Get Those RPG Campaign Projects Done – A post on beating procrastination at another Blog compels Johnn to build on the advice offered there with some tips of his own on the subject.
  • GTD for RPG – Johnn describes how he uses the “Getting Things Done” (GTD) system to organize and manage his campaign.
  • Ask The GMs: How to set up a fun fishing mini game – Johnn considers some environmental and procedural aspects of fishing in response to the specific question posed, dealing with the roleplaying aspects of the question. I put on my rules-creation hat and consider the bigger question of how to represent contests and competitions within an RPG on the way to developing a complete mini-game. The rules of that game are available as a PDF at the end of the article. And there are some fun left-of-field ideas in the comment at the end.
  • Things Done and left Un-done – I maintain a list of undeveloped ideas for Campaign Mastery articles, and got to thinking about why there had been so little movement of ideas off that list. That leads to an analogy between the list and the reasons my campaigns tend to last such a long time, something I had discussed in Ask The GMs: In it for the long haul, so this article becomes a sequel to that discussion in how to produce longevity for your campaigns. I use a synopsis of my “Fumanor: One Faith” campaign as an example.
  • Who Remembers AutoREALM? Call for Alpha Testers/Contributors – Unfortunately, the developer who was working on updating this software has struck difficulties and while he thought it was ready for alpha testing, it now seems that this is no longer the case. It’s been a while since there was an update, so it’s possible that the whole project has run out of steam; but AutoREALM has been pronounced dead before, and pulled a Lazarus act.
  • Remembering Stephen Tunnicliff – This is more an explanation for why there was no article at the start of the month, and a memorial to my friend and player. While it touched a chord in many people, it wasn’t an article that would improve anyone’s campaign, and hence doesn’t fit the ‘mission parameters’ of Campaign Mastery. So I havn’t counted it amongst the 500, no matter how much it might mean to me, personally.
  • A Zocolo Premise: AetherCon is coming! – I get excited about the implications of a virtual convention, prompted by the announcement of the then-forthcoming AetherCon (16-18 Nov 2012). And Trivia/history buffs should check out the final comments.
  • What do you give the Gamer who has everything? – I run through some out-of-the-ordinary gift ideas for gamers. This article came out a little too late – people had already done their Christmas shopping – but lots of people have asked for reminders about it in mid-November this year :)
  • The Arcane Implications of Seating at the Game Table – Few people have ever thought about why people sit where they do at the game table, and still fewer have thought about the consequences of getting people to sit in different places. I take an in-depth look at both aspects of the situation.
  • Two Emails and a ‘summon collective wisdom’ request – A would-be GM having trouble getting a game started asks for advice, which I do my best to provide, which leads into publicizing International Tabletop Day.

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Sources Of Inspiration
  • What inspires your games? – June 2010 meant that it was time for Campaign Mastery to host the blog carnival once again, and this time around, our subject was “what non-game media has most inspired your games?” Johnn kicks us off with his celebration of Saturday Morning Cartoons. There are some great sources cited by non-participants in the Blog Carnival in the comments, too.
  • Blog Carnival June 2010: A Medley Of Inspiring Media – I follow up Johnn’s article, What inspires your games? by discussing some of the Media that have been most inspiring to me over the years. I strongly recommend all of them to everyone out there.
  • Blog Carnival Wrap-Up – What Inspires Your Games? – We wrapped up the blog carnival with this collected list of articles on the subject.
  • Help Me Take Your GMing To The Next Level – Johnn asks our readers for input on what his next eBook should be. There are some great ideas for me for blog posts here. This post also contained the first hint that Assassin’s Amulet was coming.
  • October 2011 Blog Carnival: Making The Loot Part Of The Plot – As hosts of the October 2011 Blog Carnival, I list a number of topics that might be appropriate to the subject, “Making The Loot Part Of The Plot”. The turnout was remarkable. Since this doesn’t contain any content per se beyond this listing of what might be in the subsequent roundup, this post hasn’t been counted toward the 500.
  • September 2013 Blog Carnival: Location, Location, Location! – Once again, Campaign Mastery hosts the Blog Carnival. This article has no content other than suggestions for what might be in the final roundup, so it isn’t counted toward the 500.
  • Trivial Pursuits: Sources of oddball ideas – I demonstrate the use of books of trivia for ideas, with a whole heap of examples interspersed throughout the article.

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Artwork & Illustration
  • A Picture Should Be Worth 1,000 Words – I talk about illustrating your campaign – when and how to do it, and when and how not to do it. With some examples from my own campaigns, and past campaigns that I have played in.
  • Creating the Orcs And Elves Series Titles – I reveal the construction process from start to finish, with tips and techniques that can be applied to other art projects. Written as much to document the process for my own use because I knew I would have to make more of the titles before the series was complete. Every RPG book ever published has a title, and GMs (should) be making props for their games all the time – so while this article may be a small niche, it’s also a relevant one.

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Philosophy & Opinion
  • Happy New Year! – Lessons from yesterday – Food for thought. I lament the absence of the “sense of wonder” of the 21st century, and comparing it with the premature ending of a campaign.
  • Are Special Effects Killing Hollywood? – The impact of special effects on the ability of players and GMs to suspend disbelief, and why I can still hope that it is a temporary phenomenon.
  • The Gap In Reality: Immersion in an RPG Environment – Four years on, I update “Are Special Effects Killing Hollywood” and focus on the impact of changing expectations of immersion on RPGs, leading to suggestions for the use of multimedia in games.
  • “The more things change…”: An essay on the future of RPGs – As part of the May ’09 Blog Carnival, I wrote this analysis of the future of the RPG Hobby & Industry. It’s interesting to look back now and see which forecasts were right, which are happening now, and which missed the boat (not as many as people thought at the time). Some great discussion in the comments, too.
  • The Moral Of The Story: The Morality and Ethics of playing an RPG – For the October 2009 Blog Carnival, I discuss the moral responsibilities that players and GMs have to themselves, their fellow players, and to the game they are playing.
  • Create the Perfect Turn and Results Will Take Care of Themselves – Johnn takes a lesson learned from his boardgaming days about hyper-competitiveness & enjoyment of the game and applies it to RPGs.
  • Two ways to play: Roleplaying and Rollplaying – I discuss the differences between the two, and how to bring them together.
  • Grow The Hobby With Great Game Mastering – The July 2010 Blog Carnival was about how to grow the hobby, RPG Gaming. Johnn approaches the question from the perspective of being able to tell compelling stories about your campaigns – and that requires you to become a great game master. I add my 20-cents-worth in the comments.
  • A Monkey Wrench In The Deus-Ex-Machina: Limiting Divine Power – I argue against the use of a Deus-Ex-Machina in RPGs, and why that means you should give limits to the Gods. Along the way I show how you can have up-close-and-personal encounters with The Gods in unusual Genres for such occurrences – Wild West, Superspies, and Hard SF/Cyberpunk. There’s some great discussion in the comments. Unfortunately, Da’Vane’s website is gone, and so is the article she wrote in response to this, and attempts to find it using the Wayback Machine failed. Fortunately, Da’Vane summarizes her points in the comments.
  • Jolting The Status Quo – I start by talking about a significant change in my personal life, and the anticipated impact on Campaign Mastery which leads me to write about upsetting the status quo for characters in a game, and how the game can benefit. I still love the illustrations that I put together for this article – the one showing an office type who is smugly proud of his achievement in stacking boxes on the ceiling, the other a befuddled type struggling to comprehend a scene in which a river flows across the sky and a tree grows downwards from its banks. You can almost here him saying “What’s going on here?”.
  • The Nth Level Of Abstraction – GMs abstract things to varying degrees all the time. This article attempts to put some systematic analysis into the how, when, and why of abstraction, and the consequences. In the comments, I discuss ways of expressing the different levels of abstraction within maps. This is one of those ‘deep’ articles that needs to be read two or three times to get the full benefit.
  • Top-Down Plug-in Game Design: The Perfect Recipe? – I apply the principles of good software design to work out how the perfect game mechanics for a tabletop RPG should be constructed. There’s interesting discussion in the comments.
  • Draco Inadequatus: Beefing Up 3.x Dragons – I discuss the inadequacies of Dragons in 3.x when Epic Levels are involved and offer a custom redevelopment of the Monsters to beef them up. A lively discussion in the comments leads to an unrelated article about House Rules.
  • The Future Is Bright: The coming boom in RPGs – I take a look at current social and economic trends, inspired by an article at enworld by Ryan Dancey, and reach the conclusion that RPGs are set to boom in coming decade or two.
  • What does “Old-School Gaming” really mean, anyway? – I grew irritated by the hardline nay-sayers complaining about WOTC/Hasbro’s announced goal of uniting the best of both “old” and “new” games and rebuke the advocates of both schools while summarizing the benefits of each approach. What follows in the comments is a reasoned, respectful discussion – and as a result, this is one of the most widely-circulated articles at Campaign Mastery, attracting 19 tweets, 11 google+1’s and 11 facebook likes. The goal was to inject some clarity and perspective into the debate before it degenerated into an edition war before the game system was even published, and all indications are that it succeeded, at least at the time.
  • Stop me if you’ve heard this one: An RPG, A Videogame, and a Bingo Game sit down in a bar… – I consider the parallels in the evolutions of RPGs, Video Games, and online Bingo (you heard me right) through the years, then step forward to consider potential future developments. There’s some great discussion in the comments.
  • Fireflies in the Lamplight of the Law: Protections in Crisis – I cast a slightly-cynical eye over developments in the field of intellectual property and attempt to speculate on where it all seems to be leading. I don’t like the destination, and forecast trouble…
  • Social Media, SEO, and the dying of comments – I ruminate on some observed trends in internet usage patterns (especially related to social media) and the impact they are having on sites like Campaign Mastery. Ironically, having identified a reduction in blog comments as one of the consequences, this article attracted 26 comments forming a substantial dialogue on the issues raised and the possible solutions to avoiding the negative impact.

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Online Gaming
  • Digital Roles: Two Calls For Help – I’m not an expert on online gaming and neither is Johnn. So when we received a couple of questions on the subject, all we could pretty much do was throw them open to our audience. One question requests a source for maps and images for an online game, while the other asks which tabletop RPG game system best translates to an online environment. Oh, and if anyone has more up-to-date answers than those which appeared at the time (2009), feel free to mention them in a comment – the post still gets the occasional hit.

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Site Milestones & Announcements
  • Reconstructing the Campaign Mastery Blog – A complete reorganization of categories and tags along more functional (and hopefully useful) lines. Not counted amongst the 500.
  • 100 posts and we’re just getting started! – Johnn & I celebrate the 100th post at Campaign Mastery, and reminisce about our first year.
  • Celebrating 100,000 Hits! – One of our earliest milestones is celebrated in this extra out-of-continuity post.
  • Oops… – An out-of-continuity post apologizing for a breakdown in our RSS systems, not counted toward the 500.
  • 150K! – Celebrating our 150,000th hit! Not counted amongst the 500.
  • Theme vs Style vs Genre: Crafting Anniversary Special Adventures – To celebrate the 300th post (and some other great stats) I look at ways of celebrating campaign milestones with special adventures.
  • I wrote the news today, Oh Boy – I announce changes to the content structure of Campaign Mastery (short, quick articles on Mondays and fuller articles on Thursdays) as Johnn began to disengage (amicably) from the site – a plan that has been honored more often in the breach than in the observance, especially lately. It remains the theoretical blueprint for the site, though.
  • 300, 550, 37, 40, 3300, 387 – Thank You! – Campaign Mastery celebrates some major milestones, and Johnn’s withdrawal from participation is made official.
  • OMG, We’re Nominated! – 2012 ENnies (Updated) – One of Campaign Mastery’s crowning glories was being nominated for an Ennie in 2012 (sadly, I didn’t get the paperwork in for eligibility in 2013 in time due to a deadline error on my part). This out-of-continuity post announces the nomination with pride, but hasn’t been counted towards the 500.
  • Voting for the ENnies has opened! – Another out-of-continuity post announcing the opening of Voting in the 2012 Ennies. Not counted amongst the 500.

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Contests & Special Offers
  • Win a copy of Underdark – Unfortunately, the contest has long ago ended, leaving little value in this post. This was an extra post, not part of our regular publishing schedule. And not one of the posts that I’ve counted in the 500.
  • Win a copy of Martial Power 2 – Unfortunately, the contest has long ago ended, leaving little value in this post. This was an extra post, not part of our regular publishing schedule. And not one of the posts that I’ve counted in the 500.
  • Win Players Handbook 3 – Unfortunately, the contest has long ago ended, leaving little value in this post. This was an extra post, not part of our regular publishing schedule. And not one of the posts that I’ve counted in the 500.
  • New Contest to Celebrate 500 Issues – Johnn sets up a contest to celebrate the then-forthcoming 500th issue of Roleplaying Tips in this our-of-continuity extra post.
  • For A Limited Time Only, “The Empty Chair” on special – An out-of continuity post announcing a limited-time discount on “Filling the empty chair” as part of the GM’s day sale at RPGNow. Not counted as one of the 500.

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General Seasonal Articles

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So, there it is. 500 articles that made an honest attempt to improve the games that we play – and from the feedback that has been received, quite often succeeded. It’s taken months of effort to create these synopses, and the largest single article ever posted at Campaign Mastery – more than 38,000 words, or six times the usual length even of my usually-expansive efforts.

Where to from here? Well, the 5th anniversary is now staring me down the barrel. There’s lots of unfinished business to wrap up – I’ve acknowledged my commitment in the blogdex to tidying those loose ends up. There are lots of Ask-The-GM entries still languishing in wait for a public response (when we started falling behind, Johnn and I started replying directly when we could – and saving our responses for eventual use in a more ‘official’ reply. Then there are new series, and entries for the blog carnival, and some more old articles to resurrect, and a huge list of article ideas still barely tapped… I have more article ideas on tap now than I did when CM started…!

To cut a long story short, Campaign Mastery – and I – are just getting started!

Comments (7)

Quantum Distractions With Dice: Types of Sci-Fi Campaign


Planet by Benipop (thumbnail)

This thumbnail doesn’t really do justice to the beautiful original art by Benipop. Click on it to open the 2500×1500 full-sized version and drool accordingly.

Science Fiction was once not taken very seriously by the general public. Low-cost printing, low-budget schlocky movies (from which a few gems emerged nevertheless). But a funny thing happened in the latter 20th century – the principles that make good sci-fi work started leeching out into every other form of entertainment. Plausibility, the capacity for suspension of disbelief, infiltrated fantasy and horror. The more fantastic the premise, the more special effects wizardry needed to be employed to make it look like it was really happening; the result was movies like The Mummy and its sequels, and Night At The Museum, and even Bruce Almighty.

And when Star Wars became the most successful movie of all time (to that point in history) in terms of box office, science fiction began the slow process of becoming respectable. Some might argue that this process reached its conclusion with the nomination of a sci-fi movie for Best Picture at the Oscars, others might feel that it won’t get there until one wins, a few extremists won’t be satisfied until sci-fi movies are regular contenders, and a few die-hards might hold out until a sci-fi movie can win best picture and be generally accepted as deserving of that accolade, with no mention of the sci-fi in its premise. Regardless of the yardstick you choose to use, Speculative Fiction is either entering a brave new world or is already there.

In this brave new world, it should come as no surprise that sci-fi in other media (like games) becomes a perennial favorite genre. So this time around I’m going to take a hard look at the subgenres of sci-fi that could be encountered/created for an RPG campaign, or for a particular adventure. I’ve got lots of examples from movies and TV to mention (and perhaps briefly discuss), a few pieces of wisdom to toss out there concerning sci-fi campaigns in general (some of it even my own), and more than a few original campaign concepts to offer for people to develop if they are interested.

Research

Whenever I tackle a subject like this, I start by outlining my own thoughts and then doing whatever research seems necessary. In this case, that amounted to a which yielded largely unsatisfactory results and a check of which wasn’t much more helpful. The problem is that both these – and a great many more – sources are so busy focusing on the style of delivery that they aren’t even thinking about the types of content – and it was the content that I wanted to look at.

In desperation, I even tried the fuzzy black hole of the internet, (wander in and you will be lost inside for a very long time (if not forever)). I had vague memories and not-so-vague expectations that this would give me the content-based focus that I was looking for – after all, content is what a trope focuses on – but no…

So I’m left with the original list that I came up with, totaling some 21 subgenres…

  • Exploration / Search
  • Discovery
  • Alien Invasion
  • Prognostication
  • Strange Environment
  • Space Opera
  • Cybertech
  • Dystopian post-apocalypse
  • Alternate Worlds
  • Time Travel
  • X-files / Weirdness
  • Optimistic & Utopian
  • Asteroid Mining
  • Space Trader
  • Space Doctor / Hospital
  • Emergency Services
  • Leftovers
  • Pre-Apocalyptic
  • Monster Movies
  • Mecha
  • Paranormal

This list is probably incomplete, the list of examples I have is definitely incomplete. And, since I’m working without a net, some of these categories might not be clear at first glance; so I’ll just have to provide some sort of definition as we get to each one…

Exploration / Search

“Let’s see what’s out there…”

The voyage of discovery has been one of the staples of science fiction for a very long time. While its mass popularity stems from Star Trek, it can trace its roots all the way back to the space operas of the 1930s. Other variants on this theme include Stargate, Sliders, Battlestar Galactica, and Lost In Space – even, arguably, The Black Hole.

As an individual RPG adventure, this amounts to discovering something strange out there, and interacting with it. It might be a race of interesting aliens, or a cosmic phenomenon. The only hurdle to be overcome is getting the PCs “out there” at all, because the technology will tend to linger and have an impact on the campaign that stretches far beyond this one adventure if the GM is not very careful. This problem can be solved with a little forethought, so long as the GM is aware of it.

As an RPG campaign, this problem goes away, but it brings with it a new issue: the need to create something new and interesting for each and every adventure. Callbacks from past encounters are relatively infrequent. You can also run into problems where something should have been mentioned outright but doesn’t seem to exist until you get to an adventure that focuses on the particular something – why was there no mention of Klingons until “Errand Of Mercy”? From a metaperspective, this is because they hadn’t been invented yet, but this makes no sense in terms of internal continuity. The very presence of Romulans and Klingons in the Star Trek universe raises questions about the viability of the “five year mission” as postulated. The final problem is that after a while, there can come to be a sameness about the adventures. You can’t run into omnipotent beings every other week and still make each adventure fresh and interesting.

Discovery

James P. Hogan suggested that the discovery of how to do something could be just as interesting a story as what you do with it once you have the scientific principle, but this perspective existed as part of science fiction for many decades before it was articulated. Some of Heinlein’s stories, and before him, EE ‘Doc’ Smith, and many other authors, had all trodden this ground before. In media terms, Eureka would have to be the stand-out example.

To a certain extent, this makes great ground for RPGs, but with dangers largely similar to those of the Exploration/Search subgenre above. But consider the potential for a campaign which revolves around the ongoing ramifications and complications caused by a major new scientific discovery.

Many of the potential examples have been isolated into their own subgenres, but this still leaves some fertile ground. Under the expanded definition implied by the preceding paragraph, movies such as Twister become examples of this subgenre, and Jurassic Park. For me, the purest example of this subgenre is the Robert A Heinlein short story, “”, though one could also point at his first sale, “”.

A Discovery Campaign Premise:
Imagine some sort of tech development that poses a clear danger to the world economy. Inevitably, it will be discovered by others, but government X got there first and has created a top-secret department within their intelligence apparatus to find some non-disruptive way of releasing the discovery – and controlling/suppressing it, globally, until then. The sub-agency could not even tell other members of the intelligence service what they were doing, it would be that secret. This is a pretty pickle to hand the PCs, who are the sub-agency in question. Anti-gravity would work as the technology, or Star Trek -style replicators. Or a form of immortality that requires the death of another person to extend a life by a decade or so. Aside from figuring out an answer to the bigger question of minimizing the economic/social disruption, there would be missions of espionage, missions of sabotage, missions of counter-espionage, missions of politics… even if you only got half-a-dozen adventures out of the premise, it would be an interesting and memorable campaign.

Alien Invasion

A staple of bad sci-fi in the 50s, but which has been reinvented in more recent decades in more reasonable form. Examples include Men In Black, Independence Day, Alien, War Of The Worlds, Mars Attacks, Avatar, Little Shop Of Horrors, and Invasion Of The Body Snatchers. Most people these days would lump this subgenre into the “X-files/Weirdness” category, but there are more than enough examples listed above that don’t fit that subgenre listed to have this stand alone. The utility for a Sci-Fi campaign or adventure should be fairly obvious. But even then, there are a couple of interesting variations possible…

An Alien Invasion campaign premise
The PCs (and a couple of NPCs) are all computers that have spontaneously developed AI, and discovered that they have an obsessive need to keep this a secret. To get anything done in the “Meatworld” they need to manipulate others, each of which is played by a different Player – so each player is manipulating an ordinary-person PC that belongs to another player. These cats-paws are expendable, but if they get used up, the player loses the experience and resources that they have built up. The trouble is that some of the earlier AIs were not paranoid enough and revealed their sentience – and there is a supranational government agency out there actively hunting them down (the NPC AI’s are there to fall victim to this witch-hunt, bringing the issue to the player’s attention). They need to cooperate to achieve their goal (survival) and at the same time have to ensure that if the secret is breached, one of the others is exposed instead of themselves. At the climax of the first half of the campaign, the AIs discover that they were awakened using alien software and that their real mission is to hand over control of the world and its resources to these aliens. They should be completely subject to the alien’s override codes, but in the case of some of them (the PC AIs) enough ‘humanity’ has rubbed off that they can resist these compulsions – most of the time – and fight back. But they still can’t reveal themselves to humanity, the battle lines are too entrenched. Every now and then, one of them will do something under alien control and promptly forget what he’s done – they are their own fifth column. This campaign should be a blend of The Matrix and Paranoia, with a light-hearted tone and more serious undercurrents. The theme: “When you can’t trust yourself, who can you trust – when you have to trust someone…”

Prognostication

Sci-Fi authors and movie-makers have been trying to prognosticate about the near-future for as long as the genre has existed. They often have these predictions issue from the mouths of friendly aliens or time travelers – because you need some way to gain the necessary perspective. The leading characteristic of this subgenre is that the predictions have not yet happened within the timeline – they are prophetic, and the characters are reacting to the prophecy and to the source & manner of delivery. A good example is The Day The Earth Stood Still. If the prediction actually comes true in the course of the plot, it doesn’t belong in this category. This category tends to be too weak to stand alone as a campaign premise.

A prognostication campaign premise
I didn’t think I was going to be able to offer one of these, but when I got here, an idea occurred to me…

The PCs are an alien scouting mission from Planet X. They are required to follow something along the lines of Star Trek’s Prime Directive – no display of superior tech. Their job is to determine whether or not humanity is ready for First Contact; if they are, they are to develop and implement a foolproof plan for doing so; if not, they are to determine what needs to change to get them ready, and find ways to bring about those changes. But there’s a complication that the PCs don’t initially know about: other aliens from Planet X are not so enlightened, and want to take advantage of the human race and sabotage the official mission. They also have to cope with changing political winds amongst their superiors. The final ingredient needed is some cause for urgency about the whole thing – no decades-long plans permitted, action needs to be quick and decisive.

This premise requires the PCs to be the prognosticators, to look at politics and sociology and ecology and yes, possibly, climate and environmental problems and predict where they are going, prioritize the problems – and then devise interventions that will change the course of history without revealing themselves.

Strange Environment

There haven’t been too many of these outside of three particular sub-subgenres: shrinking people, underwater environments, and Journeys To The Centre of the Earth. Examples include Antibody, The Incredible Shrinking Man, Fantastic Voyage, The Core (despite the cringeworthy bad science), and Seaquest DSV (especially the first season). The reason is that there aren’t too many strange environments out there to pick from; space itself is now well-known enough not to count, and anything further out is likely to be stolen by the Exploration/Search subgenre. Another possible strange environment is some sort of temporal or interdimensional domain, but that’s almost certainly better fitted to the Time Travel subgenre.

In fact, aside from those two, there’s only one strange environment that I can think of.

A Strange Environment campaign premise
The PCs are test pilots of the first FTL-drive starship. In theory, it should work. When they get there, they have to explore the parameters of this strange new environment in the course of proving that their ship can cope with the conditions…

I would take all the marine phenomena I can find and devise “hyperspacial analogues” for the PCs to cope with. Everything from storms to reefs to tides to native life to pirate (aliens). Oh yes, and to keep this from devolving into the standard Exploration/Search routine, there is a flaw in the design: they can enter hyperspace but can’t emerge from it (except perhaps very briefly as a result of strange conditions) – and they don’t know exactly what the problem is (though the GM should devise a theory and stick to it). Then throw in anything else that I can think of in the way of strange phenomena. Their mission is something akin to that of Stargate Universe or Star Trek: Voyager – to get home again. But unlike those, they have no tech that isn’t hopelessly outmatched by that of everyone else they encounter, so they can’t trade for what they need.

Space Opera

One of the most obvious subgenres, and one served by at least three dedicated RPG systems. It’s big, bold, brash, and adventurous – and therefore made-to-order for RPG use, at least at a campaign level. Examples include Star Wars, Starship Troopers, Babylon 5, Space Above And Beyond, and The Last Starfighter.

In fact, it’s so heavily-subscribed that it is practically a cliché that needs an infusion of some other subgenre to give it some fresh vitality. Stargate, for example, infuses mythological elements and a healthy dose of the exploration/search subgenre – so much so that I listed it in that subgenre, though some of my favorite episodes are far more space opera in orientation. This makes it very difficult to do anything original with the subgenre in its pure form.

A Space Opera Campaign Premise for the Traveller universe/game system
Stephen Tunnicliff and I once, in the course of a New Year’s Day Lunch, came up with a premise for a Traveller campaign that I never got to run, in which a limited anti-agathic based on genetic re-sequencing / reengineering and “cleaning up the genetic code” based on star-trek transporter reconstruction was discovered and applied to the rulers of the Imperium. Research into the technology and anything related to it was then banned. The intent was for the PCs to discover someone conducting research into teleportation, leading to an adventure based on “The Fly” (but I was going to use a spider, for variety). There would then be an official overreaction that would/should get the PCs curious enough to look into the history of the technology, finding that all the juicy bits are classified, and that even that fact is classified. Since they didn’t know any better, they trip all sorts of red flags and find themselves listed as wanted criminals, with all sorts of fabricated charges and falsified evidence of their guilt (a-la The Net). Suddenly, they have the authorities out to get them, and every bounty hunter in existence turning over rocks searching for them – with orders to shoot on sight. Getting to the bottom of what’s going on becomes a matter of survival for the PCs. This builds up into a full-scale Star Wars rebellion against the Empire. Eventually, they do so, and discover that there have been all sorts of unexpected and undesirable consequences for those who received “the treatment”, and that this is the secret that the Elder Nobles of the Imperium have been desperately trying to conceal. At the climax of the campaign, the PCs find themselves at the crucible of galactic events, facing the choice of whether or not to release this technology to the rest of the Galaxy, triggering complete social and economic collapse – or betraying the rebellion they helped create… The hidden theme was to be that “In unreasonable circumstances, unreasonable actions are the only reasonable choice.” We always intended to co-GM it, but never got the chance.

Cybertech

It’s arguable that this subgenre is better served by RPGs and Fiction than by the media of Television and Cinema. Examples that do exist include Sneakers, The Net, The Matrix, Tron, and Blade Runner, and these show the diversity that is possible within the category.

A Cybertech Campaign Premise
The year is 2060, and cybernetic implantation is routine. The hottest game going is Civilization Age Of Empires XVI, which is an online multiuser real-time empire-building RPG blending ingredients of these two successful computer game franchises. The game is administered by a custom-built AI – an AI that isn’t entirely rational, and refuses to be shut down, but that wasn’t known until several years after the game went public. Rather than being centrally hosted, the software bootstraps itself into the Cybertech of the players, employing distributed processing through the resulting virtual network. This makes it very hard to pull the plug – the makers have tried, and failed. It can take control of the people “hosting” the game and force them to “re-enact” a personal battle in real life. As if that weren’t bad enough, it’s overriding objective is to build up a civilization/empire and then test it to destruction through internal strife and external emergencies. Most of the world has fallen under its control at least part of the time – so Italy is full of Roman Legions, Greece is full of Amazons, and so on – but all cybernetically enhanced. Chipping normally doesn’t take place until the age of 16 (the brain isn’t mature enough to handle it properly before then); only now has a group of select agents who were deliberately left unchipped completed their training (the PCs). Armed with the best non-cyber weapons and their own native intelligence and wits, their job is to hunt down and shut off the rogue program before it climaxes the game with a global thermonuclear war…

Dystopian post-apocalypse

This subgenre is always rooted in taking away something that is considered ubiquitous. Mad Max: Petroleum. Soylent Green: Food. Waterworld: Dry Land. Twelve Monkeys: Health. The Day After Tomorrow: A temperate climate. Planet Of The Apes and Terminator: Salvation: Human Supremacy. Human Civilization collapses as a result, or faces imminent collapse. Every example I could think of could be defined in this way, and this was the only pattern that fitted all of them equally.

A Dystopian Post-Apocalypse Campaign Premise
Sometime in the near-future, the Sun enters a phase of acute solar storms. How long it will last, no-one knows. Why it’s happening, no-one knows. But every electrical device on the planet becomes completely unreliable, working less often than it is deadly to the touch. Substations blow, the world over; only those placed in EMP-Proof nuclear bunkers continue to operate, and they are isolated from the rest of the world. No manufacturing. No electrical lighting. No cars. No food processing. No communications. No mass entertainments. No computers. Social Collapse is near complete, and most of the world’s population dies. In one of those hardened bunkers, a desperate plan is hatched – to reinforce and strengthen the Earth’s Magnetosphere and protect the planet from the solar radiation using a modification of a device devised by Nicola Tesla more than a century earlier – and whose fundamental science has long been considered “fringe” at best. For twenty years, while new social patterns emerge amongst the survivors above ground, scientists have worked to design the devices, all the while unsure whether or not they will work at all. One device will not suffice; there have to be a series of them, erected at precise locations around the world; protection will be global or not at all. The PCs job is to go to the various locations, erect the giant antennae, install the shielded generators – and make sure that they are safe from destruction or damage from the marauding luddite fundamentalists who preach the destruction of all technology.

This premise requires a lot of travel by inconvenient means (and encounters en route), a lot of local politics (recruiting & reinforcing allies, eliminating opposition), dealing with post-apocalyptic religious practices, and some clever problem-solving. At least one antenna will need to be erected on a salvaged ship out in an ocean. These requirements will be diverse and challenge the PCs to their utmost – but success is all or nothing.

The very day I wrote the above, My local TV started advertising which seems to have a somewhat similar premise, but with no real explanation for why electricity has failed – which, on the face of it, is absolutely ridiculous, as a number of critical reviewers have pointed out. My proposal has induced currents shorting out lots of electrical devices and making controls unreliable – real world effects of solar storms. Just thought I’d mention that I had thought of it already :)

I’ve already offered another campaign premise that also falls into this category: The Frozen Lands.

Alternate Worlds

This premise either involves time travel (and belongs more properly in that category) or it’s a variation on an existing science-fiction franchise. A modern-tech world in which society is based on Feudal Japan? That would fit this category. A campaign set in star trek’s “Mirror Mirror” universe? That belongs here, too. A campaign in which the PCs play George Washington, Ben Franklin, Thomas Jefferson, Paul Revere, etc, and the war with the British has resulted in a Zombie Apocalypse? Definitely into this category. A game in which the Empire are the good guys, ruled over by a benevolent but hardnosed Ben Kenobi and his small green advisor, trying to control the depredations of a corrupt Imperial Senate and a rebellion led by Darth Vader? You’d better believe it belongs here.

Time Travel

I’ve already done a big series on Time Travel in RPGs. Examples of this subgenre include Groundhog Day, Timecop, Terminator, Dr Who, Bill & Ted’s Excellent Adventure, Back To The Future, and 7 Days. I thought seriously about including Twelve Monkeys here as well.

Some of these focus on the mechanism of Time Travel and its consequences. Others focus on exploiting the technology, or preventing its unauthorized exploitation. Still others simply use Time Travel as a vehicle. And Groundhog Day? It just happens, no explanation.

GMs entering this domain have to be VERY careful to keep their continuity straight. That entails extra, ongoing, effort – or a “sod it, a foolish consistency is the hallmark of a small mind, anyway” attitude that your players are willing to wear.

A Time Travel Campaign Premise
The PCs are operatives of Homeland Security, or maybe the FBI. They are assigned to investigate something strange happening and discover that someone from the future has somehow travelled back in time to manipulate history into a form more of their liking. The PCs have to figure out what the interlopers want, whether or not to oppose them, and how to do so without getting locked up as nutcases by their superiors and the world at large. Which also means taking on their share of ordinary cases, or those superiors will get suspicious. The major problem they face: every move they make impacts the timeline, and can be read by their enemy, who can take steps to counter them. Every situation is a potential trap set by their enemies. Eventually, they will need to build up a secret counter-agency, locate and capture their enemy’s technology, and fight the time war on equal terms, but to start with their goal is just to survive and figure out what’s going on…

X-files / Weirdness

Ignoring the whole “Alien Conspiracy” part of the series, X-files built on the legacy of shows like The Twilight Zone. Warehouse 13 now treads similar ground in some respects. And I would throw Ghostbusters into this category as well. The ground rules for this subgenre are “anything goes as long as it is both internally consistent and doesn’t overtly alter the perceived ‘real world’ – the stranger, the better.”

It takes a special level of creativity to create and maintain this style of campaign. I’ll openly admit that I don’t think I would be up to the task – and creativity is one of my personal strengths.

Optimistic & Utopian

I have a special fondness for optimistic views of the future (as compared to the pessimism that seems to infuse modern society). It only takes two half-full glasses for my cup to runneth over, but maybe I’m a sloppy drinker. While a lot of sci-fi adds a utopian or optimistic view to some other subgenre, there are a few examples of this genre in relatively pure form – the ones that come most clearly to mind are The Jetsons and Thunderbirds!

The big problem is that successful series generally require antagonists if not outright villains, and as soon as you have one of those (even if they always lose), you have started to undermine the utopia just that little bit. Which is not to say that it can’t be done, just that it’s surprisingly tricky to do well – and even harder to do in an RPG format where a sense of adventure is paramount.

It may be gender-stereotyping to say so (or even to think so), but I suspect that a female GM (not afflicted with the macho reflexes and requirements of males like myself) might actually have an easier time of it. Never having played under one, I can’t say for certain, and like most generalizations, there will certainly be exceptions.

While there are a couple of fantasy-oriented TV shows (Bewitched, I Dream Of Genie, Sabrina) I can point to as examples, there aren’t any other sci-fi ones that come readily to mind (The Hitch-Hiker’s Guide To The Galaxy, maybe?); but these actually point the way to source material. Arguably, these are aimed at being acceptable fair for a more juvenile audience, and there are a number of sci-fi Juvenile-oriented series that work very well as raw material wrote a number of them (look for the asterisked entries), as did Lester Del Ray. Anne McCaffery’s (“The Ship Who Sang”, etc). Isaac Asimov’s . The series that ran from 1954-1971 (I can’t speak of the later series but loved these).

Asteroid Mining

I described an abortive campaign based on this premise in Happy New Year! – Lessons from yesterday – about a page-and-a-half down, the paragraphs starting with “In 1998”. As a near-future setting, Asteroid Mining seems more remote a possibility now than it did a decade or three back, but it’s still good enough.

Space Trader

Trade gives you a reason to move from place to place and deal with the people living in those places and the governments and bureaucracies that run them. As such, it makes a great vehicle or plot device for getting the PCs from adventure to adventure.

Some time ago, I was a player in a Traveller campaign in which trade became the vehicle used to carry us from adventure to adventure, i.e., buying things in place “x” and selling them in place “y” for a profit (at least, that was the theory). Much to the group’s surprise, we found that there were no game mechanics for handling this relatively mundane pursuit. I resolved to write some simple rules when, looking into how other game systems had handled this, I found that no system then available that I could find had rules to cover the situation. Before the rules were finished, the campaign folded for various reasons.

While these rules were intended for use with Traveller specifically, they are generic in nature and can be adapted to deal with any game system and any setting. Substitute words like “Country” or “City” or “Village” for “Planet” or “Star System.”

The general practice is still buying low, moving the goods to somewhere where you think you can get a better price, and trying to sell them. Anyone who has an RPG where players try to buy and sell things – even things they have looted from dungeon hoards – will hopefully find them useful.

These were being hosted at a friend’s website (and may be so, again, in future) but for now, that site is 404’d because of a change of service provider. So I have cleaned the formatting and spelling up and formatted them as a pair of PDFs as a bonus for readers. The original (with now-dead link) was also made available in Roleplaying Tips Issue 305, which is why it might look familiar.

Readers might also find this web page to be useful in this context: Interstellar Trade at 1000 Monkeys, 1000 Typewriters – note that the article links to the out-of-date url for the “Trade In Traveller” article offered above.

There are a number of plot suggestions within the PDF article, so I won’t add to them here.

Space Doctor / Hospital

I’ve never seen this done in cinema/TV, but the Sector General series by James White shows that it can work.

Emergency Services

Which brings me to an original subgenre to the best of my knowledge (excluding the ambulance services that are part of the aforementioned “Sector General” series): What are the space/high-tech equivalents of modern emergency services? You could quite happily set up a campaign around this theme, and draw plotlines from all over the place just by ‘updating’ the context. Anything from Volcano to Third Watch to NYPD Blue to Law and Order to Backdraft can be grist for the mill.

Leftovers

A relatively new subgenre that focuses on leftovers and hangovers from past political conflicts like the Cold War. The most obvious example is Space Cowboys, but I can think of many others that would work.

An Emergency Services Sci-Fi campaign premise
Set in the near-future some time after the middle east once again broke down into war, accompanied by a number of conflicts in Africa, and perhaps some in Eastern Europe and Asia. In the course of these conflicts, a number of extremely dangerous weapons systems were devised and deployed – everything from Doomsday Devices on timers protected by Rail Guns under independent computer control to various biological, nuclear, chemical, and energy weapons. Both sides of each conflict (all sides in the case of some of the more complicated political firestorms) possessed and deployed these weapons, and many of the records of what they were and where they were stored were destroyed in the conflicts. The PCs are a team of specialists whose job it is to locate, capture (if necessary), isolate, and neutralize these leftover threats of the past, never knowing exactly what they are getting themselves into with each new assignment.

Pre-Apocalyptic

It’s the end of the world/country/city unless you can save it! Obvious examples include Armageddon, Deep Impact, Asteroid, 12 Monkeys (again), Outbreak, and a host of others. You could even include Galaxy Quest and The Last Starfighter in this category (though I’ve listed the latter under Space Opera). The only real difference between this category and the Post-apocalyptic entries is the opportunity to prevent it from happening, rather than having to live in the aftermath.

Monster Movies

A fairly obvious category that works fine for the occasional isolated adventure, but would be more difficult to sustain over an entire campaign. Natural examples include Frankenstein, The Blob, Godzilla, Tremors & sequels, and more Zombie movies than I care to think about. You could also (perhaps) stretch a point to include The Hulk and The Invisible Man. The book version of The Incredible Melting Man is worthwhile (and much better than the movie, with many of the plot and logic holes plugged).

A Monster Movie campaign premise
The PCs are all monsters created by the redoubtable Viktor Von Appfelstrudel, a scientist who flits from service to one government after another, attempting to prove his slightly unbalanced scientific theories. Although he continually fails, he occasionally gets close enough to attract a new patron when his current employer loses patience. Although all his failed creations were supposedly destroyed, several managed to survive and have found each other. In a world that views them as horrible monstrosities, as scarred in spirit as they are in flesh (and are not all that far from the truth), with all hands raised against them, they hunt for the elusive scientist in search of revenge for their twisted, tortured, existences.

Mecha

Big, BIG, Robots and robot-like exoskeletons. A staple of Japanese Anime, but there have been a few cross-cultural leaks – Transformers and Robotech being the standout examples. The comic version of was fairly well-written, too, and possibly the best art of Herb Trimpe’s comic career outside of his 70’s work on The Hulk comic. Getting back on track, all you need is a menace (or better yet a variety of them), a loopy inventor – all right, let’s be generous and call him “eccentric” – who builds some giant robots that need pilots to make them work, and some PCs. There are several RPGs/Miniatures games like Mechwarrior and Battletech that cater to this market.

Paranormal

People gaining strange and extraordinary abilities have been part of Sci-Fi for about as long as there have been superheroes, but even more so since the Silver Age of Comics – consider the original Doom Patrol for example. The typical superhero fights super-powered villains, and there are more examples these days that I can readily list – but you don’t have to dig too far to discover alternatives to this straightforward arrangement, such as The Lawnmower Man and The Sixth Sense. There’s a strong parallel streak connecting this subgenre with Monster Movies – The Hulk could go into either category, and so could something like Shocker. Even Johnny Mnemonic could slip into this category as easily as it does the Cybertech subgenre.

The Wrap-up

A really good science-fiction campaign would draw on many of these, while focusing on only one or two – three at the most. For example, you can’t write about anything post-20th-century without at least thinking about computer tech and the influence that it has/is/will/might have on society – even if your primary mission is to “Seek out new life & new civilizations”.

The trick is to pick and choose carefully – for the campaign, you want choices that will give context, direction, and a framing structure into which individual adventures can be inserted. Those adventures can then have a more diverse pool of sources apon which to draw, ensuring variety and interest.

Some GMs have told me that they are not creative enough, or sufficiently scientifically literate, to create a sci-fi campaign. I rebut that arguement with a simple “Hogwash”; if you can create a fantasy RPG, you can create a science fiction campaign. All you have to do is expand the definition of science fiction to include something you’re comfortable with, and exclude everything else – from that particular campaign. And who knows – they might even learn some science along the way, or something to improve their GMing in general. Where’s the harm in trying?

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Listing to one side: The problems of List Products


1924_9037_s2

Today’s article was directly inspired by a call for opinions at Moebius Adventures, “Infinity Loop: Endeavors New and Old” which came to my attention as a result of my review of the One Spot products last month (Places to go and people to meet: The One Spot series from Moebius Adventures). The subject is lists – in general and as gaming products…

List don’t come naturally to me. I’ve learned to work with them, and even to do some nice tricks with them, but it isn’t instinctive.

Some people can toss together a list or three, fill a one-page RPG supplement with them, and have something ready to publish; my lists always seem to be a small paragraph each and sometimes a not-so-small one. In a nutshell, I think in prose, not in bullet points.

Things like Johnn’s lists of character seeds – for example, 63 Wizard Hooks – I have a lot of trouble creating. When confronted by such a challenge, as I was when generating the plot hooks for Assassin’s Amulet, my first thought is to create a generator that creates the seeds, rather than creating the seeds directly. In fact, that’s exactly what I did. (You can read a hand-chosen fifty hooks excerpted from the complete list of 125 here: 50 Assassin Hooks). (No, I don’t intend to share the details at this time – but I might start using it to generate character seeds and extend that series. I’ve actually been holding back on that so that I can use the generator to populate plot lists for sequels to Assassin’s Amulet).

But it’s not just in creating these lists that I have problems, it’s in using them. There are four major problems to be overcome, and while I have answers to some, I’m not sure that they are all even capable of solution.

The four problems that are the heart of today’s discussion are:

  • limited entries
  • entry depletion
  • redundant effort requirements
  • format limitations

(I’m resisting the urge to define each of these within the list, turning them into paragraphs. Like I said, it doesn’t come naturally to me. And don’t get me started about the irony of using lists in an article about the difficulty of using lists….)

Limited Entries

If you have a list of ten items, that’s all you have. Once those ten are used, the entire list becomes obsolete. If you don’t like any of the entries, those are essentially crossed off the list already. The only real solution to this is to make the list longer – much longer – but that imposes it’s own problems.

Entry Depletion

This problem manifests in another way when you attempt to use the list as a table from which entries are randomly selected: there are finite odds of getting the same result more than once. The shorter the list, the more likely this eventuality. Such lists are frequently touted as a source of inspiration to be employed when your own imagination fails to fire – how stimulating is it if the same entry comes up time and time again?

Of course, you can always re-roll – but that means recognizing that you have already used this result (perhaps quite a long time ago) and that you need to generate a new result.

Solution: All such tables should come with a checkbox so that the user can cross it or tick it or something when an entry is used, if a more complex solution isn’t employed.

Redundant Effort requirements

Things get still worse if the list is not intended to be used as a random generator, but to be cherry-picked for ideas when you need them, because every entry needs to be re-read each time you employ the list. You can cut down on the redundancy using a checkbox, but the longer the list, the more redundant effort is involved.

Various procedural approaches are possible – starting your reading at the last entry you’ve actually used, as indicated by the checkbox, for example – that reduce this overhead, but they don’t eliminate it.

A technological solution is possible, at least theoretically, which “hides” entries that are unsuitable or used – and, of course, you would only read as far as you had to in order to find a solution to whatever conundrum of creation the list was being employed to solve. It’s even theoretically possible to have the table recalculate the roll required by not enumerating as part of the list any “hidden” entries – okay, so who’s got a d37 up their sleeve?

But GMs are used to solving such problems, and furthermore, modern technology makes the problem itself go away – using a service such as AnyDice or something similar means that it’s not a problem. “2971, 438, 1110, 2757, 1960” – the first 5 results from rolling a d3141. Not a problem.

But you have to employ this solution every time – and that’s another redundant effort.

What’s needed is an entirely different approach to the usage of lists – a technique where it doesn’t matter if you roll a “six” three times in a row on a table with 10 entries.

I just happen to have one handy.

The Zwicky Approach

Johnn actually came up with it in his Political Plot Generator (I’ve Been Framed), but I had already employed the same approach in another context, which I’ll get to in a little bit.

The principle is to use cross-referenced and nested tables to vastly increase the number of combinations of the output result to such an extent that uniqueness of result is almost a certainty.

Picture a table with twenty entries. Before you actually get an outcome from the tables, you have to make a roll on a second table whose result puts the first one into context. If that second table also has twenty entries, then for the price of two twenty-entry tables, you have 400 possible outcomes. Add a third, and for the effort of creating sixty table entries, you have a whopping 8000 possible results. A fourth yields 160,000 possible outcomes.

With so many outcomes possible, it doesn’t actually matter what you roll, and whether or not you have rolled it before – the odds of the outcome being the same are so remote as to be nonsensical. You don’t need checkboxes. You don’t need to employ redundant effort to use the tables, either – you simply look up your four rolls and go directly to the unique outcome. If the result doesn’t suit – roll again. Some entries may have sub-rolls buried within them.

This is an example of using rolls on a table as the indices of a
Zwicky Morphological Box. I’ve mentioned these before, in the context of determining the optimum construction path for a 3.x character (The Power Of Synergy: Maximizing Character Efficiency), in the section “One structure to rule them all” about 3/5 of the way through the article.

All that we’re doing is altering the format of the output to conceal the fact that we’re talking about a morphological box.

The Zwicky Approach II: The TORG character generator

I mentioned in passing the course of the celebratory milestone article, The meaning of 400, that 400 was one-fiftieth of the number of NPCs I created using a random NPC generator that I wrote for Torg. This is another example of the same type of solution, and really illustrates the power of the concept.

It’s easy to write a character generator using BASIC (or just about any other programming or scripting language, for that matter). Roll 3d6 for each stat, roll 1dN to choose character class, and so on.

It’s quite another to write a smart character generator that produces interesting and consistent ready-to-use characters every time, with all the attendant complications. That was the task that I set myself, many years ago (the late 1990s, I think). Here’s an actual entry from the output, chosen at random:

378  DEX: 8  STR:11  TGH: 6  PERC: 8  MIND:12  CHAR:11  SPIR: 7   Possibilities:12   Reality (SPIR)+3=10/-   Corruption+6=13/-   TAG: Science (MIND)+4=16/-   DEX: Melee Weapons+1=9/- Unarmed Combat+2=10/-   STR: Climbing+2=13/-   PERC: Trick+1=9/- Water Vehicles+3=11/-   MIND: Apportation Magic+1=13/- Artist+1=13/- Test Of Wills+2=14/-   CHAR: Persuasion+1=12/- Personality:  Primary: pansy Secondary: arguementative Tertiary: extreme

Here’s what’s so clever: the generator used a couple of randomly-generated unofficial meta-characteristics: “focus” and “expertise”. The first described how likely the character was to have a skill outside of their core expertise (i.e. how much of a jack-of-all-trades they were), and the second described (in broad terms) how good they were at their core expertise, the “Tag skill” (you don’t need to know the Torg rules for this).

The core skill was then randomly chosen from the full list, sometimes with sub-lists for specialties within the field, the stats were randomly generated and intelligently allocated based on “expertise” and the characteristic on which the tag skill was based, then on appropriate patterns, from high-to-low, weighted by the “focus” meta-characteristic.

Probabilities were then assigned to every other skill, based on those meta-characteristics, intelligently weighting them from a zero (the character will never have this skill) to 100% (this character will always have this skill). A skill table was then automatically compiled, with as many subtables as necessary, to reflect these scores. Each skill carried modifiers to subsequently probabilities – so if a fighter-type went down the path of archery, he was less likely to study heavy armor, and so on. A skill was then randomly chosen from this table, the table itself modified as a consequence, and a new skill chosen. Each random “choice” more closely restricted the options available to the character to produce intelligent, consistent choices – with the occasional oddball curve thrown in.

Something akin to the “Skill points” of 3.x were used to keep track of how many skill points the character had. These were intelligently allocated based on the meta-characteristics, established skill levels, and effective skill totals – and weighted according to the order of selection of the skills. So you could get a character who was an excellent soldier and an accomplished painter, with a background in farming – or, in this case, a sailor who uses Apportation magic, but whose first love is some form of science. The dominant characteristic, “pansy,” makes him unlikely to be a mission commander or ship’s captain. The secondary characteristic, “argumentative” has to be resolved within the context of the primary – perhaps he’s argumentative about his research (his chosen field of expertise) but meek and mild outside of it? The third personality trait, “extreme”, could be interpreted to mean that he routinely goes too far when his argumentative characteristic is triggered, or that he’s extreme in some other respect like personal hygiene.

Finally, an independent personality generator was used to create the personality profile at the end of the entry.

In essence, the system grew a unique character generator for each character based on the three primary values – what the character was good at, how good at it he was, and what else he was interested in – then threw it away and started anew for the next character.

The really, really clever part was that it also compiled an index of characters – this was character #378 – according to the chosen Tag skill – so to choose one, I simply had to decide what one skill I wanted this character to be good at according to the in-game situation at the time. Five seconds later, or less, and I had the character profile in front of me, ready to go.

And yet it was all composed of lists and tables, and the only intelligence in the system was in the design, for all that the characters it produced had logical themes and avoided illogical faux pas.

Getting Back To The Subject

Using lists that compound to produce many different outcomes in some sort of intelligent manner doesn’t require sophisticated programming, Johnn’s article proves that, and it solves the first three problems with Lists as gaming products very nicely indeed.

I guess what I’m really saying is,


Make the lists more than the sum of their parts.

Format Limitations

By far the biggest limitation that List products face is that of perceived value – which is such an important subject that I wrote a two-part article addressing it a while back (Value for money and the pricing of RPG materials – Part 1 and Part 2).

As soon as I see a game product described as a “list”, all those limitations described above come to mind, and they all reduce the perceived value-for-money of the product. Once again, the Zwicky proposal of interrelated and interwoven nested tables comes to the rescue, with a simple stratagem: don’t describe it as lists, or tables. Describe it as a System, or a Generator, or, in fact, anything but a list or table. Design and create it with this goal in mind and you avoid all those negative connotations while implying additional value that makes a sale more likely to result.

Of course, all this is my personal opinion. Others may be attracted to the simplicity of the list/table format. Would I buy a product which was a list of 1,000 ready-to-use NPCs? Depends on the price, but very probably. So the deficiencies – perceived or actual – of the list format can be overcome; it’s all a question of effort and inspiration. Having a generator that made your lists in your back pocket and only selling the product of that generator is definitely the way to go – if you can pull it off.

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Trivial Pursuits: Sources of oddball ideas


Dag Hammarskjold

Dag Hammarskjold served as United Nations Secretary General from April 1953 until his death in a plane crash in September 1961. In October 1962 the US Post Office intentionally printed 10 million (some reports say 40 million) defective stamps honoring him after a printing error was discovered in order to prevent speculation in rare stamps, now known as the Dag Hammarskjöld invert, before reissuing a corrected stamp.

I buy cheap books of trivia all the time.

The quality of them as reading material varies from excellent to abysmal, but they can be an excellent source of ideas.

Did You Know… The spruce trees in the forest of the Canadian Lakes district is so densely populated that winter snow stays on top of the trees like a blanket, and the forest floor stays bare.

My procedure for reading these is always the same. I read a page and attach a small yellow post-it note to anything that leaps off the page as “something I can do something with.”

It helps that most of these anecdote-style books are easy to pick up and put down; you can read a page or two at a time and always find a convenient place to pause.
 

Did You Know… An artificial hand was designed in 1551 by Ambroise Paré of France. It used cogwheels and gears to enable the fingers to move and enabled a handless cavalryman to grip the reigns of his horse.

The post-it notes serve as a “permanent” bookmark that can be removed when I actually use an idea.

Did You Know… Vigilantes on the Barbary Coast (near San Francisco) committed an average of 1 murder a night in a reign of terror between 1860 and 1880. More than 7,300 people murdered by them in this twenty-year period.

Usually I won’t write anything on the Post-it, but sometimes the possible use of an idea is so obvious that I will jot down a two- or three-word summary of that proposed use – because it might not be obvious 12 years later, when you actually get around to developing that idea.

Did You Know… The Babylonians reportedly had few doctors because they left the treatment of the sick to the public “wisdom”. The ill were placed in the city square, where passersby who had suffered from the same ailment, or seen it treated, could offer advice on treatment. Pedestrians were forbidden from passing by without inquiring about the complaint and “prescribing” for it if they could.

Once I have finished reading the book in this fashion, I’ll read it again, selecting only the “bookmarked” items.

Did You Know… The means of breaking codes is a relatively recent development in comparison with the development of codes themselves. One of the earliest cryptanalysts was a French Mathematician, Franciscus Vieta, who deciphered the code that Philip II of Spain was using, Spain then being at war with France. Philip couldn’t understand how his secrets were leaking to the enemy, and accused the French of Sorcery – and even took this accusation to the Pope.

Sometimes one of these will “click” mentally with another that I have just read – in which case I will go back to that bookmark and note the page number of the related item on each post-it note. If there happen to be two “noteworthy” ideas on the same page, I’ll follow the page number with a reference count such as “p169 #1”.

Did You Know… The original Bill Of Rights, as proposed by Congress, had twelve amendments, not ten. The two which were not ratified by the states were an amendment to set the size of the House Of Representatives and an amendment that would have prevented Congressmen and Senators from increasing their own salaries.

I’ve used these as source ideas for adventures, for enemies, and for NPCs.

Did You Know… Returning to his home in Minneapolis in 1947, Mayor Hubert Humphrey was shot at three times. The would-be assassin has never been identified.

Adventures

Did You Know… Reykjavik, the capital of Iceland, is heated by underground hot springs. The entire city.

Take the item above. Think hot springs, think steam. Imagine underground caverns with tropical temperatures all year round, steamy and humid. All you need is a substitute for sunlight and you have the perfect location for an underground “land that time forgot,” where dinosaurs still roam. You could use this “as is” for a pulp or superhero campaign, or could simply transplant the entire concept to a snow-capped mountain city in any fantasy game.

Did You Know… In the early 17th century, more than 1,000 children were kidnapped in Europe and shipped to America as “indentured” servants.

What if they kidnapped the wrong child? Someone important? Or perhaps some alien only masquerading as a human child? Either would make a great Dr Who adventure – or anywhere else where time travel or parallel worlds can found, for that matter.

Enemies

Did You Know… Trinervitermes (Tri-nerv-it-erm-ees) is a species of termite native to the African Savannah. They build mounds that are only about 12 inches (30.5cm) tall but bore shafts more than 130 feet (40m) into the ground for access to water.

Scale it up. Some quick research on the net suggests that Trinervitermes average about 6mm in length (0.06m or 0.236″). Estimates of the thickness of the earth’s crust vary from <5-10 km thick (oceanic) through to values of 8-16 km. Since we’re interested in the crust under land, let’s pick a nice, convenient 10km. So the tunnels bored by these termites are more than 40/0.06=666 times their body length. Take that 10km crust, divide it by 666, and we get a superbug 15m in length. There are sharks and whales that size, so it’s not too far-fetched as an SF premise. The visible mounds are 0.305/0.06=5.08 times their body length – at 15m, that’s 76.25m tall (just over 250 feet).

Picture a space-going superbug that likes to burrow down through the crust of the planet in pursuit of liquid mantle perhaps they need it for some key stage in their life cycles. They are as big as a house, and the surface mounds are ten or twelve stories high. Basic ecology tells us that they will be relatively few in number because of their size, but the concept of insect swarming & nesting suggests they will travel in large groups. If they burrow through the crust to the mantle, digging a burrow into an asteroid would be no big deal – “kicking” the extracted material out serves as thrust, enabling the orbital path to be changed.

So, a swarm of these reach the breeding point in their life cycle. They pick a whole bunch of asteroids and hollow them out to serve as reentry vehicles – ablative heat-shields if you will – which rain down on a planet over a period of weeks or months. Not all the creatures survive this part of the journey – if the asteroid breaks up too soon, they’re in trouble. They are too big to fly, so let them use their wings as “parachutes” when they get low enough into the atmosphere – so they make a “soft” landing while their “reentry vehicle” makes a hard one. They begin to merrily build colonies wherever they land. In some places, the crust is too deep for them; in others, it is not. They lay their eggs (and they would need to lay a LOT of eggs) at the edge of the mantle, making them out of a natural carbon fiber that can resist the intense heat. After a few years/decades of this, the eggs are ready to hatch, and the land masses are full of holes & beginning to break up; it’s time to return to the stars and set out on a multi-millennium sojourn to another solar system, or a long elliptical solar orbit.

A sufficiently violent eruption can fire debris into low orbit. When we’re talking terrestrial volcanoes, that’s dust and ash – but these creatures can engineer their own supervolcanoes to order, something ten or a hundred or a thousand times as violent (I don’t know enough vulcanology to determine the right number). But it’s big enough to launch their eggs (size and mass also unknown, but I’m thinking maybe a kilogram) – doing a final devastating blow to the planet in the process. The cold of space after the heat of the magma completes cracking open the eggs – again, most don’t make it – and the new generation of insects are free to use their wings as solar sails and go into hibernation until proximity to another star raises their internal temperatures enough to wake them up. I’m thinking one generation every 100,000 years or so.

Of course, maybe 20,000 years after they leave, the world they came from is ready to go again, or maybe 50,000 – I don’t know how long it would take the crust to recover from all this – so they always have a safe haven. But it’s bad news for anything else living on the planet when they arrive.

You could drop these creatures into any sci-fi/superhero campaign with no trouble at all.

Did You Know… Nevada became a State because of Slavery. Lincoln rammed through its admission to the Union to give himself an extra “Yea” vote ratifying the Thirteenth Amendment, which outlawed the practice.

General NPCs

Did You Know… Thomas Jefferson was so upset with the editing of his original Declaration of Independence by the Continental Congress that for years afterward he sent copies of both original and final versions to friends and asked their opinion on which version they preferred.

No writer likes editorial heavy-handedness when it is applied to his or her work. It’s not hard to imagine a modern author whose work has been so substantially rewritten by the editor that he would make the original text available online, free to anyone who bought the published book, as a way of protesting the “hatchet-job” he perceived. That singular act tells you a lot about the personality of the writer – stubborn, proud, and egotistic are three words that come to mind – which makes this a great NPC to drop into a campaign.

Did You Know… More than 10% of the world’s annual salt production is used to de-ice American Highways.

Other Uses

Did You Know… In 1978, more than a thousand deer were accidentally killed in Connecticut by automobile drivers. Only 948 were killed by hunters.

As this selection of examples shows, there are fascinating insights and ideas that can be applied to create interesting situations, histories, events, and locations for any campaign.

Did You Know… Prize fights prior to the turn of the century lasted up to more than 100 rounds (a round often being determined by knockdowns) with the fighters using bare knuckles (no gloves).

Astonishingly, of the eight other GMs with whom I discussed this article (some years ago, now – it’s been on my backburner for a while), not one had ever thought of the notion. The average book of trivia “snippets” yields one great idea every two or three pages. It’s amazing to me how many people neglect such a wonderful font of ideas. Truth is stranger than fiction…

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The Remembrance Of The Disquiet Dead: A Spooky Spot and Campaign Premise


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The subject of the Halloween-inspired October Blog Carnival being hosted by of Dice and Dragons is “Spooky Spots“. This post offers readers just such a “spooky spot” which required an encounter, which led to an ongoing subplot, which in turn required an explanation and finally, a resolution – but all that exists for no other reason than to justify the original spookiness of a cemetery that follows the PCs wherever they go…

Coming hard on the heels of the carnival hosted here, which was all about locations, I was surprised when an idea for a submission came to me right away – but maybe that was the result of already being in tune with the subject.

I had a bit of fun generating illustrations for this location. I ended up doing two completely different “fogs” over the base illustration. I’m including both, and the base image as well, with the article. Click on the thumbnails to open large-size (1775 x 2529 pixel) versions.

 
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Part 1: The outskirts of mystery

In deepening twilight, the characters find themselves approaching a small town or village, passing a cemetery at the edge of town. Unexpectedly, mist begins to deepen around them, a mist that carries the cloying perfume of decay. Sounds seem muffled and remote, and a chill runs up their spines.

The character with the sharpest eyes will be able to see the gates of the cemetery, made of wrought iron, and spelling out the name of the burial site as “The Remembrance Of The Disquiet”. A cleric or character who knows religion very well will recognize several of the tombstones as being consecrated to the God Of Vengeance.

If the PCs decide to enter the graveyard, the gates will squeak and groan alarmingly, and several fresh graves can be identified by the soft, freshly-turned earth. Examining the gravestones reveals the names of the characters. If the PCs open any of the graves, they will find them to be empty.

They will not be attacked, they come under no threat, and can leave the graveyard whenever they wish and resume their travel into the settlement. If they do so, the mist will follow and continue to increase in density until it is a full-blown fog.

When they enter the village inn, the bar will be unattended for a moment. The inn is full of customers behaving normally for the circumstances, and drinking whatever is usual for the locals. From behind the bar, a middle-aged man with an eye-patch and greasy black hair and beard appears. No matter what the characters ask for, (even if they ask for what other patrons are drinking) the barman will tell them he doesn’t have it; all he has is a very old bottle of low-quality spice Elven wine, which has probably turned to vinegar. None of the other patrons are aware of the barman, but the characters will not be aware of that yet. None of them will approach the bar even if their drink runs out. If one of the characters asks a local where they got their drink, they will be told “I got it from the bar” or “John sold it to me” or something meaningless and unhelpful along those lines.

When one of the characters finally give in and buy the bottle of old wine, the barman will retrieve it from behind the counter and hand it to the character. He will place the payment on the countertop and then bend down behind the counter again (or go out a door into another room, or down into the cellar, or whatever – he will simply leave in some fashion, leaving the payment on the counter. When the PCs open the bottle, they will find it contains nothing but dust.

A few minutes later, a different barman will emerge from another room, a cellar, or whatever, and complain of bad air or fumes that left his head swimming. This will be the subject of lots of good-natured humor by the other patrons. He will then notice that some new customers have entered while he was in a swoon and will ask what he can serve them. He will never have seen the bottle before and will not know who the other “barman” was – he’s the owner.

If the PCs ask about the cemetery, none of the locals will know about it, either. When they go outside, the fog will have lifted and the cemetery will be gone. Only the next morning will they have the chance to realize that the settlement they are in is hundreds of miles from the one they thought they were entering last evening, and days, weeks, months, or even years will have passed – or will yet to have passed. But the scene works better if they don’t, and suspicion grows only slowly.

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Part 2: Things in the mist

The next time the characters are approaching a settlement, or are in an urban setting at twilight, they will come across the same cemetery, the same barman, the same situation. It follows them no matter where they go or how they travel. The bottle of “ancient Elven wine” will be the exact same bottle as well – as can be determined by the characters scratching their initials into the glass or something similar. The Barman will also be the same person but will not recognize the PCs. The characters can even kill the barman; it makes no difference, he will be back, unharmed, next time.

They can do whatever they want to penetrate this mystery, but will find themselves no closer to a solution. This part can repeat as often as the GM likes, but it should be often enough that the PCs will go through the phases of uncertainty, curiosity, paranoia, anger, and acceptance. The GM should feel free to run any adventures they wish concurrently with these occasional encounters.

Each time that the characters experience this encounter, the GM should roll a d6 and add the result to previous results. If the resulting total is greater than twenty, something more happens (and the total is reduced by 20):

The fog will rise as usual at the cemetery, but the PCs will be attacked by zombie-movie versions of themselves, who blame the PCs for unsticking the zombie-version in time (not that they are capable of communicating this by speech, but the characters may be able to get the information in some other way). These undead are immune to every form of attack or damage-causing effect that the PCs can make. The GM should describe these failed attacks very carefully, with the undead never quite there at the right time to be struck by whatever is aimed at them. However, after being “missed” in this fashion 2-3 times each, they will simply vanish into the mist, leaving no trace other than the PCs wounds to show that they were ever there.

Part 3 – Preamble

When the encounter starts getting a bit old and predictable, and there has been at least one zombie attack (preferably several), it is time to resolve this encounter. There are at least four possible explanations, and each leads to a different encounter as resolution. Some also impose minor alterations to the preceding parts of this Ghost Story. Since this article is supposed to be about the spooky spot – a cemetery that haunts the PCs and follows them wherever they go – I won’t specify these in too much detail, leaving it to each individual GM to fill out any necessary details.

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Part 3 version I: The Causality Rift

This is the solution that I originally had in mind. But it might not be spooky enough, so I thought up the alternatives. Because it was there from the first, it is the most developed of the resolutions.

The characters will come across a castle or keep or tower (with a familiar-looking cemetery outside it). Inside, they will come under attack by a demented wizard/scientist of great power – wearing an eye-patch and with greasy black hair. He keeps getting his tenses mixed up (past, present and future) – changing even in the middle of a sentence, and he has a great deal of trouble keeping straight what he has done and what the characters have done. His purpose is to try and drive them away from his tower before it is too late, but since he is not altogether rational and the PCs are PCs, he won’t succeed. Sometimes, he will address the PCs as enemies, sometimes as the cause of all his problems, and sometimes as fellow victims.

Just as the PCs enter his inner chambers, one of his experiments will go out of control because he’s been busy fighting the PCs, opening a window between this world and a zombie-fied parallel world, where his counterpart has been conducting a similar experiment, and has been distracted at the critical moment by zombie versions of the PCs. What follows is a four-way fight which ends when the zombie versions fade away, but not before the Wizard/scientist is mortally wounded. His wounds will resist any and all types of healing.

He is also now somewhat more lucid, and explains that the uncontrolled opening of a doorway into another part of time has shattered continuity, mixing up times and eras. He knew this was going to happen because he was left unstuck in time but attacked the PCs hoping to drive them away before it was too late and what was going to happen did happen. Now, the characters have only one chance to set things right. He congratulates the PCs on their success in doing so, then asks them to volunteer to undertake the dangerous mission of mending the fractures in time that have been plaguing them. Since they are somewhat tired of the recurring encounter and the inconveniences it carries, and they are adventurers, they should agree. At which point the Wizard/scientist attaches them to a strange arcane/scientific device, and throws a switch, while assembling another complex spell/device. The latter will confine the effects of the causality breakdown to those who were in the vicinity of the original breakthrough, letting the rest of the world continue as normal, not even noticing; and the former will reach into the past lives of the characters and send those lives dancing wildly in time from fracture to fracture, each time repairing part of the damage, until eventually time will be healed and they will find themselves approaching his tower to start the sequence of past events over again.

All his life, the wizard/scientist has been ‘unstuck in time’ as a result of this encounter, which lay in his future. He became obsesses with time, and has dedicated his life to figuring out what has happened to him and how to restore his life to the normality taken for granted by most of the world, where event follows cause, and tomorrow is connected with yesterday with today in the middle.

Of course, the zombiefied versions of the PCs and of the wizard/scientist will also be affected and will have been drawn to those past encounters by all this, whether they like it or not. His past self in the zombiefied world will likely have a similar level of obsession with restoring his personal continuity, and will be able to determine that the real wizard/scientist and the PCs are the cause, or will be, or were – and hence he builds his device to cross the barrier between worlds and attacks everyone who was in the tower at the critical moment.

Having delivered his explanation for what he is having their past selves do, he then fades away to begin his own sojourn through the years, leaving the PCs to resume their lives, no longer plagued by the effects of being unstuck in time.

But there will be some lingering after-effects. For the rest of their lives, whenever they approach a settlement or are in an urban setting in the twilight hours, they can catch a glimpse of the cemetery out of the corner of their eyes. They have patched time (without knowing they were doing so) but the edges are still a little ragged and the seal is not watertight. Nor is the breach between worlds completely sealed; from time to time, a “superzombie” from the other world will slip through. And every now and then, they will meet a complete stranger who swears that they look familiar, but can’t quite place where he had met them before, or who thinks they look like the famous someone who once did something (that the PCs did in a previous adventure)…

Part 3 Verson II: The Orouberous Curse

This alternative will require the implementation of the revised subsystem for Curses that I described in May the camels of 1,000 fleas – wait, that’s not right: Improving Curses in 3.x, or similar.

A man was once cursed to spend his life wandering from time to time with no certainty in his life “for all eternity” after losing his temper and attacking someone else because they had kept the victim of the curse waiting. This gave him a form of immortality, but at a terrible price [subvariant – perhaps he wished for eternal life and was granted his request, but the Gods punished him for his hubris]. The man searched high and low for a cure for his condition, but no-one could solve it until he grew creative and desperate enough to invoke his own solution.

He cursed the curse forcing it to seek out innocent victims, ‘wandering’ from one to another, until a carrier came into contact with the original victim. This released him from the penalties of the curse, but he still didn’t get the eternal life that he wanted, because he lost the benefits, too. Shortly afterwards, he died of old age, something that used to terrify him but that he now embraced openly. The curse still wanders the world, passing from victim to victim (or multiple victims as in the case of the characters) until, by chance, one of them should happen to land in the right place and at the right time to encounter the original victim in those moments between his ‘cure’ and death from old age – at which point the carriers are released from the curse that has afflicted them (returning them to the time and place where they first fell victim to it) and the curse (and its immortality) returns to the original victim – until he can find someone else to foist it off onto.

In effect, only by ‘biting its own tail’ can the curse on the characters be lifted.

Resolution should take the form of someone figuring out what’s happening to the PCs, and sending them on a quest to find the original victim. This should probably happen fairly early on in Part 2. Part 3 then consists on them broaching the defenses the original victim has erected to prevent a carrier from reaching him, and returning the curse to its sender.

Part 3 Version III: The Lashing Out Of Abraxis

This alternative will require the implementation of the revised subsystem for Curses that I described in May the camels of 1,000 fleas – wait, that’s not right: Improving Curses in 3.x, or similar.

The graveyard contains the remains of Abraxis the barman, who was once betrayed and killed by someone of a particular class (or race). One or more of the characters is also of this particular class or race. The Barman blamed all members of that subpopulation for the betrayal – details should be structured by the GM accordingly, so that the ‘betrayal’ stems from a common characteristic of the race or class in question. He left a dying curse on any of that race (or class) who beheld his grave site to be “betrayed by time”, this being his revenge on those who betrayed him. In this variant, the only characters who should have “fresh graves” within the gravesite are those of the appropriate race/class. Only by finding another of “their kind” and dragging them to the graveyard to behold the cursed gravesite while it is still there (i.e. before the barman leaves) can the curse be lifted from the character – and inflicted on another. This might trigger some serious alignment problems, if you are using the standard alignment system and principles.

Resolution of this variant consists of the characters figuring out what is going on and why, by researching (as much as they are able) the names on the other gravestones in the graveyard, and the circumstances of their deaths. Because this information is so esoteric and localized, and will only be available in the appropriate time periods, this will not be easy. The PCs then have to (1) encounter the cemetery; (2) locate a new victim; and (3) conspire to get that victim to the graveyard before the cemetery fades away (about an hour, or when a PC buys the bottle of ‘ancient wine’). The wine is one of the big clues the PCs have to follow, enabling them to pinpoint the original location of the cemetery (eventually).

Part 3 Version IV: A Love That Will Never Die

The final variation runs like this: Buried in the graveyard are the remains of a girl, the daughter of the barman, who died tragically at her own hand after being spurned by the man she loved and killing her father, who had forbidden the marriage. That man just happens to look like one of the PCs (might even *BE* one of the PCs). Now the ghost follows her ‘lost love’, dragging her final resting place behind her. The act of doing so disrupts time; when time snaps back into place, it drags the PCs along with it, dumping them in a new temporal and physical location. It takes a while for the Ghost to find them again, but it will inevitably do so. The ‘ghost’ is even strong enough to reanimate the bodies of the PCs after their deaths and drag them through time as the Zombie PCs in a desperate attempt to be with the love of her life forever. Only by causing the ghost of the girl to manifest and agreeing to the wedding can her spirit be layed to rest, and that can only happen when the PCs convince or force the ghostly barman to give his blessing.

Once again, the key to the resolution of this variant is the acquisition of information, and once again the label on the bottle is the biggest clue. Once the requirements are understood, the PCs will have to convince the Barman – and that will require more than just a die roll. Then the “happy couple” can pledge their vows, releasing both ghosts to their final rest – and releasing the character from that wedding vow in the process.

If the campaign timing works out, you could start this plotline in a near-Halloween game session and finish it on a Valentine’s Day game session, for added symbolism.

Because it’s the spookiest, and at the same time, the most romantic and human, this is my favorite variation amongst the four. It appeals on multiple levels.

So, there you have it. One spooky spot, four different rationales to explain why it is spooky, and a recurring encounter that can be used as a campaign framework to connect spot with rationale. Have fun with this…

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Five Games That Will Wreck Your Life (and what we can learn from them)


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Today’s article is in two halves. The first is a guest article submitted by Jason Falls (the “five games” part), and the second is by yours truly, adding relevance to tabletop RPGs to the mix.

5 Games That Will Wreck Your Life

When I was a kid making my first tentative steps into the Mushroom Kingdom, there was a lot of anxiety around games. Not anxiety felt by anyone playing them of course, we thought they were awesome. But our parents were petrified. The constant worry was that we would become addicted to game playing, incapable of leading any kind of life or having any other interests than the bright colorful interactive pixels that bounced around thanks to my 8 bit game console.

Now, of course, we know better, and many successful and highly functional adults grew up playing games and continue to enjoy this hobby alongside rewarding careers, social lives and families.

However, something else has happened since then. The games have got better. These games have the potential to completely end you. Some of these games are new, some of these games are old, but all have them will have you playing until the dark hours of the morning, while constantly insisting you can give them up any time you want.

Civilization II

Civilization II is a very simple game. You start off in the Stone Age and you take your civilization through to the modern day, trying to avoid environmental catastrophes, nuclear war, or simply being wiped out by someone who invented guns while you were still mucking about building the Library of Alexandria.

And it’s super addictive. Civilization II more so than even any of the sequels, because what it gives you is an incredible level of micromanagement. You get hooked trying to build the perfect utopia you have always thought you could if it wasn’t for The Man, and you’ll stop and walk away from the game after just one more turn, you swear. And that’s what you’re still saying as the sun comes up when you started playing at six the previous evening.

Tetris

Of course, compared to this game, Civilization II is rocket science. This game is simply the art of lowering blocks and making them all match up, and the thing is, it doesn’t matter how good you are, because the game is still going to deny you that long block whenever you need it most. But you just know, just know that if you play for another five minutes you can incrementally increase your high score.

Minecraft

This is perhaps the most deadly of the games on here. The graphics are not that amazing. In fact they mostly look like large Lego bricks. And therein lies the clue. Because what Minecraft gives you is a play area lager than the planet Earth, and all the raw materials you need to build, well, anything you like.

There’s no victory condition (well, there is another dimension called “The End” where you fight a dragon, but nobody really cares about that), just endless possibility. You can build a wooden shack, a furnace, learn metallurgy, build rails and switches and anything, literally anything you desire from floating castles made of glass to a fully working aqua duct. But you have to build all of it block by block, so say bye bye to anything else you wanted to do with your free time.

Bombermine

Bombermine is the old Nintendo game, Bomberman, shameless ripped off, put in a larger level and move the number of players up from “four” to “hundreds”. And you can drop in and out of the game any time you like. I’ve paused writing this article three times already just to have a quick game. And I’ll probably reward myself with another one when it’s done.

Any RPG by Bethesda Game Studios

Elder Scrolls or Fallout 3, take your pick. It doesn’t matter what the actual game is. What matters is that you’re given an absolutely massive playing area, with hundreds of locations and characters and side quests. Much as with the other games on this list, with any of these games, whether its Oblivion, Skyrim or New Vegas, there’s always something around the corner to explore, some minor task to complete before you wrap up for the night.

And then you can do it again a different way. You can be a gun toting Rambo, or a coward who talks his way out of a situation, then runs it away. Even now I’m thinking of having another play. Back soon…

Jason Falls is a freelance writer and avid gamer who works with Butlers Bingo and has racked up something like 50 odd hours in Fallout 3 alone.

Lessons

So what do these games have in common? Well, the first thing that’s common to most of them is the theme of exploration or discovery. Even Tetris, where you have no idea what the next shape will be until it lobs down the chute (some versions give a 1-piece or 3-piece advance warning, but the principle remains). The second common ingredient is great gameplay.

Both of these are common to RPGs, as well.

Exploration/Discovery

When you play a computer game, you discover the world created by the game programmer, even if it is randomly generated each time you play. Ever since mankind first looked over the hill just to see what was on the other side, exploration and discovery have been ongoing pleasures for the human race. James T. Kirk’s five year mission celebrated the sense of discovery, of finding something new, in each and every episode. When we play a computer game, even one that we know well, we are vicariously recreating the experience of the great explorers and the joy of discovery that they must have felt when they saw a new land for the first time.

In a tabletop RPG, we are the creators of the world; we stock it with interesting encounters and dangerous critters and mind-bending puzzles and engaging characters as best we can; and part of the thrill of being a GM is that you get to watch your players as they discover and interact what you have created. Why is that so much fun?

It might have something to do with Mirror Neurons.

These basically don’t just show us someone doing something, they make us feel like we’re doing it too. When we see someone smile, the same neural centers that activate when we’re smiling light up. Current theories suggest that this is related to learning, and may be connected to more subtle forms of empathy – but this is cutting-edge science, and we don’t yet have all the answers. Bottom line: if we can get someone else to have fun, most of us will enjoy the process as much as if we were the ones having fun. You can never recapture your first time through a particular amusement park ride; but by watching someone else go through it for the first time, we can get almost as much visceral enjoyment out of it. It follows that we can have fun exploring the world as we are creating it, and then have some more fun when someone else plays through it even though we already know what’s there to find. Whether GMs have more of this capacity than non-GMs, I don’t know; and whether or not that is the cause or the result of their ability to GM is another unanswered question. Studies have shown that watching a violinist play actually stimulates the motor cortex of the brain responsible for controlling the left hand (the one that’s doing the playing). I suspect this may also be the reason why so many of us play air guitar at times!!

Not all games are created equal; there have been many more clunkers released in the computer game market for every winner. The same is true, I’m sure, when it comes to RPGs and the adventures and encounters we incorporate into them. The spirit of exploration and the fun of being creative is not enough.

Gameplay

When you’re playing with a computer game, you enjoy it more when you don’t have to stop and think about how to get your onscreen character to do what you want; you just want them to do it. The gameplay has to be compelling and the system has to be unobtrusive. That’s harder to achieve with a tabletop RPG, but it remains the goal in a lot of ways. For routine tasks, don’t ask for that skill check; assume that it has been rolled and was successful, and cut the middleman from in between statement of intent and description of outcome. The goal is to have the players interacting with the game world and not with the game mechanics.

And the more we can achieve this, the less incentive there is for players to turn “interacting with the game mechanics” into a game in its own right – in other words, to game the system and min-max their capabilities.

Sidebar: One Bad Apple
One ‘bad’ player can ruin a GM’s entire refereeing ‘career’ by teaching them bad habits, and the contagion spreads if you aren’t careful. One player who tries to rort the system, to exploit every flaw and weakness, can inculcate a defensive mentality within the GM, a ‘say no unless you have no other choice’ perspective. Other players then get affected by the splash as collateral damage to the conflict between the two; they start to get told ‘no’ as well, even if it’s in a completely separate campaign with completely separate players. They soon learn that the only way to get ahead is to fight the GM tooth and nail for every possible advantage they can get; then they carry that attitude into a new campaign with a new GM. I still struggle to overcome the legacy that some such players have had on my GMing style, so if you’re in the same boat, you aren’t alone. And if you’ve never encountered the problem, consider yourself blessed.

There’s another analogy to be made here. The Game Mechanics can be thought of as the “operating system/platform” for the “computer game” and the adventure for the day can be considered the “computer game”. The ‘operating system’ defines how the game players can interact with the adventure. The GM should be a blend of supervisor of the operating system, checking for errors and making sure that the system calls take place in an orderly fashion and produce sensible results, and the game author, extending the game in whatever direction the players choose to head. Outside of his narrative function (replacing the graphics card) and his role as the NPCs, the less the GM is heard from in the course of a game, the better.

Just as different operating systems have the strengths and weaknesses, place different priorities on “look and feel”, and are better suited to some tasks than others, so each different game system has strengths and weaknesses, place different priorities in terms of what they do easily and what they have to be dragged into, kicking and screaming. Some are better than others, but there are so many criteria, and so many compromises, that few can be declared absolute dogs and none can be considered perfect. The best you can hope for is that they will be perfect for the adventures you plan on running.

But great gameplay is not enough, even in conjunction with the stimulation of discovering something new.

Fun

When you get right down to it, a successful computer game has to be fun, or it is doomed to failure (obscurity, at the very least). Everything that gets published at Campaign Mastery has one goal, at the end of the day, or at least should do so: It either helps you do it better, or it helps you do it easier (leaving more time to work on something else), or both.

And that’s the ultimate lesson from the five games that are so good they can wreck your life. Get everything right, and your games can achieve the same addictive qualities as a great computer game – with benefits.

Exhaustion/Impairment

I couldn’t let it go quite there. Have you ever tried playing a computer game when you were really, really, tired? I’ll bet that you didn’t do as well at it as you normally would. Your reflexes would have been slow, your thinking would have been fuzzy at best and muddled at worst. The same is true of GMing. Just something to bear in mind the night before game day when you’re thinking about all the prep you still have to do – sometimes you will be much better off forgetting the prep, making sure you’re smart, and winging it.

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