Posts Tagged ‘Adventure-Creation’

In The Beginning: Prologs Part 2 (Types 1-9)

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

In part 1, I looked at the dictionary definition of Prolog (Prologue if you’re not from the US), and found it inadequate. So I formulated my own, and then took a good hard look at the implications. In a nutshell, used properly, and when appropriate, a Prolog can massively enhance an Adventure, novel, play, or […]

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In The Beginning: Prologs Part 1

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

I’ve been re-reading my Knights Of The Dinner Table collection lately, and eventually reached the issue in which Brian discusses just how bad it can be for the players when the GM starts his adventure by putting a prophecy in the heads of the players. What happens, according to this character in the comics, is […]

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When Is A Door Not A Door?

I was watching a movie that’s an old favorite, National Treasure (now available with its sequel as a blue-ray double-feature at Amazon, click on the link – limited copies available), prompted by a combination of availability and renewed speculation concerning a third movie in the series. It’s not as though the first two were flops, […]

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Giving PCs Choice And Having Your Plot, Too

A slightly shorter article than usual, this time around, because my available writing time has been compromised by some medical tests ordered by my cardiologist. I’ve had to squeeze in as much writing as possible in advance – so this article was written on Sunday, biting into my weekend to find the necessary time. (Update, […]

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The Lego Assembly: Character Development Alternatives

Character Development for an RPG is unlike it’s analogue in any other medium. That wasn’t always the case; we have learned how to do it the way most GMs and players do it now, the hard way. But I’ve recently become aware of a perception that the modern way is the only way, and that’s […]

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The First Question

When you create an RPG adventure, what’s the first question you should ask? This very issue became a factor when my co-GM and I set about writing Adventure 31 for the Adventurer’s Club Campaign a week or two ago. The First question should not be how you get the PCs involved. It should not be […]

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Fundamental Tactics For GMs: A Field Guide

0. Preliminaries Combat is a central aspect of almost every RPG, but most GMs are not as familiar with Tactics and Strategy as the forces they command within a game would be. That’s a problem, but the situation becomes even more untenable when GMs become aware that a basic knowledge of tactics can broaden their […]

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Tips for and from RPG Campaign Geriatrics

Have you ever watched a repeat of a show that you once enjoyed and thought, “this hasn’t aged well?” Have you ever re-read a book that you enjoyed in your youth, only to discover that the magic just wasn’t there any more? When you listen to old favorites on the radio, do they ever sound […]

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Higher Ground

This is an article inspired by a bus stop. As I got off the bus at my stop the other day, I briefly contemplated the fact that I had two different routes to choose between. I always choose one over the other as being faster than the alternative, despite having to wait for a ‘walk’ […]

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Polytime – a plot repair technique

This is an article about a technique for repairing continuity and plot problems that is especially suited to long-running campaigns and to campaigns deriving from published sources. I’m not going to leave anyone who hasn’t mastered telepathy in suspense: the technique is Patching one plot hole with another. For some that will be enough of […]

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The Search For Lost Treasure and other Mysteries

One of the oldest plots in the RPG canon is the search for a lost treasure, guided either by a map or trail of clues. This, like any other puzzle, gets solved like a detective novel or TV show – a mystery to be divined, one clue or step at a time. But there are […]

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Combining Style and Substance

Style without substance is a soap bubble, all surface glitz and no depth – and just as fragile. Substance without style is utilitarian and contains no room for fun. For anything – including RPGs – to succeed, you need something of both. I once saw an interview with a comedy TV writer – I forget […]

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