Posts Tagged ‘Adventure-Creation’

Compound Interruptions: Manipulating Pauses

This entry is part 4 of 4 in the series Further thoughts on Pacing

Sorry for the delay in posting this – my ISP is conducting maintenance of some sort, and my connection kept dropping out, making it hard to upload and format the article in the usual manner. Combinations So far, I’ve been looking at the different elements of pauses-in-play in as much isolation as possible, going beyond […]

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Status Interruptus: Types Of Pause

This entry is part 3 of 4 in the series Further thoughts on Pacing

In part one of this series, I demonstrated that a pause or interruption in play can be enormously beneficial, if used correctly. Last week’s article examined before-pause and after-pause content and found that these had to match in order to extract that benefit, and that the type and length of pause was a critical variable […]

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New Beginnings: Phase X: Beginning

This entry is part 11 of 11 in the series New Beginnings

It’s not easy making a completely fresh start. This series has examined the process of creating a new campaign in detail, and at last, the new campaign is ready for the curtain to lift and the show to begin – right? Right? This isn’t the first time it has seemed that way since this series […]

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New Beginnings: Phase 9: Completion

This entry is part 10 of 11 in the series New Beginnings

It’s not easy making a completely fresh start. This series examines the process of creating a new campaign in detail, a process that is approaching its conclusion. Campaign Structure There isn’t much of a structural nature left undone, or so it must seem – and, truthfully, the bulk of the work is done. But there […]

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Anatomy Of An Interruption – Endpoints

This entry is part 2 of 4 in the series Further thoughts on Pacing

Having established in part one of this series that a pause or interruption to play or to the primary plot being deployed within the game can be more than a necessary inconvenience, it can be a tool whose manipulation by a savvy GM or TV producer can enhance the game or production, it’s time to […]

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New Beginnings: Phase 8: Enfleshing

This entry is part 9 of 11 in the series New Beginnings

It’s not easy making a completely fresh start. This series examines the systematic process of creating a new campaign in detail, from start to finish. The contents (updated with each post) can be found in “part zero” of the series. Bone, Cartilage, and Flesh: A metaphor Everything that’s been done so far has been in […]

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Pacing and the value of the Pause

This entry is part 1 of 4 in the series Further thoughts on Pacing

Discovering The Principles This was originally envisaged as one small and relatively quick article. It didn’t work out that way. Instead, this is the first part of three… I was watching a repeat of an old TV show the other week – one that had been subsequently re-cut to facilitate more ad breaks – and […]

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Disease and Despair – the healing-resistant nightmare

Another filler article today, I’m afraid. By skipping half the things I was supposed to do over the weekend I finally got my sleep schedule back to something approaching my standards of normality. One of the things skipped was preliminary work on the next part of the New Beginnings series, leaving me with just enough […]

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Always Something There To Surprise You – Plots as Antagonists

The subject of today’s article emerged during a twitter discussion between John Kahane (@jkahane1), Joe Kushner (@JoeGKushner), and myself (@gamewriterMike) on Twitter last week. The conversation started when I mentioned to John that I had just started a mystery plotline in my Zenith-3 (superhero) campaign, and that special effort was going to be needed to make […]

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A Serpentine Slithering To Adventure

Today I get to do something I haven’t done for a while, and that’s review an adventure — in this case, The Snake’s Heart from Wild Games Adventures in collaboration with Moebius Adventures. First, though, a caveat or two (which I also pointed out to the co-author, Fitz, when he offered me a review copy) […]

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Ask The GMs: Some Arcane Assembly Required – Pt 4: Cut At The Dotted Line

This entry is part 4 of 4 in the series Some Arcane Assembly Required

I’m in the process of answering a question from GM Roy, who wrote: “I need some inspiration to create cool names for spell components. I have 5 [scales of rarity = Mike]: Common (flesh, breath, water, dust) Uncommon (earth from a cemetery, humanoid blood) Rare (head of a Medusa, Minotaur’s horn, black dragon blood) very […]

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New Beginnings: Phase 4: Development

This entry is part 5 of 11 in the series New Beginnings

There are times when we all have to make a fresh start. This series examines the process in detail. So you’ve got some general ideas, and you’ve vetted the legacies of the past to see what to keep and what to throw away (with a few ‘wait and see’ items that will only stay if the […]

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