Posts Tagged ‘Adventure-Creation’

The Keys to the Kingdom Of Literacy: Stylish Narrative Part 6

This entry is part 6 of 6 in the series The Secrets Of Stylish Narrative

So here we are on a sunny Saturday afternoon in Spring (at least in my neck of the woods, YMMV). What on earth am I doing posting something on a day like this, when I am usually Gaming (or catching up on all the non-gaming activities that often get swamped by game needs or Campaign […]

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Pearls Of Spontaneous Prose: The Secrets of Stylish Narrative Pt 5

This entry is part 5 of 6 in the series The Secrets Of Stylish Narrative

This series has been predicated on the belief that the real difference between game prep and a lack of game prep could be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of that characterization, and more stylish Narrative, and has aimed at presenting a masterclass […]

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The Impact Of Polished Text: The Secrets of Stylish Narrative Part 4

This entry is part 4 of 6 in the series The Secrets Of Stylish Narrative

This series is predicated on the belief that the real difference between game prep and a lack of game prep could be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of that characterization, and more stylish Narrative. This article is part 4 of a masterclass […]

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Words, Like Raindrops, Fall: The Secrets of Stylish Narrative Part 3

This entry is part 3 of 6 in the series The Secrets Of Stylish Narrative

At the start if this series, I argued that the real difference between game prep and a lack of game prep could be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of that characterization, and more stylish Narrative. This article is part 3 of a […]

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Bullet To The Point: The Secrets of Stylish Narrative Part 2

This entry is part 2 of 6 in the series The Secrets Of Stylish Narrative

The real difference between game prep and a lack of game prep, in a lot of ways, can be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of that characterization, and more stylish Narrative. This article is part 2 of a masterclass in the last […]

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Polished Loquacity: The Secrets of Stylish Narrative Part 1

This entry is part 1 of 6 in the series The Secrets Of Stylish Narrative

What’s the real difference between game prep and a lack of game prep? I think the most overt differences can all be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of that characterization, and more stylish Narrative. Better-presented maps & illustrations Although this article is […]

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Shades Of Suspense Pt 1 – Eight Tips for Cliffhanger Finishes

Cliffhangers are a wonderful way to end a gaming session because they end play at a moment of high drama that leaves the players anxious to get back to the gaming table, and that tend to be fairly memorable because of the drama. You can think of them as milestones within the adventure. The primary […]

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Things That Are Easy, Things That Are Hard

There are lots of things that are hard to do, or at least to do well. This article is about two of them, and a Kickstarter project that looks like a serious attempt to do both to a very high standard. Challenge The First The first is low-level adventures. Many GMs find these difficult to […]

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Stormy Weather – making unpleasant conditions player-palatable

Following the publication last week of the rules on Windchill and other weather-based environmental effects, I was asked a very profound question by Rob, one of several GMs that I associate with on Twitter: Any tips on the drama side, Mike? My players have always felt a bit meh about weather – deadly but dull […]

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Vampire’s Creep and other stories: Working With Places

What’s the first thing you think about when considering a location in an RPG? There’s no one right answer to that question. A lot depends on why I’m thinking about that location at all. Location: a place for things to happen A location is not a simple thing to pin down. Let’s say that we’re […]

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Ask The GMs: My table runneth over (too many players)

How do you GM when you have more players than you can handle?

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Domino Theory: The Perils and Practicalities

I love a good domino theory, but they aren’t easy to do, never mind to do them well. This article holds the secrets to creating and implementing a string of dominoes that will keep players coming back for more.

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