Posts Tagged ‘Adventure-Prep’

Making a Great Villain Part 2 of 3 – The Combat Monster

This entry is part 3 of 5 in the series Making A Great Villain

A hero is only as good as the villains they fight – but what makes a Villain great? It’s not exactly an easy question to answer, is it? I have three basic answers, for three different kinds of villain – the Mastermind, the Combat Monster, and the Character Villain. In this part of the article […]

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Parable and Play: Fables and Morality Plays as the basis for adventures

‘Tis the season for Perennials Every year, around this time, the TV networks seem to trot out the same old stories, year after year. I can pretty much guarantee that there will be at least one if not two or more variations on Dickens’ A Christmas Carol for example. There are good reasons for this […]

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Making a Great Villain Part 1 of 3 – The Mastermind

This entry is part 2 of 5 in the series Making A Great Villain

A hero is only as good as the villains they fight – but what makes a Villain great? It’s not exactly an easy question to answer, is it? I have three basic answers, for three different kinds of villain – the Mastermind, the Combat Monster, and the Character Villain. The first part of this article […]

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Splitting Hairs: Exploring nuance as a source of game ideas

I’ve always found that I can get a lot of mileage out of exploring nuances, fine shades of differentiation between synonyms, when I’m looking for adventure ideas and character concepts. Sometimes I will introduce a character to do nothing but that, especially when the PCs are in the other camp – even if they don’t […]

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Been There, Done That, Doing It Again – The Sequel Campaign Part Two of Two: Sprouts and Saplings

If you’ve followed the advice that I proffered in the first part of this article, your proposed sequel campaign is now brimming with ideas but they are scattered and incomplete. Some of these campaign seeds will flower and bloom, others will wither and lie dormant and unused. They are not yet part of a campaign. […]

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Adventure Structure: My Standard Formatting

I mentioned in my last article that each GM evolves their own standard style and formatting for the adventures that they write. This time around, I thought I would look at exactly how I format adventures for my campaigns. I write most of my adventures on a PC – the same one I’m using to […]

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Good Storytelling Technique Or Bad? – Chekhov’s Gun and RPGs

Debate is still going strong over my last article taking a closer look at what constitutes good storytelling techniques (Deus Ex Machinas And The Plot Implications Of Divinity), but – never one to back away from potential controversy – I’m about to dive headlong into another, and one from the same technique. Anton Chekhov famously […]

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Deus Ex Machinas And The Plot Implications Of Divinity

Wikipedia defines a ‘Deus Ex Machina‘ as a plot device whereby a seemingly unsolvable problem is suddenly and abruptly solved with the contrived and unexpected intervention of some new event, character, ability, or object. It can be roughly translated, they say, as “God made it happen,” with no further explanation. They also state that the […]

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Ensemble or Star Vehicle – Which is Your RPG Campaign?

For some time now, I’ve been aware of a subtle difference between the advice being dispensed here at Campaign Mastery and what really happened in the games that I run. At first, I wasn’t entirely sure that my perception was accurate; I couldn’t put my finger on exactly what the differences were, indicating that it […]

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An Adventure Into Writing: The Co-GMing Difference

I thought that I’d talk a little today about the way Blair and I write adventures for the Adventurer’s Club campaign. Because we share the GMing responsibilities in that campaign – and I don’t mean alternating in the GM’s Chair, I mean we both GM at the same time – this process is necessarily somewhat […]

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By The Seat Of Your Pants: Using Ad-hoc statistics

GMs are called apon to make decisions all the time. Sometimes we can make our choices off the top of our heads using common sense and our knowledge of the in-game environment/circumstances, sometimes we can be guided by the rules after identifying an analogous situation, and sometimes when both of these fail us, we can […]

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In Someone else’s Sandbox: Adventuring in an established setting

I’m sneaking in after the deadline for last month’s blog carnival, hosted by Dice Monkey… The benefits of an established setting There are a lot of obvious benefits to the use of an established campaign setting. Because I expect a number of other carnival participants to have weighed in on this aspect of the topic, […]

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