Posts Tagged ‘Campaign-Admin’

We All Have Our Roles To Play: A Functional Perspective on Personality Archetypes, Part 1

This entry is part 1 of 4 in the series We All Have Our Roles

Everything that I’ve ever read on the subject has defined archetypes for RPGs either in terms of the psychology of the character or the abilities of the character. Filling out a team roster is often a case of players selecting from a chinese menu – “let’s see, we need a fighter, a mage, a rogue, […]

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Eureka! – Some inspiring notions

There is a cooking show in Australia (it actually started in the UK, and a US version was recently announced) called Masterchef Australia. The goal of the series is to identify and winnow through the best amateur cooks in the country until they are left with the one best cook of the bunch, who gets […]

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Like Sand through the Klein Bottle: Time Travel in RPGs, Part 3

This entry is part 3 of 3 in the series Time Travel In RPGs

Hopefully, this will wrap up the article on Time Travel! Part 1 looked at the problems of Time Travel in RPGs, and reached the conclusion that the GM had to have some understanding of the nature of time in his campaign before he could adjudicate the complexities that could result. Part Two comprised excerpts relating […]

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A Journey Of 1,000 Years: Time Travel in RPGs, Part 2

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

The first part of this article looked at two simplistic solutions to the question of how to handle time travel in RPGs, and found that as they stood, neither was satisfactory. A number of readers were kind enough to write in, suggesting additions that could be made to these two solutions to make them more […]

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When Inspiration Is Not Enough: Time Travel in RPGs, Part 1

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

When writing my submission to the June 2010 Blog Carnival, A Medley Of Inspiring Media, I said that Time Travel was a special case. This article started off as just another section of that Blog Post, but quickly showed signs of growing into another of those monster subjects requiring a multiple-part post to completely contain […]

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Ask The GMs: The Momentum Of The Inevitable

Should there ever be something that is too big or has too much momentum for the PCs to be able to stop? In the discussion following a previous Ask The GMs, (Giving Players The Power To Choose), James Carter asked that very question. We were talking at the time about NPCs making moves and counter-moves […]

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GTD for RPG

In 2008 I implemented the Getting Things Done system (GTD) for organizing my RPG campaign’s emails, ideas and to do items. It worked so well that I now use it for every campaign, and I think you should consider it as well. Here is my version of GTD for managing and organizing my campaign. Gather […]

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A Grand Conclusion: Thinking about a big finish

I know I’ve written about this before (An Epic Confusion, Or How To Stage A Blockbuster Finish), but I’ve been thinking some more about big finishes to campaigns, prompted by the fact that my superhero campaign is currently in what I hope turns out to be an epic conclusion. As I developed this final scenario, […]

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Increase game attendance with great session reminders

I realized recently my game announcements and reminders are underwhelming. I’m leaving opportunities to improve the game unfulfilled. We play every other Thursday night. Games start at 6:30, we’re usually full-on by 7pm, then we wrap up between 11 and 11:30. We confirm the week of the game by email though, just in case schedules […]

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Ask The GMs: PC Choices and Consequences

How can you make the players feel like their actions have an impact on the world? Sometimes, the simplest questions have the most complicated or profound answers. So it was with some trepidation that we’ve approached this question, which was asked virtually exactly as it’s quoted at the head of this article. The short answer […]

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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? Recently, Campaign Mastery was asked, Is it possible to create a truly player-choice driven campaign (within reason)? I’m trying to create a campaign that’s anywhere from 75 – 90% roleplaying (there will be dice, but not […]

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Ask The GMs: “Let’s Split Up.” – “Good Idea, we can do more damage that way!”

What are the best ways to handle splitting the party up – especially over the long term? An interesting question was asked of us recently: I’m planning a pretty good science fiction game that will most likely involve party splits during a good percentage of the game. While this seems like it may be a […]

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