Posts Tagged ‘Campaign-Background’

Should GMs design a PC’s family?

There’s an old saying: “you can choose your friends, but you cant’ choose your family.” I was thinking about that this morning and it suddenly struck me that there was an interesting RPG-related question that could be founded on that premise – the very question that forms the title of this article. The Arguments for […]

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Tying Plot Threads Together: Concepts to Executable Plot

How do you take three plot ideas and interlink them to make one grand adventure? I’ve often skimmed over this point because it’s usually arisen in the context of campaign planning, so I thought it was high time that I went into it in greater detail. Another reason why I’ve been dodging this discussion for […]

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2016: The Myth and The Reality

I’ve been holding off on this article for almost 9 months because I wanted to make sure I had an RPG connection. Last week, I finally found it. 2016: The Myth 2016 is perceived to have been a horror year for the loss of celebrities. One famous face or voice left us after another. It […]

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Ask The GMs: When Undead Go Stale, Part 2

We’re part-way through a comprehensive answer to the question, both direct and implied, by Jesse Joseph. Last time out, I repeated the basic advice I would offer to anyone in his situation, and looked at ways to make low-level undead more respectable opponents so that GMs weren’t forced to use Undead Royalty just to have […]

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Let’s Make A Relic: Spell Storage Solutions Pt 5a – The Crown Of Insight

This entry is part 7 of 7 in the series Spell Storage Solutions

This article offers an example to illustrate the process described in Part 5 of the Spell Storage Solutions series, by which much of the sting and stigma attached to relics can be designed out of them. From the footnote to that article: “I was actually going to explain the process by way of presenting an […]

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Basics For Beginners (and the over-experienced) Part 12: Relations

This entry is part 12 of 12 in the series Basics For Beginners (and the over-experienced)

I’ve been asked a number of times what advice I have for a beginning GM. This 15-part series is an attempt to answer that question – while throwing in some tips and reminders of the basics for more experienced GMs. This offering completes the second-last batch of three in the series. It has been suggested […]

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Essential Reference Library for Pulp GMs (and others): 14th Shelf

This entry is part 15 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Fourteenth Shelf: Odds & Sods II – Practicalities – Introduction by Mike Practicality can mean many things when it comes to RPGs, and the contents of this shelf touch on many of them. Practicality can be utilizing things that have already been done for game content. There are many intriguing stories of lost treasures, […]

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Basics For Beginners (and the over-experienced) Part 11: Campaigns

This entry is part 11 of 12 in the series Basics For Beginners (and the over-experienced)

The fundamentals of what a campaign is and how to manage one.

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Essential Reference Library for Pulp GMs (and others): 13th Shelf

This entry is part 14 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Thirteenth Shelf: Odds & Sods I – GMing, Tools, and Fiction – Introduction by Mike Being the GM can be isolating at the Game table, especially when a problem strikes. It’s usually too late when you’re in the hot seat to do much research into solutions (unless the problem is so grave that you […]

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Ask The GMs: Shared Worlds and Co-GMs

There’s a whole spectrum of collaborative modes in existence these days, ranging from the cameo appearance or recurring pastiche all the way through cross-overs to the tightly-knit true shared creative spaces that are almost completely collaborative in nature. Although in literature, the Thieves’ World series is generally thought of as the first shared world that […]

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Essential Reference Library for Pulp GMs (and others): 12th Shelf

This entry is part 13 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Twelfth Shelf: Beliefs III – Superstition, Mysticism, and More – Introduction by Mike Strange creatures. Strange beliefs. We pass no judgment on the reality of any of them; in fact, from a game point of view (and regardless of any personal opinion) there’s always room for the fantastic in an RPG. In the Adventurer’s […]

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The Pentagon Of Encounter Design

There are five attributes to any encounter that define it, and any one of them can be the foundation of that encounter. In the old days of D&D, it used to be that there was relatively limited flexibility. You chose an encounter based on one of these five criteria and everything else was more-or-less dictated […]

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