Posts Tagged ‘Campaign-Setting’

Plunging Into Game Physics Pt 2: Strange Mechanics

This entry is part 2 of 4 in the series Plunging into Game Physics

As you can see from the title, this is part 2 of a series looking at the underlying principles and applications of Game Physics. The first part looked at exactly what the term meant, and found that it needed quite a lot of definition because it could be used to mean any of several different […]

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Plunging Into Game Physics Pt 1 – What Is a ‘Game Physics’?

This entry is part 1 of 4 in the series Plunging into Game Physics

“Game Physics” is a term that not enough GMs take the time to think about in depth. Physics is about isolating a single variable and measurable quantity, then altering that variable while observing the measurable quantity to shed light on the relationship between the two – then trying to explain the results in such a […]

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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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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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New Beginnings: Phase 7: Skeleton

This entry is part 8 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. So far, we have a campaign plan and a development plan for the game world along with a schedule for that development. We’re now dotting i’s and crossing t’s and building up the foundations of […]

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Stride The Earth in 7-league boots: Travel (and Maps) in FRPG Pt 2

I’m taking a scheduled break from the New Beginnings series before the big push to conclude it. It will be back next week, all going according to plan. This article is a sequel of sorts to one I published a few weeks ago, The Gradated Diminishing Of Reality – Travel in FRPG. I recommend that […]

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New Beginnings: Phase 6: Mindset & Underpinnings

This entry is part 7 of 11 in the series New Beginnings

It’s not easy making a completely fresh start. This series examines in detail the process of creating a new campaign. What more do you need? You’ve got the basic plot, you’ve got the basic world, you have these organized so as to spread the developmental workload over the life of the campaign, you’re ready to […]

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New Beginnings: Phase 5: Surroundings & Environment

This entry is part 6 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. Last time, I went through the development process of taking ideas and some indications of direction and welding them together into a campaign plan. Now it’s time to think about the game world… I am […]

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The Gradated Diminishing Of Reality – Travel in FRPG

Another filler article, I’m afraid. I’ve made quite a lot of progress but – due to external factors – simply ran out of time. I’ve been saving this one for just such an eventuality… For the purposes of this article, “FRPG” is considered restricted to D&D / Pathfinder and similar systems. I know that’s unrealistic, […]

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A Singular Performance: Roleplay and General Principles in one-player games

This entry is part 2 of 4 in the series One Player Is Enough

A brief recap: Quite some time back, in an Ask-The-GMs, I discussed singe-player campaigns in what seemed at the time like quite a lot of detail. After recently starting a Dr Who single-player campaign, I decided to review that article to see if there was anything more to be said. It turned out that there […]

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Ask The GMs: Buzz and Background

Excitement. Buzz. Anticipation. Enthusiasm. How best to create these for a new campaign? This question comes from BlueNinja, who wrote: “I have an idea for a campaign, that follows off the plot of a popular CRPG [Computer RPG — Mike] (set a few centuries later, of course, so that the PCs don’t have to compete […]

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Studs, Buttons, and Static Cling: Creating consistent non-human tech

The November blog carnival is hosted by Roleplaying tips, and is on the subject of Races and Species. For the second of the two articles I am submitting for the carnival, I thought I would step into left field and look at the question sideways for a bit, as you can tell from the title […]

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