Posts Tagged ‘Cultures-&-Societies’

Patterns Of Distinction: Playing members of multiple factions

I don’t often get asked for help by another GM through the mailbox here at Campaign Mastery, mainly because the Ask-The-GMs service is suspended until I can get caught up. Nevertheless, I received just such a request the other day, and I thought the questions good ones, so here goes! Ronald wrote, How can I […]

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Goody and Project Roundup April 2017: Ten Goodies To Back or Buy

I always get far more invitations to support and review projects that I can possibly manage to satisfy. Every now and then, I bundle as many of them as I can into a goody roundup to inform those who might be interested in backing them of what’s going on. Today, I have 10 items to […]

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An Easter Surprise: Little Bubbles Of Nothing

You can never tell where inspiration is going to come from. The best you can do is remain alert to the world around you and leap in with both feet whenever you find it. That’s what I was thinking while enjoying a chocolate treat – A mint Aero bar – the other day. For some […]

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Practicalities Of Society

For today’s article, I’m reaching back into my memories of the mental processes that I employed to construct the Orcish Society in my Fumanor Campaign, and generalizing them, because it works for any society in any game – heck, I’ve just been applying the same basic principles to 27th-century Scotland for my Dr Who campaign. […]

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A Political insight for RPGs & Life

While this article starts off with political analysis, it leads into the discovery of what appears to be a universal social truth that can be integrated into multiple situations in any RPG. I’ve done my best to avoid coloring the analysis with my own opinions, and have neither intent nor desire to belittle in any […]

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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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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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The Answers They Seek: Truth, Omission, Error, Distortion & Falsehood

There must be something in the air. Or maybe it’s a reaction to Alternative Facts. I had this week’s article scheduled and outlined before I even became aware of Updated: Elf or Scroll, Handling the Info dump by Phil over at Takes Of A GM on essentially the same subject. Since I agree with everything […]

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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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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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