Posts Tagged ‘Cultures-&-Societies’

The Other Side Of The Camera: Depth in RPGs

I was watching an episode of “Who Do You Think You Are?” (a show that has inspired other articles here at Campaign Mastery) in which a number of photographs featuring the grandmother of the central focus* of the episode were presented, with the observation that his grandfather appeared in none of them (* I watched […]

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The Energizer Bunny: Spell Storage Solutions Pt 4

This entry is part 5 of 7 in the series Spell Storage Solutions

This is the fourth part of a very intermittent series that is examining alternatives and possible implications to the standard spell storage solutions built into D&D, Pathfinder, and, in fact, most fantasy games. Today, We look at Permanent Magic Items. Permanent magic items are like the energizer bunny, they just keep going. That makes them […]

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Just Another Pointy Stick: Spell Storage Solutions Pt 3a

This entry is part 3 of 7 in the series Spell Storage Solutions

This is the third part of an intermittent series that will examine alternatives and possible implications to the standard spell storage solutions built into D&D, Pathfinder, and, in fact, most fantasy games. Unfortunately, it has grown so large that I have no choice but to split it in two. The second half will be published […]

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Cities Of Legend: Blueprints For Adventure

The Backstory: When my pulp co-GM and I started talking about this article, it had a very different shape. The original intention was to list the cities that we considered iconic settings for pulp adventure, and explain in each case why it had been selected to receive that accolade. As the article progressed, however, it […]

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All Wounds Are Not Alike V: Narcotic Healing (part 2)

This entry is part 7 of 7 in the series All Wounds Are Not Alike

It has often been suggested that players get addicted to the ease of healing that comes with “Holy Water Drip Bottle” syndrome. And that prompted me to ask what would result from making it really addictive, with all the associated problems that come with it. In part 1, I simplified the general pattern of addiction […]

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All Wounds Are Not Alike V: Narcotic Healing (part 1)

This entry is part 6 of 7 in the series All Wounds Are Not Alike

I wasn’t going to make this a two-part article, but – as happens all too often – there was simply too much to include in the one post. Part two of this article will appear next week. I’ve often seen it suggested that players get addicted to the ease of healing that comes with “Holy […]

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Consequential Expertise: A Neglected Plot Opportunity

Do your PCs know what they are doing? Not the players (they have no idea half the time) but the characters that those players operate – are they competent? Do they have expertise – in anything? Because there’s a type of adventure intro that seems, in hindsight, to be horribly under-used: the expert witness. Why? […]

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Throw Me A Life-line: A Character Background Planning Tool

When I was a child, I knew three of my grandparents well. My paternal grandfather and namesake, however, I have no memory of ever meeting; he died before I was born, he was only ever a photograph on the wall. I was thinking about that, and about how my experience of family was not adequately […]

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Ask The GMs: Death Is Only The Beginning: Resurrection Penalties Examined

This is the fourth of these Ask-The-GMs that I’m tackling without recourse to my usual allies and fellow-GMs. The notion of resurrection penalties is almost as old as the notion of resurrection in RPGs. It’s fictional antecedents go back even further, into the inspiration sources used by the designers of the game in the first […]

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A Palpable Difference: 14 Points of Adventure Distinctiveness

I spent most of the weekend working on the next adventure in the Zenith-3 campaign. While this adventure mines territory that will be familiar to my players, it should not feel at all repetitive to them except in the very broad conceptual strokes, and that’s because I make an effort to make each plot different […]

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Not Like My Tribe – Sophisticated Primitives, Part 2

In Part 1 (make sure you have read it before continuing) I made reference to a map of Australian Aboriginal Languages which contrasted so strongly with the media stereotyping of these peoples as a single collective population that it was revelatory and inspirational. I meant to provide a link to that map, but ran out […]

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Not Like My Tribe – Sophisticated Primitives, Part 1

A lot of people seem to have the opinion that Primitive is the same thing as Simple. While I would hope that most GMs are better educated than this, that knowledge doesn’t seem to translate into their depictions of primitive societies within their games. Most Orcs, for example, are treated as being cookie-cutter representatives of […]

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