Posts Tagged ‘DM-Advice’

Trade In Fantasy Ch. 2: Trade Units Pt 2

This entry is part 4 of 17 in the series Trade In Fantasy

Repeated from last time: The concept of an abstracted “Trade Unit” lies at the heart of making Trade a playable event on a recurring and large scale. Without it, you bog down in minutia; with it in place, direct comparisons become easier and decisions far more prone to “make themselves” unless overridden for story purposes. […]

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Trade In Fantasy Ch. 2: Trade Units Pt 1

This entry is part 3 of 17 in the series Trade In Fantasy

The concept of an abstracted “Trade Unit” lies at the heart of making Trade a playable event on a recurring and large scale. Without it, you bog down in minutia; with it in place, direct comparisons become easier and decisions far more prone to “make themselves” unless overridden for story purposes. Understanding the process of […]

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Break Management for RPGs: 12 Simple Rules

We all need to take a break from time to time. Managing the process is an underappreciated part of the GM’s toolkit. Here are 12 rules to follow. Taking A Break Today’s topic is one that I don’t think I’ve ever discussed here at Campaign Mastery. Quite obviously, I’m taking a break from the Trade […]

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Time And The Everyday Adventurer

There is no standardized, consistent, approach to how long it should take to do things in an RPG. It’s time that changed. A strongly-related question is how long is a skill roll good for, before a new roll is required. I was musing about what to write for this week’s post when I saw something […]

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Fuzzy Plastic Memories II – Analysis

Introduction Last week, Last month, (third time’s the charm): Back in March, I offered a guest article by Franklin Veaux on how memory works, and some of its features and failings. Today, I’m going to follow it up with analysis of how The phenomenon that he describes, which I have named “Fuzzy Plastic Memories,” applies […]

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The Import of the Color of Neckties

Writing and uploading this in advance in hopes of forestalling any disruption. It’s been a while since I did something on characterization; the last such was Four Roads To Characterization, back in late 2022. Hopefully this is a worthy extension of the subject. While packing recently, I discovered first-hand something that I already knew, deep […]

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Expectations and the Theater of the Mind

I’ve decided to wait another week before posting the final part of the Economics in RPGs series, because yesterday, I thought up a new article. I immediately set about outlining the article. I know from past experience that if the outline is not substantial enough, by the time I get to actually writing it, I […]

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Economics In RPGs 8: The Digital Age Ch 3

This entry is part 13 of 16 in the series Economics In RPGs

Lots still to get through, so as usual I’m going to dive right in. While I’ll try to have this make sense in a standalone mode, it would be preferable for you to have read Chapter 8.1 and last week’s Chapter 8.2 before continuing. The Digital Age, Fourth Period 00s-2010s Most of the decade that […]

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Economics In RPGs 8: The Digital Age Ch 1

This entry is part 11 of 16 in the series Economics In RPGs

A word of advice: Each part of the series builds heavily on the content from the previous one. While you may be able to get relevant information without doing so, to get the most of out of each, you should have read the preceding article. In this case, though, that “previous part” is actually the […]

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Economics In RPGs 6c: Pre-Digital Tech Age Ch 3

This entry is part 9 of 16 in the series Economics In RPGs

I’ve clearly decided to push on and get this trilogy of posts out of the way before interrupting the series for another break. As usual, because this is a direct continuation of what’s already been posted, I’m going to skip the usual preamble, so make sure that you have read Chapter 1 and Chapter 2 […]

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Economics In RPGs 6b: Pre-Digital Tech Age Ch 2

This entry is part 8 of 16 in the series Economics In RPGs

This is literally the second part of the article I posted last week, so I’ll forego all the usual preamble bits and pieces, just as I did the last time this happened, diving straight in from where I left off – well, almost. Writing like this sometimes has strange confluences and coincidences, and in this […]

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Economics In RPGs 6a: Pre-Digital Tech Age Ch 1

This entry is part 7 of 16 in the series Economics In RPGs

A word of advice: Each part of the series builds heavily on the content from the previous one. While you may be able to get relevant information without doing so, to get the most of out of each, you should have read the preceding article. Welcome & General Introduction With each part of the series, […]

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