Posts Tagged ‘DM-Advice’

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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New Beginnings: Phase 4: Development

This entry is part 5 of 11 in the series New Beginnings

There are times when we all have to make a fresh start. This series examines the process in detail. So you’ve got some general ideas, and you’ve vetted the legacies of the past to see what to keep and what to throw away (with a few ‘wait and see’ items that will only stay if the […]

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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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Ask The GMs: Some Arcane Assembly Required – Pt 2: Sourcing Parts

This entry is part 2 of 4 in the series Some Arcane Assembly Required

This question comes from GM Roy, who wrote: “I need some inspiration to create cool names for spell components. I have 5 [scales of rarity = Mike]: Common (flesh, breath, water, dust) Uncommon (earth from a cemetery, humanoid blood) Rare (head of a Medusa, Minotaur’s horn, black dragon blood) very Rare (Essence of the ghost […]

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Signs and Signatures: An essay on uniqueness of style

We all sign our names differently, and the association between an individual and his unique signature is a cornerstone of modern concepts of identity. So ubiquitous is this association that the term has made its way into the modern lexicon in all sorts of other ways; law-enforcement people talk about “bomb signatures”, hackers talk about […]

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Ask The GMs: Some Arcane Assembly Required – Pt 1: The Sales Pitch

This entry is part 1 of 4 in the series Some Arcane Assembly Required

Material Components don’t have to be a dirty word. They can be a rich source of color, flavor, and adventure even while avoiding the excessive paperwork.

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The End Of The Adventure

This morning (as I write this) I was chasing down a vague notion about an emotional “color wheel” that wouldn’t quite come together. While pondering it, I realized that GMs sometimes think that they can end adventures on just about any emotional note that seems appropriate to the circumstances, and that I had never seen […]

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New Beginnings: Phase 3: Reinvigoration

This entry is part 4 of 11 in the series New Beginnings

There are times when we all have to make a fresh start. This series is going to examine the process in detail. The table of contents was in the introduction (part 0). In Phase 2, short-term measures were used to buy time while doing some fairly tedious work in performing the last rites over large […]

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The Crochet Masterpiece: One-player games as Campaigns

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

A brief recap: This is the final part in a detailed reexamination of singe-player campaigns. If you want to see the full Table Of Contents, it was included in Part One (though it has definitely been updated since that was published). So far, we’ve looked at the effects on combat, characters, roleplay, and how those […]

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New Beginnings: Phase 2: Baggage Dump

This entry is part 3 of 11 in the series New Beginnings

There are times when we all have to make a fresh start. This series is going to examine the process in detail. The table of contents was in part 0. While there are always going to be things that you will want to bring forward from your previous game, there will be a lot of […]

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The Solitary Thread, Frayed: Plots in one-player games

This entry is part 3 of 4 in the series One Player Is Enough

A brief recap: This is the third part in a detailed reexamination of singe-player campaigns. If you want to see the full Table Of Contents, it was included in Part One. In today’s article, I am going to look at how Plots and Play change in a single-player game. Let’s dive right in… Heading Due […]

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