Posts Tagged ‘Game-Mastery’

Ask The GMs: An Epic Confusion, or how to stage a blockbuster finish

How much, if at all, should the final villain of a long running campaign pull his punches? My campaign boss [villain] is a high level wizard with access to epic spells, and my party just made 20th level. They are on the way to fight him. Should I open up with his most powerful abilities, […]

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Nobis: Going Renaissance and loving it

Nobis is a game supplement about to be released by Pantheon Press for the d20/ D&D 3.x game system. Campaign Mastery was priviliged to be amongst a selected number of blog sites given a pre-release glimpse of the new release for review. Although this commentary will focus on the Background to the city-state that is […]

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Ask The GMs: The right to be heard

How do you ensure that every player gets a fair share of the attention when one of them has a dominant personality? Sometimes it can be hard to determine exactly what the problem is when someone asks for advice. When that happens, we do the best we can to interpret the request, dissecting every word […]

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The Right Quip at The Right Time: Humour in RPGs

An Elf, a Dwarf, and a Goblin go into a bar… Oh, you’ve heard that one? Good, then you can tell it to me sometime! Humour is really hard to do WELL in an RPG, some types of humour moreso than others. Silly jokes, like Orcs in tutus, are easy, but are more likely to […]

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Ask The GMs: Pacing Your Campaign

How do you pace a campaign? How do you know if you’re giving too much or too little in experience and treasure? And how do you get the PCs to explore more than the local area? Hello Johnn and Mike, I have been gaming on and off for about 10 years but am a rather […]

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“This Means War!”: Making huge armies practical (Part 5 of 6)

This entry is part 5 of 6 in the series This Means WAR!

This is part five of this six-part series. Parts 1 and 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Parts 3 and 4 described a step-by-step procedure for conducting battles between two armies. But if the PCs are mere bystanders, there is not a lot of point to it all. […]

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“This Means War!”: Making huge armies practical (Part 6 of 6)

This entry is part 6 of 6 in the series This Means WAR!

This is the final installment of this 6-part series. Parts 1 and 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Parts 3 and 4 described a step-by-step procedure for conducting battles between two armies, and Part 5 described how to integrate the PCs into the war action. This final part […]

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“This Means War!”: Making huge armies practical (Part 3 of 6)

This entry is part 3 of 6 in the series This Means WAR!

Part 1 and Part 2 of this six part series discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Part 3 begins applying the theory… Part 3: Playing At War: The War Round Having turned each unit of 100 men into, effectively, a single creature, and simplifed the combat mechanics down to […]

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“This Means War!”: Making huge armies practical (Part 4 of 6)

This entry is part 4 of 6 in the series This Means WAR!

This is part four of this six part series. Part 1 and Part 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Part 3 began discussing the practicalities of war in play, introducing the Initiative and Action Phases, the Action Order and handling Initiative for army units, and unit Morale. Part […]

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Ask The GMs: Networks Of NPCs

What do you do when the PCs start recruiting people as information sources? A game master writes: Hi Mike and Johnn, I’m running a 3.5 D&D campaign, where the player characters are largely based in a major city. Because of the structure and history of the campaign world, my major cities are quite large, which […]

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“This Means War!”: Making huge armies practical (Part 1 of 6)

This entry is part 1 of 6 in the series This Means WAR!

The subject of this month’s blog carnival is War. As part of that canival, I present an article on how to referee a war in an rpg. Not one that happens in some distant country, or a neighbouring city, but up close and personal – so close that the PCs can touch it. And not […]

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“This Means War!”: Making huge armies practical (Part 2 of 6)

This entry is part 2 of 6 in the series This Means WAR!

Part 1 began discussing the fundamental concepts needed to simulate a unit of 100 soldiers, dealing with the number of hits that they could inflict in a round of battle, and the amount of damage that they could inflict. Part 2 picks up right where we left off… Part 2: Fundamental Concepts (continued) Ranged Attacks […]

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