Posts Tagged ‘Game-Mechanics’

Perceptions Of Randomness

I was reading something on Quora the other day that offered a fairly convincing argument that most people wouldn’t recognize real randomness if it bit them on the toe (in less colorful language). Now, most GMs are not ‘most people’; we work with randomness all the time. But the more I thought about it, the […]

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To Roll Or Not To Roll, pt 2

Concluding Campaign Mastery’s contribution to the December Blog Carnival hosted by Rising Phoenix Games is on the subject of “No Dice“. In Part 1, I looked at why we roll dice for various things in RPGs and what these die rolls are attempting to simulate in game-world terms. In a nutshell, the dice represent all […]

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To Roll Or Not To Roll, pt 1

The December Blog Carnival by Rising Phoenix Games is on the subject of “No Dice“. This is the beginning of Campaign Mastery’s contribution to the subject. There are times when it can be useful to the GM and his simulation of reality not to require a roll for something. This article is going to explore […]

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Uncoupling DnD’s Heisenberg Compensators 2

Hopefully, my internet connection is now fixed. It’s been functioning perfectly since Friday when a technician attended the hardware connection – at least, I assume they did; I was notified that they were on their way, and then notified some time later that the call was completed, without ever seeing them or being informed about […]

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Uncoupling DnD’s Heisenberg Compensators

My internet connection is still fraught. It will sometimes work for hours, and then not be available for days. Which makes this article fraught with potential problems. I’ll do my best – but it’s worth noting that less than an hour after last week’s post, the internet crashed and stayed down for about seven hours. […]

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Charisma: A Lovely Little Dump Stat?

While introducing the players to the characters for the chase mechanics playtest a couple of weeks ago, I found myself ruminating on (of all things) the Charisma stat and what it represented. You might think that this is a simple question – but it’s not, as readers will see by the end of this article. […]

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A Step Forward – Chase Mechanics Reviewed

Chase mechanics are some of the hardest things in an RPG to get right – so much so that a lot don’t even try (and sometimes go to considerable lengths to hide the fact). So I was very interested when Evil Genius Games offered me the chance to review the chase mechanics from their upcoming […]

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The Atomic Theory of RPGs

When I studied Chemistry in Secondary School (which, when I started, was known more commonly as “High School”), we started with the Dalton Model of Atomic Structure, of atoms as fundamental units of matter that could not be subdivided, and then moved on to the Thompson “Plum Pudding” model. In essence, this describes a negatively-charged […]

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How Long Can You Hold Your Breath?

WARNING — This turned into a very long post of more than 12,500 words – that’s three times my usual length. Get yourself a drink and a snack before you start! How Long Can You Hold Your Breath? It’s a simple enough question, isn’t it? And so easy to resolve – all it takes is […]

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Low-level magic for the power gamer

I recently came across a system for magical weapons that both opens up availability of high-level magical bonuses while also restricting them. This enables a campaign setting to be quite low-magic while still providing an avenue for those who absolutely must have a +5 weapon or better. I’m proposing, in this article, to adapt the […]

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A Long Road – Zenith-3 Notes for all Pt 2

This entry is part 2 of 3 in the series Zenith-3 synopsis & notes

WARNING: At around 35000 words, this is certainly one of the longest posts here at Campaign Mastery! Settle in for a long and sometimes-bumpy ride, folks… This is part two of my review / demonstration of the “Tangled Web” campaign sub-structure. I’m going to presume that you’ve already read part one, which you can find […]

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The Price of Bricks and Soil (and more)

  This is my 998th post at CM! Two more to the 4-figure milestone!   In my superhero campaign, the PCs are currently shopping for a building to convert into a base of operations for a second set of superhero/civilian Identities that UNTIL has prompted them to create so that they can deal with problems […]

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