Posts Tagged ‘Game-Mechanics’

Combining Style and Substance

Style without substance is a soap bubble, all surface glitz and no depth – and just as fragile. Substance without style is utilitarian and contains no room for fun. For anything – including RPGs – to succeed, you need something of both. I once saw an interview with a comedy TV writer – I forget […]

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Blind Spots and False Illusions: How much can you really see?

The Genesis Of An Article A little more than two weeks ago, as I write this, I had an unusual dream (a known side-effect of some of my medications) in which I wrote two articles for Campaign Mastery. When I awoke, I remembered them, and immediately made the appropriate notes. In the dream, one had […]

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The Language Of Magic: A Sense of Wonder for the Feb 2019 Blog Carnival

The February 2019 Blog Carnival is being hosted by Sea Of Stars, with the subject of Making Magic Wondrous. This wasn’t an easy subject, because I’ve already done so much in this area regarding magic items of various types. I suspect others may have found it so, too, because entries are thin on the ground […]

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Blast from the Past: On Feats

This article was originally published by Johnn Four as an extra for Roleplaying Tips entitled “Five Things About Feats”. He recently decided to sunset it, but I think there’s still life in the old girl yet. So, when he offered to pass it back to me for revision into a CM article, I didn’t hesitate. […]

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Combining Abilities: Teamwork and Synergy between RPG Characters (updated)

One problem. Two characters with the same Skill. How do they combine abilities to make the problem easier to solve? Or are two heads no better than one? This is the Dual Competence rules problem. Another problem. One character has the Skill needed to solve it, another who doesn’t – but who has to actually […]

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Principles of Randomness

701 492 537 313 432 835. 191 489 361 702 127 659. 723 296 032 553 407 934. Those all look like fairly random strings of digits to me. How about: 333 333 333 333 333 333? Or 022 022 022 022 022 022? Or 123 450 123 450 123 450? Or 000 000 000 […]

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Randomness In RPGs

Anarchy. Chaos. Flexibility. Uncertainty. Control. Challenge. Unpredictability. All of these words can be used to describe the influence of Randomness within an RPG. Every GM uses randomness in all seven of these ways, the relative significance being the primary variant. But why do RPGs contain a random element? Randomness in RPGs derives from two sources, […]

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The Black Meta-Art Of Setting Difficulty Targets

Every time there’s a fifth Saturday in the month (with the occasional exception), I run my Dr Who campaign. This uses a simple home-brew game system that I’ve been tinkering with for more than a decade. As the game proceeded (a good time was had by both GM and Player), I noticed the way that […]

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Combat System Design and Understanding The Rules

I get asked questions all the time. Those coming at me through twitter I usually answer extremely briefly; if the 280-character limit (was 140) is not enough, I will either add more replies or set the question aside for answering here, if there is likely to be sufficient interest in the question. Those I get […]

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Heartbeat Of The Ninja: exercises in effect and cause

A short post this week, cobbled together at the last minute when the article I was going to write fell apart on me, and at the same time, I contracted a massive head cold that’s impairing me mentally. It happens. And yes, I have hidden a ninja in the image to the left. Subtle, but […]

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IQ and Intelligence in RPGs

You learn something new every day, and today’s example was a small factoid: IQs are increasing so rapidly that the average person today would have scored an IQ of 130 a century ago, qualifying as “gifted”. Projecting Forwards Since the average back then was defined as a score of 100, that’s a rise of 3 […]

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The Utility of Average Rolls: A Guest Article by Clinton Hillman

If you need to save time or mental bandwidth, consider using dice roll averages for rolls of more than 4 dice. Disclaimer: nothing in this article should be considered prescriptive. You know your game system, your players, and yourself best. Use what seems useful and put the rest in your back pocket for when you […]

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