Posts Tagged ‘Inspiration’

We All Have Our Roles To Play: A Functional Perspective on Personality Archetypes, Part 1

This entry is part 1 of 4 in the series We All Have Our Roles

Everything that I’ve ever read on the subject has defined archetypes for RPGs either in terms of the psychology of the character or the abilities of the character. Filling out a team roster is often a case of players selecting from a chinese menu – “let’s see, we need a fighter, a mage, a rogue, […]

Comments (11)

Grow The Hobby With Great Game Mastering

How to tell compelling stories about your campaign to non-gamers. This month’s RPG carnival, held at Mad Brew Labs, covers the topic of growing the hobby. Topics of new player recruitment and teaching come to mind. We might also consider the industry’s image, how game companies market their products, which companies get shelf space in […]

Comments (12)

Ask The GMs: Rubbing Two Dry Words Together

Why have different languages in an RPG? How can they be used to enhance a story? And what’s wrong with Universal Translators, anyway? I have a question about using languages in fantasy RPGs. There are numerous articles and advice out there on how to create fictitious languages and make them sound realistic or add verisimilitude […]

Comments (10)

Eureka! – Some inspiring notions

There is a cooking show in Australia (it actually started in the UK, and a US version was recently announced) called Masterchef Australia. The goal of the series is to identify and winnow through the best amateur cooks in the country until they are left with the one best cook of the bunch, who gets […]

Comments (6)

Like Sand through the Klein Bottle: Time Travel in RPGs, Part 3

This entry is part 3 of 3 in the series Time Travel In RPGs

Hopefully, this will wrap up the article on Time Travel! Part 1 looked at the problems of Time Travel in RPGs, and reached the conclusion that the GM had to have some understanding of the nature of time in his campaign before he could adjudicate the complexities that could result. Part Two comprised excerpts relating […]

Comments (6)

A Journey Of 1,000 Years: Time Travel in RPGs, Part 2

This entry is part 2 of 3 in the series Time Travel In RPGs

The first part of this article looked at two simplistic solutions to the question of how to handle time travel in RPGs, and found that as they stood, neither was satisfactory. A number of readers were kind enough to write in, suggesting additions that could be made to these two solutions to make them more […]

Comments (5)

When Inspiration Is Not Enough: Time Travel in RPGs, Part 1

This entry is part 1 of 3 in the series Time Travel In RPGs

When writing my submission to the June 2010 Blog Carnival, A Medley Of Inspiring Media, I said that Time Travel was a special case. This article started off as just another section of that Blog Post, but quickly showed signs of growing into another of those monster subjects requiring a multiple-part post to completely contain […]

Comments (14)

Blog Carnival June 2010: A Medley Of Inspiring Media

This month’s RPG Carnival, which Campaign Mastery is delighted to host, poses the question: What non-game media have most inspired your games and how? A doozy of a topic, this. Sure, there are the obvious genre-related materials – you can’t talk about Fantasy in this context without mentioning The Lord Of The Rings, first the […]

Comments (3)

What inspires your games?

This month’s RPG Carnival, which Campaign Mastery is delighted to host, poses the question: What non-game media have most inspired your games and how? The answer for me is Saturday morning cartoons, which I grew up on and still watch today. Anything is possible in a cartoon. It’s pure imagination at work in every genre. […]

Comments (29)

Architecture of Riddleport Inspires Plots

Architecture is often an afterthought in campaigns, so it under performs as a GM tool. I’ve set about to fix that for my Riddleport campaign. Here are a few of the ways I’m using building architecture to enhance the campaign, and I describe my thought processes so you can do the same for yours. The […]

Comments (3)

The Pursuit Of Perfection, Part 5 of 5: Character Evolution

This entry is part 5 of 9 in the series Lessons From The West Wing

In the first part of this article, which is itself just the first installment of a series of articles, I discussed the execution and delivery of unique-ness in an RPG campaign, and derived a definition of doing so to a standard of perfection that was achievable in more than a hypothetical sense, that was actually […]

Comments (5)

The Pursuit Of Perfection, Part 4 of 5: Evolving The Campaign

This entry is part 4 of 9 in the series Lessons From The West Wing

In the first part of this article, which is only the first installement of a series, I discussed the delivery of uniqueness in an RPG campaign, and derived a definition of doing so to perfection that was achievable in more than a hypothetical sense, that was actually a practical goal: “Perfection in an RPG is […]

Comments (3)