Posts Tagged ‘Maps’

Higher Ground

This is an article inspired by a bus stop. As I got off the bus at my stop the other day, I briefly contemplated the fact that I had two different routes to choose between. I always choose one over the other as being faster than the alternative, despite having to wait for a ‘walk’ […]

Comments Off on Higher Ground

The Influence Of Distance Part 3: Far (The first half) and bonus worldbuilding tools

I’m tagging this post as part of the Blog Carnival. The theme is sequels, and I think that being the third part in a series qualifies. The first two parts of this small series (Part 1, Part 2) looked at the tremendous impact of a community being located close to the major social, political, and […]

Comments (2)

Ask The GMs: A Target With Warp Drive: Maps and Minis for Sci-Fi

This is the third of these Ask-The-GMs that I’m tackling without recourse to my usual allies and fellow-GMs. Battlemats, maps, and tiles all have a valuable role to play in creating game atmosphere and letting people get on with play. The old adage states that a picture is worth a thousand words; an appropriate terrain […]

Comments Off on Ask The GMs: A Target With Warp Drive: Maps and Minis for Sci-Fi

A Helping Handout

Hungry, over at Ravenous Roleplaying, is a long-time supporter of Campaign Mastery through his regular “Friday Faves” column, in which he collects links to the articles that have most inspired or interested him from the past week. When he has time, he accompanies those links with some comments; these are always interesting, and sometimes genuinely […]

Comments (2)

Ask The GMs: On Big Dungeons

How do you make Big Dungeons interesting? It’s not a simple proposition; very dependent on your source material, you may have to dig far deeper into what you have been presented with in order to achieve success. This question comes from Tom, who wrote: I DM a Pathfinder game, where the module is coming to […]

Comments Off on Ask The GMs: On Big Dungeons

Compound Interruptions: Manipulating Pauses

This entry is part 4 of 4 in the series Further thoughts on Pacing

Sorry for the delay in posting this – my ISP is conducting maintenance of some sort, and my connection kept dropping out, making it hard to upload and format the article in the usual manner. Combinations So far, I’ve been looking at the different elements of pauses-in-play in as much isolation as possible, going beyond […]

Comments (2)

Status Interruptus: Types Of Pause

This entry is part 3 of 4 in the series Further thoughts on Pacing

In part one of this series, I demonstrated that a pause or interruption in play can be enormously beneficial, if used correctly. Last week’s article examined before-pause and after-pause content and found that these had to match in order to extract that benefit, and that the type and length of pause was a critical variable […]

Comments (2)

Fogs, Clouds and Confusion: A Battlemap technique

Another filler post, I’m afraid – the next part of the New Beginnings series is turning out larger than I expected! I intended to get an early start on it yesterday, but thought of an article for later this week and started putting thoughts down on electronic “paper”, and totally lost track of time. Have […]

Comments (3)

Stride The Earth in 7-league boots: Travel (and Maps) in FRPG Pt 2

I’m taking a scheduled break from the New Beginnings series before the big push to conclude it. It will be back next week, all going according to plan. This article is a sequel of sorts to one I published a few weeks ago, The Gradated Diminishing Of Reality – Travel in FRPG. I recommend that […]

Comments (1)

Super-heroics as an FRP Combat Planning Tool

When you’re designing a battle for an FRP adventure, how do you make it different from every such battle that you’ve had in the past? How do you make it more interesting than a mere dice-rolling exercise? It’s even more difficult than it sounds. I have a novel solution to offer to these problems, but […]

Comments (1)

September 2013 Blog Carnival: Location, Location, Location!

Everything has to happen somewhere, and that means that locations are an essential element of RPGs and RPG settings. And that makes locations a worthy subject for this month’s Blog Carnival. Posts I would like to see as part of this month’s carnival are:- How do you choose a location? How do you represent a […]

Comments (32)

Straightening a bent line: Measuring complex distances on a map

Exhaustion has gotten the better of me, I’m afraid, and has prevented me from making enough progress with the next part of the Orcs & Elves series. I always knew it was likely that sooner or later I would run into deadline trouble, and planned accordingly. So here’s an article that I prepared earlier and […]

Comments (3)