Posts Tagged ‘NPCs’

The Eyes Have It: Subliminal RPG Messages

Welcome to 2023: A status update So here we are in 2023! Funny, but it feels a lot like 2022 to me. I hope everyone had a great Christmas and New Year and are all revved up for the year to come. My holiday period was great, meeting new relatives and catching up with others […]

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The Importance and Use of Context

So November has come and gone, and with it, Campaign Mastery’s bonus hosting of the Blog Carnival. Those who got inspired by the topic did a stellar job with some very interesting contributions, which I’ll summarize later in this wrap-up post. Sadly, there weren’t really enough participants for that to fill this article. Possibly, misunderstanding […]

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Causes and Consequences: Persona Construction

This article had the working title of “The Penumbra of Personality Traits”, but when it came to actually write it, I decided that readers might find the meaning a little opaque (and yes, that’s a pun, as some will immediately recognize). A penumbra is also a solid metaphor (another pun) for the personality construction technique […]

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Ladybug And Cat Noir: Lessons In Cast Management

I steal inspiration and technique from anywhere that I can find it, but I’m always careful to credit my sources (especially when the application is a bit left-of-field). In the past that has given me articles such as Growing The Perfect Family Tree (Part 1, Part 2), The Ashes: Understanding Brit and Aussie Characters, and Lessons […]

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Four Roads To Characterization

I have said before that you can never have too many approaches to determining the characterization of an NPC up your sleeve. Today’s article offers a new one, and a systematic way of looking at simpler approaches that can also be useful. Let’s start by setting a baseline for comparison… 0. Going Nowhere: The Null […]

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None So Blind – Character Blind Spots

With the conclusion of the Zener Gate campaign, I’ve been thinking about what comes next. In fact, it’s fair to say that it’s been somewhere on my mind for most of 2022, if not always front-and-center. About six months ago, I decided that I would resurrect the Warcry campaign, even though it would need some […]

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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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Sensory Surprises in Encounters

You may not know it, but it’s possible to be too creative. Last week, as usual, I spent some time thinking about what I would be writing about in this post, and almost immediately, three different ideas came to mind in what felt like a single flash of inspiration. Well, by the time I had […]

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Vectors Of Engagement

I realized, the other day, that it has been a while since I posted a fantasy-dominated article, so I set about thinking of one. In no time at all, in a singular flash, today’s article came to me, inspired by the singular concepts of D&D / Pathfinder character classes. But it didn’t take me long […]

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The Artificial Mind: Z-3 Campaign Canon

Lately, a lot of the spam that CM has been receiving has proposed the use of AI-generated content to make the life of the writer/publisher easier, as though content creation was nothing more than the means to an end. The Flaw In The Argument Mankind has yet to build an artificial system that can pass […]

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Interaction Flows – A Planning Tool

It happens to everyone eventually – you look at your plot and realize that one of your PCs is going to have to interact with an NPC in a one-off scene, an NPC with whom they might never come into contact again. There are many different ways of handling this. Some GMs will use a […]

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