Touchstones Of Unification Pt 2 – Concepts
Part 2 of the article trilogy looks at concepts within an RPG, how they relate to the campaign themes, and throws in some free game content as a bonus.
Part 2 of the article trilogy looks at concepts within an RPG, how they relate to the campaign themes, and throws in some free game content as a bonus.
I was watching an interview with Jim Keays from 1975 the other day, discussing what was then his latest album. He was explaining that he had started with three or four songs that all had similar subject matter, and realized that he could build the entire album around that subject. The interviewer, as part of […]
It’s not easy being a GM. Not only do you have to create dozens or hundreds of characters for every one PC, but you have to create adventures and encounters that bring those characters to life in an entertaining way for the benefit of the players – all while refereeing a complex simulation of a […]
How do you GM when you have more players than you can handle?
Back in “Exceeding the Extraordinary: The Meaning Of Feats” (April 2012), I promised that a future article would discuss the approvals process for feats, prestige classes, etc, in my 3.x Fantasy campaigns…
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You’ve picked an Adventure Seed – it doesn’t matter where it came from. The first step to transforming that seed into an adventure that is everything you want it to be…
Dwarves make the ideal illustration of how range of motion, aka Kinesiology, can affect the anatomical profile of a race. And that affects everything else…
Ergonomics is one of those little things that can greatly add to the verisimilitude of any campaign. This article will show how to get maximum bang for minimum effort.
As a follow-up to my article on Dreams in RPGs, I’ve cracked open my archives to share an adventure from my Zenith-3 campaign that is all about Dreams.
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The dream sequence can be a powerful weapon for a GM, presenting information the players can’t get, illuminating subtleties of personality, and more.
There’s a debate that has been fought ever since man invented games that have an element of chance has been, “Is it better to be lucky or skilled?” It’s a debate that has a number of unique resonances within the sphere of an RPG. How should a player or GM simulate a character who relies […]
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I didn’t want to split this article in two. You really need to have read part one before you can get full value from what’s below. So I’m going to assume that you’ve done just that, and don’t need a synopsis to refresh your memory, and just dive straight in… Transitions & Global Emotional Flow […]