Posts Tagged ‘PCs’

An Unneccessary Evil? – Focussing On Alignment, Part 1 of 5

This entry is part 1 of 5 in the series Focussing On Alignment

Johnn received this article submission for Roleplaying Tips, but it’s not a fit for the e-zine, which tries to be systemless as much as possible. He “didn’t read much of it because 30 years of alignment discussions puts this on my topics blacklist, even for personal reading (smiley).” So he asked me to take a […]

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Ask The GMs: PC Choices and Consequences

How can you make the players feel like their actions have an impact on the world? Sometimes, the simplest questions have the most complicated or profound answers. So it was with some trepidation that we’ve approached this question, which was asked virtually exactly as it’s quoted at the head of this article. The short answer […]

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Legendary Achievements: Colouring Your Campaign with Anecdote and Legend

A few years ago, one of my players asked me why I had the Guinness Book Of Records amongst my RPG referance materials, and I told him that it was an essential source of colour for my campaigns. This puzzled him somewhat, because while he could see the applicability to a modern-day campaign, he knew […]

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“Do You Feel Lucky, Punk?”: A New idea for handling “wild luck” in D&D

For a long time, I’ve been dissatisfied with the way some games handle wild, improbable, luck. D&D, for example, has no luck mechanism per se; only the critical hits subsystem comes close, where if you roll well enough, you score multiple damage, and in the skills subsection, whereby rolling a 20 on a skill check […]

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Ask The GMs: Giving Players The Power To Choose Their Own Adventures

How do you create a campaign that gives the players absolute freedom but still leaves the GM in control? Recently, Campaign Mastery was asked, Is it possible to create a truly player-choice driven campaign (within reason)? I’m trying to create a campaign that’s anywhere from 75 – 90% roleplaying (there will be dice, but not […]

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Ask The GMs: “Let’s Split Up.” – “Good Idea, we can do more damage that way!”

What are the best ways to handle splitting the party up – especially over the long term? An interesting question was asked of us recently: I’m planning a pretty good science fiction game that will most likely involve party splits during a good percentage of the game. While this seems like it may be a […]

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My Biggest Mistakes: Magneto’s Maze – My B.A. Felton Moment

This entry is part 5 of 7 in the series My Biggest Mistakes

There came a time when I had to move out of the city (where my players were), and back to the small town in which I had grown up, for financial reasons. That would spell the end of most campaigns, but I had willing players and exceptional determination. I would write a scenario each week […]

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My Biggest Mistakes: Defying Expectations in the Zenith-3 Campaign

This entry is part 4 of 7 in the series My Biggest Mistakes

Some expectations are made to be confounded if it’s at all possible. If someone expects a dull and boring campaign, that’s one you don’t want to live up to. If someone expects to get favourable treatment because you owe them money, I’m happy to dissapoint them – and to repay the debt as soon as […]

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Ask The GMs: In it for the long haul

How can a campaign last for decades, and what does such longevity imply? A question recently asked us, I remember Mike mentioning his decades-long superhero game a few times, and am currently planning my next campaign, so I was just wondering how y’all can extend a game so far. Even if the players are still […]

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My Biggest Mistakes: Information Overload in the Zenith-3 Campaign

This entry is part 3 of 7 in the series My Biggest Mistakes

As you should know by now if you’re a regular visitor here – and with 2 new articles every week, why aren’t you, if you’re not!? – this month’s blog carnival is on the subject of mistakes, how you recover from them, and what lessons you’ve learnt for the future. I made a couple of […]

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Breaking The Bank: controlling treasure in D&D

Many monsters come with treasure in D&D. Taken at face value, these can quickly overwhelm a campaign. I thought I would run through a few measures that the GM can use to control how much hard currency the party gets their hands on. First they have to find it Most treasure will be found in […]

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The Nimble Mind: Making Skills Matter in RPGs

Someone once asked me why D&D bothers to include skills at all. After all, the GM generally tells the players anything they really need to know (rather than seeing all his hard work in preparing the game crash and burn); and even if he doesn’t, players can always take a twenty. After further discussion, this […]

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