Posts Tagged ‘Plausibility’

Ask The GMs: When Undead Go Stale, Part 2

We’re part-way through a comprehensive answer to the question, both direct and implied, by Jesse Joseph. Last time out, I repeated the basic advice I would offer to anyone in his situation, and looked at ways to make low-level undead more respectable opponents so that GMs weren’t forced to use Undead Royalty just to have […]

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Six Impossible Things Before Breakfast

This is not the article that most people will have expected to see in this space. It’s supposed to be the fifteenth shelf of the Essential Reference Library, but that’s taking a lot longer to complete than expected – up to 3 hours per item just to gather and describe all the links, with 66 […]

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An Introduction To The Brilliance Of Derren Brown

There were only two DVDs by Derren Brown that were appropriate to the Pulp Reference Library, Items 1175 and 1176, which can be found reviewed towards the bottom of the Twelfth Shelf. These barely scratch the surface of the relevance of this man’s work in a broader RPG context, however, and so I determined to […]

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Ask The GMs: Your Latest Bling – Questions About Equipment

A trio of questions that take me out of my comfort zone, because I don’t know the game system, and they are – to some extent – heavily system-related issues. But I had the advantage of being able to consult my fellow GMs on this one, and also had the luxury of being able to […]

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Essential Reference Library for Pulp GMs (and others): 14th Shelf

This entry is part 15 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Fourteenth Shelf: Odds & Sods II – Practicalities – Introduction by Mike Practicality can mean many things when it comes to RPGs, and the contents of this shelf touch on many of them. Practicality can be utilizing things that have already been done for game content. There are many intriguing stories of lost treasures, […]

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Basics For Beginners (and the over-experienced) Part 11: Campaigns

This entry is part 11 of 12 in the series Basics For Beginners (and the over-experienced)

The fundamentals of what a campaign is and how to manage one.

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Ask The GMs: Shared Worlds and Co-GMs

There’s a whole spectrum of collaborative modes in existence these days, ranging from the cameo appearance or recurring pastiche all the way through cross-overs to the tightly-knit true shared creative spaces that are almost completely collaborative in nature. Although in literature, the Thieves’ World series is generally thought of as the first shared world that […]

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The Pentagon Of Encounter Design

There are five attributes to any encounter that define it, and any one of them can be the foundation of that encounter. In the old days of D&D, it used to be that there was relatively limited flexibility. You chose an encounter based on one of these five criteria and everything else was more-or-less dictated […]

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Plotting The Phone Book: A How-To Of Adventure Inspiration

0. New Year, Old Business Welcome to 2017! I hope every reader has had a happy and safe Holiday period and is now ready to face the New Year with gusto and confidence, recharged and re-energized. For the first time in, I think, eight or nine years, I took the Christmas/New Period off, completely. No […]

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Risk Assessment For GMs

This article was started way back when I was submitting articles to Roleplaying Tips, in fact, more than ten years ago, but it was never finished – until now. So “recently” means “relative to 2006″… I recently read a book describing the calamities that befell Lloyds of London in the early 80s and 90s and […]

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Paving Over Plot Holes: A Masterclass in Adventure Creation

I’ve spent a fair amount of time over the last couple of weeks working on the next adventure in the Zenith-3 campaign, and the techniques employed have enabled me to illustrate some of the techniques that I’ve written about in the past. Normally, I would not post an article on the subject until after the […]

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Essential Reference Library for Pulp GMs (and others): 10th Shelf

This entry is part 11 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Tenth Shelf: Beliefs I (Religions, Nazi Occultism, & Cthulhu) – Introduction by Mike It’s always difficult when you need to take something that was supposed to be whole and split it in two, usually for reasons of practicality. Take this shelf and the next as a case in point: No-one can argue that Religion, […]

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