Posts Tagged ‘Plausibility’

Ask The GMs: Parting is such a frayed plot thread

GMs sometimes ask more than one question. Where these directly relate to each other, or the context is important to the answers, they are generally lumped together. When they aren’t, which is far less frequent an event, they get split up and answered separately. Which brings me to today’s topic: Writing characters out when players […]

Comments (1)

The Conundrum Of Coincidence

The concept of “coincidence” was a thorny problem for philosophers starting from the ancient Greeks. Plato, in Phaedo, defined “inquiry into nature” as a search for “the causes of each thing; why each thing comes into existence, why it goes out of existence, why it exists”. Aristotle went further, developing a theory of causality, commonly […]

Comments (4)

The Secret Arsenal Of Accents

How do you work accents into your speech patterns for voicing NPCs? I have three techniques that I use repeatedly, and two general principles that I rely on continuously. Today’s article is going to look at these five secret weapons in my characterization arsenal (some of which I have described before, I must admit, though […]

Comments Off on The Secret Arsenal Of Accents

Tales from the front line: The Initiative Conflict

This entry is part 1 of 2 in the series Tales from the front line

I originally intended to present the Tavern Generator that I promised on Monday as today’s post, but it will take longer than I initially thought. Probably one more day of designing the tables and two days to format them – largely because what I am offering is far more robust and advanced than the basic […]

Comments Off on Tales from the front line: The Initiative Conflict

Imperfect Imbalance – Personal Injury Law in RPGs

To really get to grips with your RPG world, you have to understand how the invented environment affects the everyday life of the inhabitants. That’s more easily said than done. One technique is to answer a long series of questions, progressing from the simple to the profound, as shown in my first series here at […]

Comments (2)

Traditional Interpretations and Rituals Of Culture

From time to time, I post thoughts on various subjects to twitter using the hashtag “#Musing”. I did just that a little while back – and then thought some more about what I had written and realized there were game implications/applications. The tweet said, “Traditions become empty when the meaning behind them is forgotten. We […]

Comments (3)

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)

Plunging Into Game Physics Pt 4: Better Campaigns Through Physics

This entry is part 4 of 4 in the series Plunging into Game Physics

A ‘Game Physics’ can shape plots, be revealed and extended by plots, but its greatest impact is usually more subtle and cumulative, and only experienced at a Campaign Level, where it can serve as a binding influence that ties disparate plots into a unified whole. Game Systems in service of plot This section was originally […]

Comments (1)

Plunging Into Game Physics Pt 3: Tales From The Ether

This entry is part 3 of 4 in the series Plunging into Game Physics

In this series, I’ve been looking into the subject of Game Physics. Part one examined what a ‘game physics’ is, and what one can be used for. Part two focused in on one particular application, the generation and validation of House Rules. In this third part, the subject is the relationship between Game Physics and […]

Comments (1)

Plunging Into Game Physics Pt 2: Strange Mechanics

This entry is part 2 of 4 in the series Plunging into Game Physics

As you can see from the title, this is part 2 of a series looking at the underlying principles and applications of Game Physics. The first part looked at exactly what the term meant, and found that it needed quite a lot of definition because it could be used to mean any of several different […]

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

Plunging Into Game Physics Pt 1 – What Is a ‘Game Physics’?

This entry is part 1 of 4 in the series Plunging into Game Physics

“Game Physics” is a term that not enough GMs take the time to think about in depth. Physics is about isolating a single variable and measurable quantity, then altering that variable while observing the measurable quantity to shed light on the relationship between the two – then trying to explain the results in such a […]

Comments (5)