Posts Tagged ‘Players’

Spotlights In Focus: Plot Structure Impacts

My co-GM and I have almost finished designing the next adventure in the Adventurer’s Club campaign, entitled “Lucifer Rising”. This will be the 33rd adventure in the main continuity (which doesn’t count a half-dozen of fill-in adventures along the way). This adventure is notable for having a slightly different structure to most of them, and […]

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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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Selling The Adventure: marketing for GMs

Yesterday, I was browsing around in an online digital music store when I came across an Album that I would most certainly have purchased much sooner if I had known that it existed. This is one of the major problems that has beset the music industry over the last twenty or so years. The Drake […]

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Charisma: A Lovely Little Dump Stat?

While introducing the players to the characters for the chase mechanics playtest a couple of weeks ago, I found myself ruminating on (of all things) the Charisma stat and what it represented. You might think that this is a simple question – but it’s not, as readers will see by the end of this article. […]

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The Difficulty With Deities

I was thinking about this month’s Blog Carnival subject (Gods Of The Multiverse), hosted by Gonz over at Codex Anathema, when I was struck by a thought that had never occurred to me before. Deities, by their very nature, don’t belong in Dungeons and Dragons – or in most other RPGs, for that matter. Before you […]

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Low-level magic for the power gamer

I recently came across a system for magical weapons that both opens up availability of high-level magical bonuses while also restricting them. This enables a campaign setting to be quite low-magic while still providing an avenue for those who absolutely must have a +5 weapon or better. I’m proposing, in this article, to adapt the […]

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15 ways to Un-curse the Infodump

Information Dumps, better known as Infodumps, are a necessary evil in every RPG from time to time. Creating and delivering one is a little like trying to feed vegetables to a child – you get the occasional good experience but it’s more often an uphill struggle. I describe them as a necessary evil because they […]

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Tales Of Many Gifts: Xmas Experiences in RPGs

Few campaigns make any attempt to match real-time with game-time, and mine certainly don’t. I’m quite capable of hand-waving days, weeks, or even months of time if nothing of interest is happening. I’m equally capable of spreading a single game-day over 3 or 4 game sessions if there’s a lot going on. And I don’t […]

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Graffiti On The Tabula Rasa

It doesn’t happen to me very often that I have to create an encounter or an adventure on the spot out of whole cloth with no design prep. In fact, many of the processes, practices, and habits that I have formulated and inculcated over the years are explicitly designed to ensure (as much as humanly […]

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All About The Plugins: A campaign creation metaphor

The other week, while hard at work on the Long Road trilogy of articles, I received an alert about a vulnerability in a plug-in and what to do about it. Nothing unusual about that, it happens regularly. I gave the message a quick scan, and double-checked that the affected software wasn’t in use at Campaign […]

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A Long Road – Zenith-3 Notes for all Pt 2

This entry is part 2 of 3 in the series Zenith-3 synopsis & notes

WARNING: At around 35000 words, this is certainly one of the longest posts here at Campaign Mastery! Settle in for a long and sometimes-bumpy ride, folks… This is part two of my review / demonstration of the “Tangled Web” campaign sub-structure. I’m going to presume that you’ve already read part one, which you can find […]

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