Posts Tagged ‘RPG-Theory’

Sequential Bus Theory and why it matters to GMs

I’m writing this article on the day that the idea occurred to me, but I’ve held it back until an opportune gap appeared in the publishing schedule. I was waiting for the bus today (well, on the day that I wrote this), and that got me to thinking. More on that a little later. If […]

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Blog Carnival: The Unexpected Reality

I was musing about Tom’s entry into the Blog Carnival (Void Travel Sickness) while approving his notification/pingback, and the thought came to me: if the players were the test crew on board the first starship to be built, they might have no idea that “jump shock” would be part of their situation. That was how […]

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To Every Creator, An Optimum Budget?

I’ve worked on it up to the last minute and beyond, but the final installment of the Tavern Generator still isn’t ready. I’ve solved the problems that confronted me last week, though, so it’s now full speed ahead on wrapping it up, hopefully this time next week! In the meantime, here’s another quick little fill-in […]

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Morgalad In Reflection

I was recently invited to review the Morgalad Starter Book by John McNabb, available through DrivethruRPG. Publication of Morgalad is the result of a successful Kickstarter campaign which, like the result, is an interesting mixture of flawed ambition and success. The initial attempt at funding Morgalad sought to raise $20,000 and was a dismal failure; […]

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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 […]

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The Power Of The Question-mark in RPG Plotting

Here in Australia, there has recently been a confrontation between the media and politics within the courts in the form of the Treasurer, Joe Hockey, suing one of our newspapers for defamation over a story which appeared both in print and on their website, and two tweets promoting that story. The story alleged that Hockey […]

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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 […]

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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 […]

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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 […]

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Compound Interruptions: Manipulating Pauses

This entry is part 4 of 4 in the series Further thoughts on Pacing

Sorry for the delay in posting this – my ISP is conducting maintenance of some sort, and my connection kept dropping out, making it hard to upload and format the article in the usual manner. Combinations So far, I’ve been looking at the different elements of pauses-in-play in as much isolation as possible, going beyond […]

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Status Interruptus: Types Of Pause

This entry is part 3 of 4 in the series Further thoughts on Pacing

In part one of this series, I demonstrated that a pause or interruption in play can be enormously beneficial, if used correctly. Last week’s article examined before-pause and after-pause content and found that these had to match in order to extract that benefit, and that the type and length of pause was a critical variable […]

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Anatomy Of An Interruption – Endpoints

This entry is part 2 of 4 in the series Further thoughts on Pacing

Having established in part one of this series that a pause or interruption to play or to the primary plot being deployed within the game can be more than a necessary inconvenience, it can be a tool whose manipulation by a savvy GM or TV producer can enhance the game or production, it’s time to […]

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