Posts Tagged ‘Rules’

Trade In Fantasy Ch. 5: Land Transport, Pt 3

This entry is part 16 in the series Trade In Fantasy

While working on the subject of population and its distribution, I stumbled onto a method of using a Realm’s economics for worldbuilding and history generation. Originally subordinated to the main thread, I’ve decided to break it out into it’s own post. Note that the unfinished part that’s been set aside for the next post is […]

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We could be Frenemies: Using Good Creatures As Opponents

Sometimes, you want to hit your players with a problem that can be solved only with action of the most violent kind. In D&D, a monster that presents a kill-or-be-killed situation; in a superhero game, a violent threat that has to be stopped before innocents are harmed. But it’s never a good idea to do […]

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Countering The Rise Of Third-Person Roleplaying

This is a somewhat unusual article for Campaign Mastery in that it is pitched as much, or even more strongly, at players than at GMs… While planning the next adventure in the Adventurer’s Club campaign yesterday with my co-GM, I made an observation regarding the changing style of roleplaying. Both my co-GM, Blair, and I, […]

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The Prohibition Disjunction: When Rules Go Bad

The Story Of Prohibition When Prohibition became law in the US in 1920, it was expected that, albeit reluctantly, the citizenry would simply obey. This was no mere law, after all; it was an Amendment to the Constitution, the very document that defined the United States as a nation, and hence an attempt to willfully […]

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