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 Better Descriptions: d7 Ways To Steal Great Words
Posted: Tue, 29 Sep 04:55:00
Category: Running Games, Campaign Logger, Descriptions

A CampaignCraft member recently asked me how to master the lexicon when running a new genre for the first time. The game mechanics and general narrative were no problem, but technical and insider details stumped her in certain cases. Describing vehicle manoeuvres, piloting controls, gear, and how NPCs interacted with their environment were a big […]

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 What To Do When Combat Stalls
Posted: Mon, 28 Sep 03:19:01
Category: Combat & Action, Descriptions, Johnn's Games

The Quarry Pit Trap In a Basilica campaign session, combat in a quarry almost stalled out like an airplane losing speed and starting to drop like dead weight. I could tell the pace was slowing down, but when a player asked after a few moments of table silence, “Whose turn is it?” I knew the […]

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 3 Easy Fixes for Classic Adventure Pitfalls
Posted: Fri, 25 Sep 06:31:06
Category: Adventure Building & Campaigns, Adventure & Campaign Building, Gming - Beginner

I’m prepping for a Dragonbane game, using the campaign from the great boxed set. I love the campaign seed, which involves the game’s iconic powers, dragons and demons. The goal is to explore a valley and stop an evil plot centuries in the making. Dragonbane is based on the 1980s Swedish RPG, Drakar och Demoner […]

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 How Big Is The Shark?
Posted: Thu, 24 Sep 03:13:18
Category: Running Games, Agile Gming, Descriptions

Years ago in my Riddleport campaign I said this: “There’s a large shark circling in the harbour.” The characters went down to the docks for a closer look. The shark attacked. And on its turn it launched into the air, sailed right over the party, and splashed down on the other side. The shark jumped […]

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 Mythic Bastionland & A Simple Way To Get Into Character
Posted: Mon, 21 Sep 04:33:05
Category: Players & Characters, Johnn's Games, NPCs & Roleplaying

I got a chance to play Mythic Bastionland on Sunday. Thanks to Mike for GMing. The game is quite different, especially from D&D-esque systems, and for that reason I recommend trying it out. As knights, we wander the realm, seek out myths, and earn glory. With enough glory, we get promoted up the knightly ranks […]

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 6 Players. 11 Deaths. Uh Oh.
Posted: Tue, 15 Sep 03:17:19
Category: Players & Characters, Combat & Action, Encounters

Game Master Arvindh asked today in the Roleplaying Tips Community: Yesterday, I ran my first ever Shadowdark game… and MAN! WHAT A RIDE! So simple, so beautiful, so fast and so deadly! 6 players. 11 deaths. And they didn’t even start the damn adventure. Like not even get to the adventuring site! The hilarious session […]

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 Solutions For The Tough Academic Wizard Problem
Posted: Sun, 13 Sep 01:03:49
Category: World Building, Design, NPCs & Roleplaying

A while back, community member Sir Tainley brought up a great world-building quandary: In a D&D type system, and a magic-rich setting where spells are taught academically, professional spellcasters inevitably gain high levels and unrealistically large hit point pools. Are there existing guides or workarounds to balance NPC levels so a typical scholar isn’t physically […]

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 The Prison Experiment
Posted: Sun, 13 Sep 00:51:27
Category: Adventure Building & Campaigns, Adventure & Campaign Building, Plots

Over in our community, Game Master Bart shared a fantastic campaign report and premise: Had my first session of the campaign yesterday, it was a blast! We all agreed in session 0 to start in a prison. Players didn’t know what to expect beforehand, some thought it was just the escape to get going. But […]

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 When We Improvise Ourselves Into A Corner
Posted: Tue, 08 Sep 03:58:44
Category: Running Games, Agile Gming, GMing - Advance

“How do I get these 13 things I dropped into the game because I thought they’d be fun to now integrate and make sense?” That question came up in July’s GM Q&A call. Gameplay takes us in a direction where we start improvising, and afterwards we’re left with square pegs that need to fit the […]

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 Big Bang Events
Posted: Mon, 07 Sep 03:29:31
Category: Adventure Building & Campaigns, 5 Room Dungeons, Adventure & Campaign Building

Big Bang Events: How to Create Player-Proof Plots I’m very excited to announce GM’s Log #12 is now available. The topic is a core method I developed in the early 2000s that’s saved my Canadian bacon for over two decades now. A problem that hits my inbox and my coaching sessions on the regular is […]

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 The Merchant Says No, But…
Posted: Thu, 03 Sep 03:56:20
Category: Treasure Rewards & Items, Gming - Beginner, Items & Equipment

The gear and equipment tip the other day drew a large response. In the Roleplaying Tips Discord, for example, Game Master Ian offers this idea: re: Double prices then mine their gear. I think a better way is not to change prices but availability. There’s a system in ACKS that restricts the number of items […]

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 Double Prices Then Mine Their Gear
Posted: Tue, 01 Sep 06:05:12
Category: Treasure Rewards & Items, GMing - Advance, Items & Equipment

Hola Game Master! Here’s a callout to a tip buried in the recent How to Make Haggling Fun piece I did: “Players’ Guide price is the floor, street price is double that.” Raise your merchant, equipment, and services prices to give you haggling room and siphon more party treasure. Game Master Rafael sent me a […]

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