Let’s Have A Good Clean Fight…
September 9, 2010 from Campaign Mastery
Filed under: 3.x, Adventure Prep, Advice/Tools, DM Advice, Encounter Design, Game Mastering, RPG Hub, Running Encounters
I’ve written on this topic before, but only as part of a larger subject. But I recently had occasion to expand the EL-CR chart that I created for my own use, and decided to share it with our readers – and ha[...] Filed under: 3.x, Adventure Prep, Advice/Tools, DM Advice, Encounter Design, Game Mastering, RPG Hub, Running Encounters
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The Anatomy Of Evil: What Makes a Good Villain?
September 2, 2010 from Campaign Mastery
Filed under: Campaigns, DM Advice, Encounter Design, RPG Hub, Running Encounters
I’ve been watching some of my old Stargate: SG1 episodes during the last week, and (as often happens) some of the commentary (in the season 9 extras) sparked an interesting question.
The discussion was about the r[...] Filed under: Campaigns, DM Advice, Encounter Design, RPG Hub, Running Encounters
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Minions on the Table
September 2, 2010 from Critical Hits
Filed under: 4e, DM Advice, Encounter Design, Monster Design, RPG, RPG Hub
Monsters can lose a battle before it begins if they have bad tactical positions. This is even truer with minions. Even if we assume, narratively, that your minions have no way to know they’re little competition for the[...] Filed under: 4e, DM Advice, Encounter Design, Monster Design, RPG, RPG Hub
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Minions of Differing Flavors
August 19, 2010 from Critical Hits
Filed under: 4e, DM Advice, Encounter Design, Monster Design, RPG, RPG Hub
Just like the epicure needs new and exciting experiences, numerous DMs among us need new ways to mix it up with minions. This is especially true if you feel your minions disappear too quickly to be interesting or seem to[...] Filed under: 4e, DM Advice, Encounter Design, Monster Design, RPG, RPG Hub
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A Monkey Wrench In The Deus-Ex-Machina: Limiting Divine Power
August 5, 2010 from Campaign Mastery
Filed under: 3.x, 4e, Adventure Prep, Campaigns, D&D 4e, DM Advice, Encounter Design, Inspiration, RPG Hub
This article deals in subjects that are sensitive issues to a lot of people. Everything contained within is written from a roleplaying context and no judgements are intended regarding the validity of any individual pers[...] Filed under: 3.x, 4e, Adventure Prep, Campaigns, D&D 4e, DM Advice, Encounter Design, Inspiration, RPG Hub
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Break Down The Door – 5 Encounter Seeds
August 2, 2010 from Campaign Mastery
Filed under: Adventure Prep, DM Advice, Encounter Design, RPG Hub
In my article about how to be a confident game master, I mentioned I have encounter seeds ready during games that I categorise as break down the door. Campaign Mastery reader Will asked to see what these were, so here th[...] Filed under: Adventure Prep, DM Advice, Encounter Design, RPG Hub
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We All Have Our Roles To Play: A Functional Perspective on Personality Archetypes, Part 1
July 22, 2010 from Campaign Mastery
Filed under: Adventure Prep, At the table, DM Advice, Encounter Design, Game Mastering, Inspiration, Play, Player Advice, RPG Hub
Everything that I’ve ever read on the subject has defined archetypes for RPGs either in terms of the psychology of the character or the abilities of the character. Filling out a team roster is often a case of playe[...] Filed under: Adventure Prep, At the table, DM Advice, Encounter Design, Game Mastering, Inspiration, Play, Player Advice, RPG Hub
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The Recycle Bin – Essentials: Shell Creatures
Last time I gave a bunch of rules for Shell Creatures, which had a bunch of mechanics to mirror the Stagger system of Final Fantasy 13. It was a bit complicated, which in my defense was because I was trying to mimic som[...]Read on >>
Minions Are Spice
A minion is a tiny onion used for flavor, especially in soups. That’s what my father told me when I was a kid. Even then, though, the D&D game had imparted enough for me to see the lie and the humor. In fact, if an[...]Read on >>
Opportuntity Actions: Tarrasque Workshop #2 – Retooling
July 13, 2010 from DM Samuels RPG Musings
Filed under: 4e DD, Advice/Tools, Encounter Design, Inspiration, RPG Hub
We’ve explored the concept of playing the Tarrasque at its proper size. Now it’s time to play with it’s stat block. People know the Tarrasque; they know it’s capabilities, its strengths and weakne[...] Filed under: 4e DD, Advice/Tools, Encounter Design, Inspiration, RPG Hub
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The Recycle Bin – Shell Creatures
I’m not a very original person. Creative, possibly, but not original. I took to heart what my 12th grade English teacher Virginia Olga Wortinski told me all those years ago, “Little ones, there are no new[...]Read on >>
Mailbag 8—All By Myself, Part 5
This final piece is all about the competition for your solos—the players and their characters. You design encounters to challenge those others at your game table, so almost all of this series has really been about them[...]Read on >>
Mailbag 7–All By Myself, Part 4
DMing a solo is at least as rewarding as running encounters with more monsters. It can be even more satisfying, since a solo can and should evoke strong reactions from players as it deals out destruction. But running a s[...]Read on >>
A Slippery Slope: Level Adjustments Under The Microscope
April 29, 2010 from Campaign Mastery
Filed under: 3.x, Adventure Prep, Campaigns, DM Advice, Encounter Design, Game Mastering, Monster Design, Player Advice, RPG Hub, advice
There are times when an Ask-The-GM’s question doesn’t inspire one of us, or is too attached to the mechanics of one specific game system, or doesn’t have enough depth to justify a full blog post, or ha[...] Filed under: 3.x, Adventure Prep, Campaigns, DM Advice, Encounter Design, Game Mastering, Monster Design, Player Advice, RPG Hub, advice
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Ask The GMs: The Momentum Of The Inevitable
April 20, 2010 from Campaign Mastery
Filed under: Adventure Prep, At the table, Campaigns, DM Advice, Encounter Design, RPG Hub, behind the screen, campaign setting
Should there ever be something that is too big or has too much momentum for the PCs to be able to stop?
In the discussion following a previous Ask The GMs, (Giving Players The Power To Choose), James Carter asked th[...] Filed under: Adventure Prep, At the table, Campaigns, DM Advice, Encounter Design, RPG Hub, behind the screen, campaign setting
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The Characterisation Puzzle: The First Decision
March 19, 2010 from Campaign Mastery
Filed under: Adventure Prep, Encounter Design, Game Mastering, Inspiration, RPG Hub, advice
If you’ve been following this series from the beginning, then you are now equipped with three new techniques for character development, all of which are useful when for some reason you’re struggling to find [...] Filed under: Adventure Prep, Encounter Design, Game Mastering, Inspiration, RPG Hub, advice
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The Characterisation Puzzle: The Window Shopping Technique
March 19, 2010 from Campaign Mastery
Filed under: Adventure Prep, Encounter Design, Game Mastering, Inspiration, RPG Hub, advice
New techniques for getting under a character’s skin don’t come along every day; the techniques described earlier in this series have been my standard weapons for such tasks for the last two decades. So, when[...] Filed under: Adventure Prep, Encounter Design, Game Mastering, Inspiration, RPG Hub, advice
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The Characterisation Puzzle: The Inversion Principle
March 12, 2010 from Campaign Mastery
Filed under: Adventure Prep, Encounter Design, Game Mastering, Inspiration, RPG Hub, advice
The second technique of character development that I call apon when stumped for ideas is something that I call The Inversion Principle. Some parts of this I had worked out many years ago, but it was when I read an inter[...] Filed under: Adventure Prep, Encounter Design, Game Mastering, Inspiration, RPG Hub, advice
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The Characterisation Puzzle: The Thumbnail Method
March 5, 2010 from Campaign Mastery
Filed under: Adventure Prep, Encounter Design, Game Mastering, Inspiration, RPG Hub, advice
This is technique number 1 for getting inside your character’s heads. It’s something I was taught in a Graphic Design course that I completed back in 1992 – so here we are 18 years later, and it’[...] Filed under: Adventure Prep, Encounter Design, Game Mastering, Inspiration, RPG Hub, advice
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The Characterisation Puzzle: When personalities are hard to find
February 25, 2010 from Campaign Mastery
Filed under: Adventure Prep, Encounter Design, Game Mastering, RPG Hub, advice
Developing a characterisation is like a jigsaw puzzle. You solve the bit around the edges first – the most obvious characteristics – and then try and fill in the middle a bit at a time until the whole pictur[...] Filed under: Adventure Prep, Encounter Design, Game Mastering, RPG Hub, advice
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Paint On A Canvas: A Personality Metaphor
January 14, 2010 from Campaign Mastery
Filed under: Encounter Design, Game Mastering, RPG Hub, advice, behind the screen
Tony Scott, in the interviews that accompany “Beverly Hills Cop II” states (while discussing the casting of Brigitte Nielson for that movie) that his background is in painting, and that casting is like putti[...] Filed under: Encounter Design, Game Mastering, RPG Hub, advice, behind the screen
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A Grand Conclusion: Thinking about a big finish
December 1, 2009 from Campaign Mastery
Filed under: Adventure Prep, Campaigns, DM Advice, Encounter Design, Game Mastering, Game Mastery, Hero system, Inspiration, RPG Hub, Running Encounters, behind the screen
I know I’ve written about this before (An Epic Confusion, Or How To Stage A Blockbuster Finish), but I’ve been thinking some more about big finishes to campaigns, prompted by the fact that my superhero campai[...] Filed under: Adventure Prep, Campaigns, DM Advice, Encounter Design, Game Mastering, Game Mastery, Hero system, Inspiration, RPG Hub, Running Encounters, behind the screen
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Create the Perfect Turn and Results Will Take Care of Themselves
November 23, 2009 from Campaign Mastery
Filed under: At the table, Encounter Design, Game Mastering, RPG Hub
I like games and I enjoy competing. Years ago, after getting riled up during one too many board games, I realized my competitive emotions were ruining the fun for me and others at the game table. I reflected for quite aw[...] Filed under: At the table, Encounter Design, Game Mastering, RPG Hub
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Ask The GMs: When players make themselves immune, remember that “Resistance Is Futile”
October 18, 2009 from Campaign Mastery
Filed under: 3.x, AD&D, Encounter Design, RPG Hub, Running Encounters, advice
How do you handle PCs who seem to be immune to magic?
A recent inquiry in Ask The GMs asked us,
Hi! I’ve just started an AD&D campaign where the all the PCs have got really good saving throws. Less than 5[...] Filed under: 3.x, AD&D, Encounter Design, RPG Hub, Running Encounters, advice
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My Biggest Mistakes: Magneto’s Maze – My B.A. Felton Moment
September 28, 2009 from Campaign Mastery
Filed under: At the table, DM Advice, Encounter Design, Game Mastering, Hero system, Play, RPG Hub, Running Encounters, behind the screen
There came a time when I had to move out of the city (where my players were), and back to the small town in which I had grown up, for financial reasons.
That would spell the end of most campaigns, but I had willing play[...] Filed under: At the table, DM Advice, Encounter Design, Game Mastering, Hero system, Play, RPG Hub, Running Encounters, behind the screen
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Ask The GMs: Going Beyond The Rules
September 22, 2009 from Campaign Mastery
Filed under: 3.x, Campaigns, DM Advice, Encounter Design, Game Mastering, Game Mastery, Monster Design, RPG Hub, Running Encounters, campaign setting
How do you extrapolate from existing rules to cover new situations?
Recently, Campaign Mastery was asked,
If a giant has rapid shot can he throw 2 rocks in a full round action? (d&d 3.5)
This sparked some debat[...] Filed under: 3.x, Campaigns, DM Advice, Encounter Design, Game Mastering, Game Mastery, Monster Design, RPG Hub, Running Encounters, campaign setting
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Ask The GMs: In it for the long haul
September 14, 2009 from Campaign Mastery
Filed under: Adventure Prep, DM Advice, Encounter Design, Game Mastering, RPG Hub, advice, campaign setting
How can a campaign last for decades, and what does such longevity imply?
A question recently asked us,
I remember Mike mentioning his decades-long superhero game a few times, and am currently planning my next campa[...] Filed under: Adventure Prep, DM Advice, Encounter Design, Game Mastering, RPG Hub, advice, campaign setting
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Types Of Combat Hazards – Traps
Traps in some game systems are standalone elements. However, I consider them a hazard if they factor into a combat in any way. Encounters without combat that just have traps in them I would consider hazardous for your he[...]Read on >>
Types Of Combat Hazards – Environment
The first type of hazard we talked about was Terrain. Another variety of combat hazard is environmental. What are the physical surroundings like? Are there any interesting global effects in place? My definition of enviro[...]Read on >>
Types Of Combat Hazards – Terrain
There are many kinds of combat hazards, such as giant bubbles that trap combatants who bump into them, or a narrow band of strong wind that pushes combatants around. GMs often do not have enough variety in their hazard s[...]Read on >>
Hazards of Combat: What is a combat hazard?
Throw hazards into your combats to make fights more interesting, regardless of game systm or genre. Dungeons and Dragons, for example, has always promoted dungeon masters using traps and difficult terrain, though in the [...]Read on >>
The Gold Standard: Mike’s Top Twenty 3.x Supplements (part 5)
August 2, 2009 from Campaign Mastery
Filed under: 3.x, AD&D, Adventure Prep, Campaigns, Encounter Design, Game Mastering, Inspiration, RPG Hub, Review, Reviews, advice
Part 1 of this blog post listed nine general supplements. Parts 2, 3, and 4 added three planar supplements, four supplements about magic, and four supplements about game settings and gaming environments.
That makes a ful[...] Filed under: 3.x, AD&D, Adventure Prep, Campaigns, Encounter Design, Game Mastering, Inspiration, RPG Hub, Review, Reviews, advice
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The Nimble Mind: Making Skills Matter in RPGs
July 30, 2009 from Campaign Mastery
Filed under: 3.x, 4e, Adventure Prep, At the table, DM Advice, Encounter Design, Game Mastering, Game Mastery, Player Advice, RPG Hub, Running Encounters, behind the screen
Someone once asked me why D&D bothers to include skills at all. After all, the GM generally tells the players anything they really need to know (rather than seeing all his hard work in preparing the game crash and b[...] Filed under: 3.x, 4e, Adventure Prep, At the table, DM Advice, Encounter Design, Game Mastering, Game Mastery, Player Advice, RPG Hub, Running Encounters, behind the screen
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The Gold Standard: Mike’s Top Twenty 3.x Supplements (part 1)
July 16, 2009 from Campaign Mastery
Filed under: 3.x, Campaigns, Encounter Design, Game Mastering, Inspiration, Monster Design, RPG Hub, Review, Reviews, advice
In the comments to a recent blogpost (”The More Things Change: An essay on the future of RPGs”) that I wrote, Johnn suggested that he’d like to see a list of my top twenty D&D supplements. It wasn[...] Filed under: 3.x, Campaigns, Encounter Design, Game Mastering, Inspiration, Monster Design, RPG Hub, Review, Reviews, advice
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Hating 4E? Give it one more crack…
July 15, 2009 from Unnatural 20
Filed under: 4e, Dungeons and Dragons Monsters, Encounter Design, Monster Design, RPG Hub
A post-session report on making some rather dreastic changes to the core 4E game, a description of those changes, and the positive results.[...] Filed under: 4e, Dungeons and Dragons Monsters, Encounter Design, Monster Design, RPG Hub
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Ask The GMs: An Epic Confusion, or how to stage a blockbuster finish
July 14, 2009 from Campaign Mastery
Filed under: 3.x, Adventure Prep, Campaigns, DM Advice, Encounter Design, Game Mastering, Game Mastery, Inspiration, RPG Hub, Running Encounters, behind the screen
How much, if at all, should the final villain of a long running campaign pull his punches?
My campaign boss [villain] is a high level wizard with access to epic spells, and my party just made 20th level. They are o[...] Filed under: 3.x, Adventure Prep, Campaigns, DM Advice, Encounter Design, Game Mastering, Game Mastery, Inspiration, RPG Hub, Running Encounters, behind the screen
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Ask The GMs: The right to be heard
May 16, 2009 from Campaign Mastery
Filed under: 3.x, 4e, Adventure Prep, At the table, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, advice, behind the screen
How do you ensure that every player gets a fair share of the attention when one of them has a dominant personality?
Sometimes it can be hard to determine exactly what the problem is when someone asks for advice. Whe[...] Filed under: 3.x, 4e, Adventure Prep, At the table, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, advice, behind the screen
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4E Bringing You Down? Try This!
A few weeks ago I posted my problems with 4E, and many readers educated me on how to deal with my flagging interest in the system. I've compiled their wisdom here. Extra special thanks to Kimble, Anarchangel, Swordgleam,[...]Read on >>
Experience Points: Fools Rush In…
April 20, 2009 from Roleplayingpro
Filed under: 4th Ed, Encounter Design, Game Mastering, Game Sessions, RPG Hub, roleplaying
Welcome back once again to Experience Points, the column that follows the fortunes of my weekly D#38;D campaign Dark Legacy. This week found our heroes exploring a part of the Seven Bridges Valley unfamiliar to them in[...] Filed under: 4th Ed, Encounter Design, Game Mastering, Game Sessions, RPG Hub, roleplaying
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Experience Points: Fey Eye for the Shadar-kai
April 13, 2009 from Roleplayingpro
Filed under: 4th Ed, Encounter Design, Game Mastering, Game Sessions, RPG Hub, roleplaying
Welcome to this week’s installment of Experience Points, the column that follows the ins and outs of my weekly Dungeons #38; Dragons campaign, Dark Legacy.
Before we begin let me elaborate on this week’s title.[...] Filed under: 4th Ed, Encounter Design, Game Mastering, Game Sessions, RPG Hub, roleplaying
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Ask The GMs: Pacing Your Campaign
April 12, 2009 from Campaign Mastery
Filed under: 3.x, Campaigns, DM Advice, Encounter Design, Game Mastering, Game Mastery, RPG Hub
How do you pace a campaign? How do you know if you’re giving too much or too little in experience and treasure? And how do you get the PCs to explore more than the local area?
Hello Johnn and Mike,
I have bee[...] Filed under: 3.x, Campaigns, DM Advice, Encounter Design, Game Mastering, Game Mastery, RPG Hub
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“This Means War!”: Making huge armies practical (Part 5 of 6)
March 31, 2009 from Campaign Mastery
Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
This is part five of an article on how to referee a war in an rpg. Not one that happens in some distant country, or a neighbouring city, but up close and personal - so close that the PCs can touch it. And not some small [...] Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
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“This Means War!”: Making huge armies practical (Part 6 of 6)
March 31, 2009 from Campaign Mastery
Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
This is the final part of a 6-part article on how to referee a war in an rpg. Not one that happens in some distant country, or a neighbouring city, but up close and personal - so close that the PCs can touch it. And not [...] Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
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“This Means War!”: Making huge armies practical (Part 3 of 6)
March 26, 2009 from Campaign Mastery
Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
This is part three of an article on how to referee a war in an rpg. Not one that happens in some distant country, or a neighbouring city, but up close and personal - so close that the PCs can touch it. And not some small[...] Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
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“This Means War!”: Making huge armies practical (Part 4 of 6)
March 26, 2009 from Campaign Mastery
Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
This is part four of an article on how to referee a war in an rpg. Not one that happens in some distant country, or a neighbouring city, but up close and personal - so close that the PCs can touch it. And not some small [...] Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
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“This Means War!”: Making huge armies practical (Part 1 of 6)
March 19, 2009 from Campaign Mastery
Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
The subject of this month’s blog carnival is War. As part of that canival, I present an article on how to referee a war in an rpg. Not one that happens in some distant country, or a neighbouring city, but up close [...] Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
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“This Means War!”: Making huge armies practical (Part 2 of 6)
March 19, 2009 from Campaign Mastery
Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
This is part two of an article on how to referee a war in an rpg. Not one that happens in some distant country, or a neighbouring city, but up close and personal - so close that the PCs can touch it. And not some small s[...] Filed under: 3.x, Adventure Prep, DM Advice, Encounter Design, Game Mastering, Game Mastery, Play, RPG Hub, Running Encounters, behind the screen
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The Bonechewer, a Disgusting CR 15 Aberration, Free to Download
March 14, 2009 from Unnatural 20
Filed under: 3e, Dungeons and Dragons Monsters, Encounter Design, RPG Hub
Hey all, it's been a bit, but please enjoy the newest U20 critter, the Bonechewer. I think you'll enjoy running this guy.
Also, know that there are four (or more) 3.5E critters being captured for the [...] Filed under: 3e, Dungeons and Dragons Monsters, Encounter Design, RPG Hub
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Building The Perfect Beast: A DD 3.5 online monster generator
March 9, 2009 from Campaign Mastery
Filed under: 3.x, Campaigns, Encounter Design, Inspiration, Monster Design, RPG Hub, Review, Reviews, generators
Recently, Campaign Mastery recieved a comment to one of our blogs informing us of an online monster/NPC generator available at Dingle Games. While the comment was not approved as it was unrelated to the post in question,[...] Filed under: 3.x, Campaigns, Encounter Design, Inspiration, Monster Design, RPG Hub, Review, Reviews, generators
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The Flói Af Loft Ryk Bolti (conclusion)
March 1, 2009 from Campaign Mastery
Filed under: 3.x, Adventure Prep, Campaigns, Encounter Design, Monster Design, RPG Hub, Running Encounters, campaign setting
This is page 3 of Mike’s submission to the February Blog Carnival, “Map and Monster”. Pages 1 and 2 can be found here and here, respectively.
Within The Flói Af Loft
Finally, the characters have reached the floor[...] Filed under: 3.x, Adventure Prep, Campaigns, Encounter Design, Monster Design, RPG Hub, Running Encounters, campaign setting
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