I read various gaming blogs, as I'm sure we all do. Many of those blogs recount the exploits of the authors' campaigns, and many of those campaigns are years-long affairs. One campaign I read about occasionally just passed the eight-year mark.
It's easy to feel envious of such a thing. There...
What do you look for when you're skimming campaign pitches? A GM only has a short time to explain the concept of their game, so what elements are necessary to grab your attention and keep it?
I ask because, next year, I have a short Werewolf: The Apocalypse campaign I plan to run, and I'll do...
In another thread, I asked whether you prefer campaigns to one-shots, and there were a lot of great answers, but there were also quibbles about what exactly constitutes a campaign. What does the word even mean? There were as many answers as people participating in the thread.
Finally...
For decades, the only mode my games assumed was campaign mode. We would either play this continuing story for months or years or not at all. But in the last year, I've been forced into a position where I run only one-shots. I won't say it's my favorite way to play, but I've gotten used to it...
In another thread, people seemed to dig my idea about doing something with Rom the Space Knight. It got me thinking about a mini-campaign using FASERIP (Dragon #112). Aside from fighting Dire Wraiths, what elements must be present in such a thing to do it justice?
When starting my last two games, I split approaches. With one, I started with the game (Dune: A Dream of Rain) and built the concept. With the other (GURPS Steampunk), I began with an idea and sought out a system. What method do you find yourself using most often?
This question was prompted by various comments on other threads such as “Game Design Sins”.
I’m drawn to historical settings. Currently, I am fascinated by a campaign called The Road to Monsterberg set in Silesia in 1456. It’s for the Codex Martialis rules which claim to make D&D 3.5 a game of...
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