Tag Archives: campaign

Dream Riggers

The new game I’m working on has the working title of Riggers, more specifically – for the playtest – Dream Riggers. The system came first and exists to test out a mechanic that interests me. If it works out, the game … Continue reading

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Metro: the Cursed Path

I’ve been thinking about a Metro 2033-style campaign set in Toronto. Maps would be easy enough, as TTC and PATH maps are available on line, and there are city maps with subway and PATH entry points marked. As I mentioned, … Continue reading

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Building Stuff: Scenes

In my last post, I was talking about planning an adventure. We got as far as figuring out what the adventure would be about. Like a campaign goal, this is very high-level (strategic?) and has very few specifics about what … Continue reading

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Building Stuff: Adventures

Okay, so you have a plot for your campaign, and each adventure is somehow linked into that idea – a stepping stone toward the campaign’s goal, a sub-goal linked to that main one, or part of the story that is … Continue reading

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Killin’ Zombies! Nazi Techno-Zombies to be Precise

In my last post, I mentioned a short campaign idea based on the movie Outpost: Black Sun. The Outpost series (I see there are three of them) is basically a zombie movie franchise with a slight different: the zombies are … Continue reading

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Inspiring Outpost

I recently watched Outpost: Black Sun, the sequel to the movie Outpost. Both movies offer some gaming inspiration, but I think for a short campaign, Black Sun offers the most grist. The story of Outpost: Black Sun is that of … Continue reading

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Building Stuff: Introducing the Adventure

You’ve decided how you’re going to introduce your PCs to the campaign in the intro adventure, but now you actually need an intro adventure. For me, the intro adventure needs to rope in the players but also showcase what the … Continue reading

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Building Stuff: Getting the Gang In Gear

Once one has a framework – an idea of one’s plot, with a goal and a plan to inject the PCs into the story – one needs an adventure. I’ve mentioned before that my philosophy on building an adventure is … Continue reading

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Building Stuff: Entrances and Exits

Okay, so you’ve got your campaign kind of figured out. You know its general shape and themes. Now comes the time to flesh that out. Here’s where the campaign ideas become a plot. You need to decide on your entry … Continue reading

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Building Stuff: Improvisation of a Kind

Concerns about building campaigns and adventures can be avoided if one is willing and able to think on one’s feet. I’m talking about running a game as a total improv. You need to be confident of your abilities, and you … Continue reading

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