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Gamemaster’s Guidepost: Fun, World-Building, and Sandtrap Players

Posted on February 22, 2012February 22, 2012 by Christopher R. Rice | No Comments

The other night, my best friend, C.G. and I were discussing how using the new Ritual Path Magic system in my Otherworld setting would impact it (check this post out to see what I eventually came up with).This particular campaign has been around for almost six years now and I’ve put a lot of thought and […]

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Gamemaster’s Guidepost: On Rule-Breaking, Magic Systems, and Consistency

Posted on February 18, 2012February 18, 2012 by Christopher R. Rice | No Comments

Last night and early into this morning I tackled a gaming issue than can make Gamemaster’s go mad: How magic fits in his or her game world. Sometimes the easiest thing to say is “THERE IS NO MAGIC!” but that means less design options for your players and overall…well it’s just not as much fun. […]

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Carpe Blogiem: On RPM Submissions

Posted on February 16, 2012February 16, 2012 by Christopher R. Rice | No Comments

I’ve been distracting myself for the last week or so with working on submissions for the Ritual Path Magic system that Steven Marsh sent out about a month ago, to be honest I wasn’t going to do anything because I didn’t think I knew enough about the magic system. But a pathological needlephobe like myself […]

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Gamemaster’s Guidepost: The Campaign Wheel

Posted on February 5, 2012February 5, 2012 by Christopher R. Rice | 2 Comments

Man, I hate it when this happens to me. I used to change game settings and characters like a hypochondriac changed doctors. This was to say the least not very popular with my players and I even lost a few people over it. These were the times where I learned a few valuable lessons in […]

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Gamemaster’s Guidepost: FLASH…ahhhhh…backs?

Posted on January 29, 2012January 29, 2012 by Christopher R. Rice | No Comments

I am by far no expert on Game-Mastering a RPG, but I’ve been  doing it for about 18 years having running my first game in Forgotten Realms with my best friend and (future) girlfriend when I was only 11. It was terrible, and that’s being fairly nice to myself. Since then I’ve learned a thing […]

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Gamemaster’s Guidepost: Using psionic powers with GURPS Action

Posted on January 18, 2012January 18, 2012 by Christopher R. Rice | No Comments

Even though the guidelines on p. 44 of Action 2 specifically state that ‘action gaming’ is set in the ‘real’ world, many popular TV shows, books, etc. feature a world where such abilities are thought to be nonexistent and suddenly become real. A favorite example of mine is The 4400, Four thousand and Four hundred […]

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Gamemaster’s Guidepost: Heroes with Many Hats

Posted on January 16, 2012January 16, 2012 by Christopher R. Rice | 4 Comments

GURPS is in my opinion one of the most flexible, perfect role-playing game systems ever to come into existence. And despite my fanboyish attitude towards the system it does really hold up well to just about any genre a GM could want to run it with. Due to both my gaming group’s preferences and my […]

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