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Archive for October, 2025

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The Best Conflict

October 26, 2025

Last night in our Primetime Adventures game, I saw what was probably the best stakes for a conflict ever.

Our campaign is conceptually like if you took Evangelion and mixed it with Control – people are using power armor to fight supernatural anomalies; the suits are also not safe and have costs to pilots using them.

It’s a flashback scene when one of our protagonists, Saoirse, last saw her (best friend/lover? we’ve been leaving it open) Willa before she died on a mission. They’re fighting some kind of anomaly that copies powers to reflect as attacks, and Willa realizes her suit’s self-damaging berserk mode, if she used it and just let it kill her, the anomaly would copy the “attack” as well and finish itself.

Now, Saoirse also has Lore, a (alternate personality/possessing entity, also left open) in her head. She acquired this self from the high stress of fighting supernatural things for so long and it’s already proven itself to take over and help during high stress situations.

This is a high stress situation.

Another one of our players suggested, “The stakes are who gets to speak last words to Winnie; Saoirse or Lore?”

Ooof. Ah. Damn.

That player got doused with Fanmail tokens.

I think a lot about how many RPG groups want stakes about emotional weight, like that, but the mechanics they’re using focus on physical logistics; how far can you run, did you successfully do the skill or not, etc. which is not to say those are bad rules; they’re bad rules for games where you want to focus in on emotional stakes.

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Setting and Campaign Magnets

October 7, 2025

I’m looking at old Legend of the Five Rings stuff to do a conversion to Sword Opera, and along the way ?I’m having lots of thoughts about 90s RPG design around settings and broader theory.

Campaign Magnets

A “campaign magnet” is an idea in the setting, designed to inspire people to build a campaign around it. In older 90s RPGs, you’d have these expansive settings with a ton of ideas and dozens of campaign magnets built in.

The strongest part of what these do is they serve as inspirational springboards; they get people hype because they start imagining certain kinds of games and stories that would come of those things. There’s two common pitfalls though. First, the game structure has to support what the magnet offers; if you put something in your setting that sounds like a great mystery to solve, and the mechanics and flow make mysteries uninteresting to play… well. Second, if you have a bunch of these and players are being drawn in different directions; it didn’t make play easier, it made it harder.

It’s helpful if your game includes advice or tools to help a group coordinate and pick their campaign focus together. 90s design pretty much just would throw a few hundred pages of setting at everyone and leave it to the GM to try to corral the ensuing hyperactive cat herd of player desires from there.

To be fair, I think having a good number of campaign magnets isn’t a bad idea, just that channeling it down so the group is hype on the same “conceptual play space” is a key step we just didn’t have back then.

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