Setting information produced via the character sheet.
A series of adventures with some form of continuity or connective tissue, such as the same group of characters or a master villain.
A bonus or power up that a player can trigger their character to use.
An NPC, force, or other campaign element that can act of its own accord to respond to player actions. Often a part of Loopy Planning.
An NPC, force, or some other campaign element that can act of its own accord to respond to player actions. Often a part of Loopy Planning.
A number of encounters and adventures with the same theme and goal.
The Adventure Building Workshop course.
5 Room Dungeon, an outline for building adventures and framing campaigns. Entrance with a Guardian Puzzle or Roleplaying Trick or Setback Big Climax Reward, Revelation, or Plot Twist See also: https://www.roleplayingtips.com/5-room-dungeons/
Roleplaying Tips defines the 3 GM pillars as: Game/System, Plot/Story, World/Setting.
3-Round Plan for encounter planning, often with a combat context. In Roleplaying Tips, often used for general encounter gamemastering as well.