GM Advice: Excellent House Rules For Your Campaign

That’s not how it works!” “Yes it is.” “No it isn’t.” Every campaign and game needs house rules. Beyond mere mechanical tweaks they often handle crucial aspects of the session. Having a list of house rules minimises disagreements and maximises fun.

By William McAusland (Outland Arts)
By William McAusland (Outland Arts)

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Player Advice: Principles of Successful Adventuring

Charge! Hack! Maim! Kill! Sadly, for many adventuring groups this is pretty much the extent of their tactical planning. Such groups charge into the dungeon with little thought for tactics, planning or other considerations. Most such groups are doomed.

By William  McAusland (Outland Arts)
By William McAusland (Outland Arts)

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GM Advice: How to Design Encounters

What makes an exciting, memorable encounter? Are four orcs in a chamber whose only purpose in life is to guard a chest and get whacked to death by the PCs good design?

 

By William McAusland (Outland Arts)
By William McAusland (Outland Arts)

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Borderland of Adventure #12: Against the Bandit Queen

At the end of last session, the PCs were resting in the town of Piren’s Bluff after having rescued a family of peasants attacked and left for dead by bandits.

BoA

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