GM Advice: How to Enhance Your Combat Encounters

Writing a combat encounter is easy: stick a couple of orcs in a room and you are done. Creating an exciting, engaging encounter, though, requires a little something extra, beyond interesting foes.

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

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GM Advice: What I Learnt About GMing From Bob the Builder

I recently blogged about what I learnt about adventure design from watching Bond films. Bond isn’t the only figure from entertainment with valuable gaming-related lessons, though. Bob the Builder is also particularly wise…

A Fixer Upper? by William McAusland (Outland Arts)

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GM Advice: 6 Things I Learnt About Adventure Design Watching Bond Films

Shockingly, I love action and adventure films. Unsurprisingly, I’ve seen all the Bond films (repeatedly) but until recently I’d never really realised what a good model they can make for an adventure.

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

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GM Advice: Three-Tier Design for the Busy GM

Sometimes a GM’s job can seem overwhelming – after all there is so much to do. Generating stat blocks, preparing an adventure and designing a campaign world can quickly kill even the most organised GM’s free time…

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

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GM Advice: How to Design 3-Part Adventures

At its heart, an adventure is a story – a story shared between the players and the GM. As everyone knows, a good story has a distinct beginning, middle and end.

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

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