GM Advice: How to Better Know What Your Players Want

So you’re a GM thinking about starting a new campaign. No doubt, you’ve got some cool ideas and are champing at the bit to get started, but how do you know your players will enjoy what you’ve planned? Better yet, wouldn’t it be cool to know what your players enjoy about gaming before spending hours and hours crafting a module or campaign?

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

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GM Advice: Inspiration is Everywhere

As a GM and game designer I’m always looking for inspiration. In many ways, I’m a bit like a magpie. I grab stuff and squirrel it away for the future – you never know when some picture or snippet of information might be exactly what I need. The challenge, of course, is to find those pieces of inspiration in the first place!

Dartmoor Photo

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GM Advice: How to Get Honest Feedback on Your Campaign

The hallmark of a great GM is that he’s always trying to improve his game and campaign. Only an idiot thinks he knows it all and that his game is perfect.

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

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Pathfinder Advice: Inventive Use for Mid-Level Spells

Adventuring at any level is a tricky business. Death is a constant companion and often the only thing separating a PC from its cold embrace are his wits and cunning.

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

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