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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Publisher Advice: 5 Reasons You Should Offer a Money Back Guarantee

I’m sure you are proud of your products. After all, you pour your creative genius into each one. If they are that good, why not offer a money back guarantee? If they are not that good, why sell them?

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

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Cool Words For Gamers: Abnormous – Autarchy

I love odd, archaic or just downright bizarre words. In this article, the first of a new weekly series, I’m taking a mad galavant through the alphabet to find some of the strangest words out there!

Use them today. Or don’t.

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

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GM Advice: 7 Tips to Help You Prep Faster and Easier

When you a prepare for your next session do you practise “salami tactics?” (Hint – this doesn’t mean you beat your player with Italian sausages…)

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

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Publisher Advice: 3 Fundamental Questions You Should Ask About a Book

Before a publisher commissions a new book, he must be able to answer three absolutely fundamental questions about the project. If he can’t, the project is likely doom to failure.

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

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