GM Advice: Why You Should Track Time in Your Campaign

Some campaigns seem to take place in the Land of Perpetual Summer. It might rain a bit, but farmers are always in their fields tending their crops and winter’s snow never arrive. Time never seems to move on…

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

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PC Advice: Blitzdelve

Based on speed, co-ordination and devastating attacks, adventurers employing blitzdelve hit hard and move on instantly. Sowing panic among a dungeon’s defenders and causing doubt and confusion among its leaders they deny their enemies time to mount a meaningful, coordinated defence.

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

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GM Advice: How to Design a Campaign Primer

Every campaign needs a campaign primer. Presenting basic campaign information to the players it helps shape their expectations for the game and provides handy information to aid in character generation and development.

 

By William McAusland (Outland Arts)
By William McAusland

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Player Advice: More Principles of Successful Adventuring

I have a plan, We rush in and slay them all!” How often has that been heard at your gaming table? But to be successful, adventurers must consider many more factors than simply how to get to the enemy quickest.

 

By William McAusland
By William McAusland

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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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