GM’s Advice: Two Things I Hate About Module Prep

For my Shattered Star campaign, I’ve just spent a rather frustrating couple of hours preparing the next module.

By William McAusland (Outland Arts)
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: How to Write Awesome Adventure Blurbs

A good adventure blurb is a critical part of the design process. No matter how good the adventure, a terrible blurb will have a devastating effect on your players’ level of engagement.

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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