In victory or defeat, every campaign must end. But in the same way as the manner of a hero’s death is important, the way in which a campaign ends is just as important as how it begins.
In victory or defeat, every campaign must end. But in the same way as the manner of a hero’s death is important, the way in which a campaign ends is just as important as how it begins.
Starting a new campaign is an exciting time! Sadly, few people give much thought about how to go about choosing what to do next and simply dive straight in. There are two basic ways to start a new campaign, but few people use both.
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…
Continue reading GM Advice: Why You Should Track Time in Your Campaign
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.
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.
Continue reading GM Advice: Excellent House Rules For Your Campaign