GM Advice: How to End Your Campaign

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.

 

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

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GM Advice: How to Start a New Campaign

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.

 

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

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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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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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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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