GM’s Advice: The Real Cause of the 15-Minute Adventuring Day

Widely reviled, the 15-minute adventuring day reared its ugly head with the advent of 3rd edition. Since then, designers have tried various solutions to fix the “problem”, with varying degrees of success…

Dungeon Entrance by William McAusland (Outland Arts)
Will this be a 15-Minute Dungeon? by William McAusland (Outland Arts)

 

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GM Advice: Three-Tier Design for the Busy GM

Sometimes a GM’s job can seem overwhelming – after all there is so much to do. Generating stat blocks, preparing an adventure and designing a campaign world can quickly kill even the most organised GM’s free time…

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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