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: 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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Publisher Advice: 5 Reasons You Should Offer a Money Back Guarantee

I’m sure you are proud of your products. After all, you pour your creative genius into each one. If they are that good, why not offer a money back guarantee? If they are not that good, why sell them?

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

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GM Advice: 7 Tips to Help You Prep Faster and Easier

When you a prepare for your next session do you practise “salami tactics?” (Hint – this doesn’t mean you beat your player with Italian sausages…)

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

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