Player Advice: How to Add Depth and Interest to Your PC’s Starting Equipment

By default adventurers start their career with shiny new equipment, but with a bit of work a GM and player working together can even make buying starting gear fun!

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

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GM Advice: 7 Tips to Help You Prepare Modules Quicker and Better

Eventually every GM ends up running a commercial adventure, but sometimes preparing a module can be daunting. Following these tips will make your prep quicker and easier as well as making game play smoother.

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

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House Rules Musing: Mega Super Accurate Fireballs

I don’t know about you, but it always seems a little bit odd that spells such as fireball detonate in the precise spot the caster desires. Sometimes, I’ve even seen players move the detonation point when they discover they’ve accidentally caught a friend in the area of affect! Surely spellcasters shouldn’t have that level of precision?

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

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Players Advice: Why Are You Adventuring Together?

Exploring dank caverns, crumbling lost cities and undead infested, bone-filled tombs is a dangerous job. It makes sense to do it, then, with people you know and trust.

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

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GM Advice: How to Enliven Your PCs’ Overland Travel

After 15 days of uneventful travel, you reach the Chasm of Wails.” That’s not exactly an exciting start to an adventure, but often this is exactly how a quest starts. That’s a shame as overland travel can be a dynamic and exciting part of the campaign…

By William McAusland (Outland Art
By William McAusland (Outland Art

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