PCs are an inquisitive lot. Irritatingly the more successful ones don’t just charge into the nearest dungeon in search of loot and glory. They ask questions. Lots of questions.

Continue reading Dungeon Design: Things to Know About a Dungeon
PCs are an inquisitive lot. Irritatingly the more successful ones don’t just charge into the nearest dungeon in search of loot and glory. They ask questions. Lots of questions.
Continue reading Dungeon Design: Things to Know About a Dungeon
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.
Continue reading GM Advice: 7 Tips to Help You Prepare Modules Quicker and Better
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?
Continue reading House Rules Musing: Mega Super Accurate Fireballs
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…
Continue reading GM Advice: How to Enliven Your PCs’ Overland Travel