GM Advice: What Lies Under the Streets

Adventures set under a city’s streets invariable feature networks of dank, noisome sewers. There are other locations, however, a GM could consider as the setting for his adventure.

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

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GM Advice: 6 Reasons Urban Adventures Are Different

Urban adventures can be incredibly fun and a great change of pace. To successfully run an urban adventure, though, the GM must realise they are fundamentally different to wilderness or dungeon adventures…

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GM Advice: 7 Village Design Tips for World-building GMs

Designing adventures, evil villains and cool new magic items is exciting, but a well-thought out settlement can be an immeasurable boost to a campaign or adventure.

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GM Advice: Why You Should Design Unique Treasure For Your Campaign

Every player loves finding shiny treasure. After killing the villain and thwarting his evil scheme it’s a tangible reward the PCs can hold in their hands. However, so much treasure these days is nothing more than boring, bland gold and description-less gems…

 

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

 

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