GM Advice: How to Use Weather in Your Campaign

Weather is an excellent tool in a GM’s arsenal. It can be nothing more than a backdrop to the adventure or an integral part of events. Hard rain, baking sun and dense fog all present brave adventurers with challenges and opportunities.

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

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GM Advice: How to End Your Campaign

In victory or defeat, every campaign must end. But in the same way as the manner of a hero’s death is important, the way in which a campaign ends is just as important as how it begins.

 

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

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GM Advice: How to Start a New Campaign

Starting a new campaign is an exciting time! Sadly, few people give much thought about how to go about choosing what to do next and simply dive straight in. There are two basic ways to start a new campaign, but few people use both.

 

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

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GM Advice: How to Design Solo Adventures

It’s game night — snacks are laid out, drinks are in the fridge, the minis are selected, the dungeon map is ready and you’re rearing to go.  There’s just one problem — life happens and only one player shows up.

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

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