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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GM Advice: Why You Should Track Time in Your Campaign

Some campaigns seem to take place in the Land of Perpetual Summer. It might rain a bit, but farmers are always in their fields tending their crops and winter’s snow never arrive. Time never seems to move on…

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

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GM Advice: How to Design a Campaign Primer

Every campaign needs a campaign primer. Presenting basic campaign information to the players it helps shape their expectations for the game and provides handy information to aid in character generation and development.

 

By William McAusland (Outland Arts)
By William McAusland

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GM Advice: Excellent House Rules For Your Campaign

That’s not how it works!” “Yes it is.” “No it isn’t.” Every campaign and game needs house rules. Beyond mere mechanical tweaks they often handle crucial aspects of the session. Having a list of house rules minimises disagreements and maximises fun.

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

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