GM Advice: How to Design Encounters

What makes an exciting, memorable encounter? Are four orcs in a chamber whose only purpose in life is to guard a chest and get whacked to death by the PCs good design?

 

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

Continue reading GM Advice: How to Design Encounters

GM Advice: How To Design NPCs

Great NPCs can make or break an adventure. The crusty, fastidious innkeeper with a terrible secret and the one-legged, foppish bard dreaming of battle glory are memorable folk the PCs will remember long after the adventure is over. Bob the peasant is less so…

 

By William McAusland
By William McAusland

Continue reading GM Advice: How To Design NPCs

GM Advice: 7 Ways To Dodge the Dreaded TPK

Things have not gone well. Once the clamour of battle has faded, the PCs lie among the bodies of the fallen. Slain by their enemies, who now pick over their corpses and loot their choicest treasures, the PCs are now nothing more than worm food.

Artwork by William McAusland (Outland Arts)

Continue reading GM Advice: 7 Ways To Dodge the Dreaded TPK

GM Advice: Why You Should Change the Pace of Your Campaign

A change of pace can breathe fresh life into a campaign. Combat and challenge are exciting, but both can turn into a grind if that’s all you do…

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

Continue reading GM Advice: Why You Should Change the Pace of Your Campaign