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.
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.
I have a plan, We rush in and slay them all!” How often has that been heard at your gaming table? But to be successful, adventurers must consider many more factors than simply how to get to the enemy quickest.
Continue reading Player Advice: More Principles of Successful Adventuring
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.
Continue reading GM Advice: Excellent House Rules For Your Campaign
Charge! Hack! Maim! Kill! Sadly, for many adventuring groups this is pretty much the extent of their tactical planning. Such groups charge into the dungeon with little thought for tactics, planning or other considerations. Most such groups are doomed.
Continue reading Player Advice: Principles of Successful Adventuring
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?