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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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)

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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

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