The Bone Orchard – Lessons learned

Previous posts in this series Part 1 / Part 2 Last time I talked about what some small-press D&D publishers1 are doing to make their modules easy to use at the table for the GMs. I believe publishers of other games – my focus is largely on investigation horror games, such as Call and Trail … Continue reading The Bone Orchard – Lessons learned

The Bone Orchard – Leaders of the Pack

Previous posts in this seriesPart 1 Last time I talked about how most published scenarios and campaigns aren’t laid out and designed in the best way for GMs to use at the table. Some of the best examples for how to do this properly are in small-press D&D products1. These tend to be focused on … Continue reading The Bone Orchard – Leaders of the Pack

The Bone Orchard – Introduction

Juggling rules, setting and scenario information, and roleplaying can make GMing a daunting activity. There are plenty of potentially great GMs either put off by the challenge entirely or from crashing and burning in their first couple of sessions. Published scenarios and campaigns are supposed to do a lot of the heavy lifting to making … Continue reading The Bone Orchard – Introduction