Villains are the most memorable part of a campaign, other than the Player Characters. Making a good villain is harder for a tabletop than it is for a novel, for example, because every hero and his enemy must choose each other. This booklet aims to give new GMs a bit of a head-start in the art of villainy, and to show that in a tabletop, you must not only know who your Big Bad is as a character,... [click here for more]
Are you a GM that is always fearful of killing a player and stopping the story and ruining the fun?
Or are you a killer GM that runs havoc upon your characters and makes your players bring three back-ups at each session?
This booklet aims to serve as a guide for handling an important part of your games: Death of the characters. People use to think that getting to 0 hp and biting the dust is the... [click here for more]