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 F E A T U R E   A R C H I V E  

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Unusual Equipment and Magic Items
While the rulebooks house many varieties of items, the fantasy genre itself houses many more. Authors can make their own weapons and armor with little more than an initial thought but RPG groups require more foresight. Necessity being the mother of invention, how does your group fill their needs?

Villain Motivators and Antagonist Intentions
When you've reused the same villain for three adventures, your players might get bored. How can you come up with fresh material? Well, if you start with the basics the reason they are villains it's pretty easy to branch in different directions. Here's five common roots for evil villains.

Villains We Love to Hate
Back-alley grunts stealing purses and lives; crazed scientists engineering their own mockery of life; alleged allies who manipulate those who trust them; people who have given up on life and want everything in the world to end: Four villain archetypes you could be using in your campaign!

Weaving Event Based Plot Arcs
Where are your players now? Will they know what's coming next? What should you foreshadow? Do their actions impact the story at all? If you've wondered these questions as a game master then this article is for you. Organize your plot hooks and arcs using this tried-and-true technique.

Writing Adventures for Variable Levels
Making adventures for one specific group of adventurers lacks the versatility of making more general ones. What happens when the group doesn't take that path at that level or the game ends prematurely? Through keeping out some details such as level, you can increase the usefulness of your prep.

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