The hardest part of running a game It has to be the prep. Gms often commit hours to preparation before the first minute of play - one of the biggest stumbling blocks to getting campaigns rolling. But what if running a great game didn't require any more time for the gm than it does for the players. Weird discoveries explores the ninth world with ten meaty, single-session adventures. Run them as one-shots, or drop them into your ongoing campaign when you don't have time to prep your own adventures. Or run them as a campaign for months worth of effortless play. These aren't adventure seeds - they're complete, pre-prepped adventures in an innovative new format.
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