All posts by Creighton Broadhurst

About Creighton Broadhurst

Creighton is a keen gamer who passionately believes in the Open Gaming License and is dedicated to making his games as fun and easy to enjoy as possible for all participants. Reducing or removing entry barriers, simplifying pre-game prep and easing the GM's workload are the key underpinning principles of the products he releases through Raging Swan Press. Over the last 11 years, Creighton has worked with Expeditious Press, Paizo and Wizards of the Coast. He now releases his own products through Raging Swan Press. You can read his thoughts on game design at www.creightonbroadhurst.com. Creighton lives in Torquay, England where, apparently, the palm trees are plastic and the weather is warm. He shares a ramshackle old mansion with his two children ("Genghis" and "Khan") and his patient wife. Famed for his unending love affair with booze and pizza he is an enduring GREYHAWK fan.
  • Raging Swan Press
    Adventuring Equipment Loads

    Making characters is fun, but sometimes the minutia of mundane equipment can be boring, repetitive and take a lot of time to sort out – time that could be spent gaming! This article seeks to reduce the...

    • Posted November 11, 2011
    • 0
  • Raging Swan Press
    Successful Adventuring

    I remember repeatedly reading pages 107 – 109 of the AD&D Player’s Handbook almost thirty years ago in an attempt to not die as much as I was. Over almost thirty years of game play I reckon...

    • Posted October 15, 2011
    • 1
  • Raging Swan Press
    Ending It All

    In previous instalments of this series, we’ve talked a lot about preparing for and starting a new campaign, but we’ve spent no time thinking about how we should end a campaign. Lots of campaigns come to a...

    • Posted October 9, 2011
    • 1
  • Raging Swan Press
    Encounter & Adventure Design

    When considering adding an adventure or encounter to a campaign a GM should always view it from his players’ perspective. A GM should already know the general interests of the participating players (Know Your Players). However, while...

    • Posted September 2, 2011
    • 1
  • Raging Swan Press
    The First Session

    There are two really important sessions in a campaign: the first one and the last one. While all sessions should be fun and enjoyable for all participants, these two are the most important. For now, I’ll constrain...

    • Posted August 5, 2011
    • 1
  • Raging Swan Press
    House Rules

    House rules; every campaign has them. Some are minor, representing small tweaks to the game system, while other rework major parts of the rules to better suit the participants’ style and enjoyment. House rules are cool; they...

    • Posted July 1, 2011
    • 1
  • Raging Swan Press
    Campaign Primer

    Every campaign needs a campaign primer. A campaign primer is a GM’s chance to set the scene for the players and to provide them with basic information about the setting, upcoming adventures and other information of note....

    • Posted June 3, 2011
    • 2
  • Raging Swan Press
    Starting a New Campaign

    There are two basic ways you can start a campaign. Both are valid and both have a number of pros and cons. As always, the one you pick depends on your personal preferences and those of your...

    • Posted May 6, 2011
    • 1
  • Raging Swan Press
    What’s a Campaign Anyway?

    Last month we talked about taking a moment to think about what you and your players want to get out of a game. Armed with this knowledge, the GM can start to think about what kind of...

    • Posted April 1, 2011
    • 1
  • Raging Swan Press
    Know Your Players

    So you’re a GM thinking about starting a new campaign. No doubt, you’ve got some cool ideas and are champing at the bit to get started, but how do you know your players will enjoy what you’ve...

    • Posted March 5, 2011
    • 4