Update April 4: Check out a mindmap of the entire course and ebook table of contents.
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Slow combats kill games. They drain the fun out of a session and leave your group tired, bored and frustrated. And if you are like me, you feel responsible and want to do something about it.
Thanks for visiting FasterCombat.com. My name is Johnn Four and I’ve written many books, have been a columnist for Dragon Magazine, helped write the DMG2 and have been publishing Roleplaying Tips regularly since 1999.
You’ve come to the right place because I know exactly what you can do to make your combats sleek, fun and exciting. I’m going to show you exactly how to be a great combat GM. You’ll run games with more confidence, more skill, and more excitement with my playtested proven methods.
Faster Combat teaches you step-by-step in great detail how to GM amazing combats.
The course is 52 lessons broken into five sections:
Game masters have different strengths and styles. So do players. Figure these out and how you mesh, and you will know exactly what to focus on when improving your encounters.
Also, you need to learn what time thieves are robbing your combats. Where does all the time go? What wastes the most time? Where are the biggest, easiest wins to shorten encounter length?
When I measured and studied my combats, what I found surprised me. Armed with this information, I put specific changes into effect the next session and cut my combat time. It was instant and amazing, and I kicked myself for not figuring this out before.
In Faster Combat Module 1: Knowledge(Game) you will learn how to analyze your GMing and your group to discover your biggest time thieves.
Pack more into your combats to make them shorter and more exciting.
Huh? That doesn’t make sense. How can more content turn into less time?
The secret is in design. In Faster Combat Module 2: Design, you will learn how to build encounters that are fast-paced, exciting and packed full of cool elements that’ll excite your group.
You will learn:
In my group, Roll Initiative! is an enthusiastic call to action. It’s the start of another exciting fight encounter straight out of a Hollywood blockbuster.
How you launch into combat affects the whole energy of the encounter. You’ve got a wicked design. Now you just need to let it flourish with some deft GMing.
In Faster Combat Module 3: Launch we give you the Table Rules For Speed, a checklist for pre-combat preparation, methods on how to manage table chaos well, introduce you to Speed Rewards and show you how to get your whole group playing faster – even that slow guy who can’t make even easy decisions.
Your combats will be remembered by how they end. You’ve got to nail this right. Session energy and adventure momentum depend on it.
If your combats end like a deflating balloon your group will lose interest. Even though you got the other pieces perfect, the final impression is the lasting one that carries over into the next encounter and determines if your sessions are electric.
Faster Combat Module 4: Finish shows you cunning foe tactics to help you challenge the PCs and build up the drama. We also teach you about different Combat Outs that are sure to surprise your players and get them howling for another encounter.
Plus, you’ll learn about Waves, judgement calls and problem rules.
These lessons will take you to a new place in your GMing. No exaggeration.
In Faster Combat Module 5: you will learn:
Faster Combat comes in two formats.
The first is a professionally formatted 267 page ebook. This is the portable version of the course – take it with you on the bus, to work or to your games. Read it whenever and wherever you like.
The second is an exclusive online members-only GM community, where each lesson is its own web page. And each lesson also has an Activity! area where you can try out and practice an exercise based on the lesson.
You get access to all the lessons instantly, and also have them sent to you each week for a year to avoid GM overwhelm. You have full control.
In addition, you can chat with me and your fellow Faster Combat GMs in private discussion areas. You can ask questions about the lessons or get help using the techniques in your game.
Finally, the online course version comes with a great bonus:
Combats are tricky beasts. In addition to the number crunching, tactics and rules lore, you’re expected to be entertaining.
Well have I got a great tool for you.
Combat swipes are colourful combat descriptions you can use during combat to create awesome blow-by-blow descriptions.
I’ve compiled over 250 read-aloud combat action descriptions for you into one slick PDF you can download immediately as a Faster Combat member. No more boring combat descriptions!
You could go buy one hard cover or you could get a year’s worth of valuable lessons, and a lifetime of GM learning.
Through 52 lessons packed full of special GM techniques and methods, we show you exactly how to plan, design and run the best combats of your life.
You will become a combat master. This puts you in the elite amongst GMs.
You have a full 60 days to try the Faster Combat ebook or online course. If I roll a 1 for you, just ask for your money back. No hassles, no questions, I will simply give you your money back.
If I roll a critical miss, you get your money back. That’s a promise.
So there’s no risk to you. Decide today which format works best for you, ebook or online course.