There’s lots of things GMs might hide in their adventures. For example, traps. But how does D&D handle traps? Why does D&D suck at handling traps? And how should it handle traps?
Information in your game can take many forms. Any by many, I mean three. It can three forms. And this article is all about them. And a whole bunch of other stuff.
Have you ever heard that you are never more than three feet from a spider? If that makes you uncomfortable, don’t worry, it’s only MOSTLY true.
As a GM, apart from not killing idiot players who deserve it, your primary job is to communicate information. And that means you have to be able to manage information.
It’s time for a random pile of bulls$&% from the brain of the Angry GM. Today’s steamer is about clock speeds, decision points, why D&D runs at two different speeds, and how the designers of RPGs really need to figure that s$&% out better. Don’t worry, this has nothing to do with Time Pools.
I’m on vacation! Here’s when to expect the rest of the posts for June.
A well-designed, well-paced adventure hangs on the exit map. And designing a good exit map is more about incentives and psychological tricks than it is about walls and doors.
In our favorite fantasy games, recovering from injuries is instantanoeus and magical. But in real life, even a small cut can be healing for year. So, in the real Medieval world, who would you go to if you needed to recover from your injuries?
Before we can build any rules modules, we have to have a solid framework for those modules. Using the previously published core rules tweaks and the time pool – both of which desperately need some revision and correction and clarification, we’re going to build a master module for exploration. We’re also going to discuss exactly what the hell a “master module for exploration” is.