Scenario Design That Makes a Statement

Let’s see if I can’t help tie together the last three lessons of random, conceptual, game design bullshit by showing you how a True Scenario Designer comes up with a Design Statement.

True Mechanical Managery: Experience and Advancement Systems I

When True Campaign Managers decide how to practically implement their game system’s Experience and Advancement System, they’ve got to know what the system’s for and what’s at stake if they implement it wrong. That’s what this half-a-lesson is all about.

True Mechanical Managery

It’s time to set up a new True Campaign Managery lesson module. Over the next several lessons, I plan to teach you how to properly manage your game’s mechanics. But first, I’ve got to teach you what that means.

What Makes a Challenge

In this last of three parts, I wrap up my introduction to basic, conceptual game design. Now, maybe we can move on to actually designing a Scenario or something. That is if you dunderheads actually grok this crap.

The Anatomy of a Game

It’s time for the second in this three-part whirlwind tour of what True Scenario Designers know about what makes games games. And this really is all about what makes games games.

Designing on Purpose

It’s time for the first of three hodgepodges of game design concepts that together make a sort-of foundation for this whole True Scenario Design thing.

What the Hell is Scenario Design Anyway?

The Scenario Design cat is out of the bag and clawing up the furniture. Which means it’s time for a real True Scenario Designery introduction. And this is it.

Just Design a Good Game

I’ve made a terrible decision. But I can’t tell you what it is until I defend my stance on worlds that level with the characters and get you to sing the game design anthem with me.

True Meeting Hostery

True Campaign Managery lesson time! Again. In this lesson, I’m going to teach all y’all how to host a meeting. Any meeting at all. Including game sessions. Which are meetings.

Professor Angry’s Office Hours: On Being True

In the second of two office-hours discussions, I rant about what it means to actually exercise good judgment and how it’s got nothing to do with building checklists or worrying about hypotheticals.

The Personal Character Quest Plus One Campaign

Let’s keep the Not-Character-Arc Momentum going. Here’s my super secret recipe for executing an absolutely terrible Personal Character Quest Campaign in the least terrible way possible.

You Meant to Ask About Personal Character Quests

This isn’t a Feature about incorporating Character Arcs into tabletop roleplaying games. That would be interesting. This is a boring-ass Feature about players picking their own stupid character quests. Which is a terrible idea.

Envisioning a Campaign

Now that you’ve decided to start a campaign and ignore your players’ input — you master of selfishness you — it’s time to start having visions.

Game First or Group First

You can’t run a campaign without starting a campaign. And you can’t start a campaign without making ten thousand choices. And of all those choices, it’s the second one that’ll get you.

A Campaign Manager’s Guide to Selfishness

You can’t manage a social gaming club that provides your friends with hours of fun unless you’re willing to be a selfish prick. Trust me; if there’s one thing I know, it’s being a selfish prick.

Why You Can’t Interrupt Your Players

In another article I absolutely don’t want to write, I explain why not being able to boss your players around isn’t a lack of Game Mastering skill, it’s a personality defect. That should go over big.

Tactical Infiltration Action

It’s time for the long, lost, missing Encounter resolution lesson: how to resolve stealth actions and infiltration scenes. And after you read it, you’ll totally understand why I tried to cut it from the roster. Dumbasses.

Note Taking for Gaming Fun and Profit

After many long years of refusing, I’m finally revealing the truth: just how do you take good game session notes. The answer isn’t what you think and you’re not going to like it. Which is pretty much standard for me.

How to Teach An Old GM a New System

Experienced Game Master suck at learning new TTRPG systems. But then, game publishers suck at teaching new TTRPG systems. It’s a match made in hell. Fortunately, Angry is here to help.

Resolving Social Actions

It’s time to wrap up this whole How to Run a Game Like a True Game Master thing by explaining how to Determine and Describe the Outcome of Social Actions in Social Encounters. And how to portray non-player characters properly.

Mastering the Thousand Cuts

As I didn’t die in a fiery conflagration, I owe you a real lesson on the Art of the Cutaway. Here it is. Maybe next time, I’ll get lucky.