In this preamble to The Angry Guide to Kicka$& Combat, we’re going to tell you a few things you never knew about combat and debunk a few things everyone thinks they know about combat.
What do you do when your players actually decide to talk to things? How do you handle social interaction? The same way you handle every other f$&%ing action. But if you need more detail than that, read this article.
Finally, after thousands and thousands of words, I actually build a f$&%ing encounter. Here’s how to actually put together a good encounter.
Once you know how to resolve actions, the next thing you need to figure out is how to stick those actions together into something accomplishes a goal. And that brings us to: the encounter.
This is it, the big one, the massive motherf$&% that tells you how to think like a GM. How do you handle it when a character does absolutely anything? You read this f$&%ing article!
Most GMs have no idea how to properly use the skill/action resolution in their game. And that’s a pretty f$&%ing major thing not to know. Let me school you.