It’s time for that thing that I do occasionally but not nearly often enough. It’s time for a Site News Update thing.
Is there any value to hidden content in D&D? Not just optional content, but actual, concealed, hard to find, totally missable content? Of course there is.
Starting a new campaign isn’t just about building a world, coming up with some story details, and telling the players what characters to make. It involves resolving dilemmas and making hard choices.
Conflict lies at the heart of every story. And when we think of conflict, we think of the struggle between good and evil. Especially in D&D. But what if I told you that good and evil aren’t in conflict at all? And that D&D alignment is complete and utter gibberish that never made any sense?
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.
Let’s talk about the mythical distinction between players and characters. Players are characters. Characters are players. And once you accept that, it’s a lot easier to run a fun game. Warning: this gets ranty.