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.
It’s time for my monthly site news. It includes a new feature, actually planning an actual schedule.
Here it is: the awaited solution to the Infamous Angry Riddle Solution. Enjoy. Hahaha. Just kidding. You’re going to hate it. And I’m not sorry.
Here’s a quick update and some schedule changes for the end of April.
Once upon a time, six years ago, I ran a contest on my website. And people were furious. As a fun bit of bonus content, here’s the story and the logic puzzle that infuriated my budding fanbase.