As we gear up for the holiday season, it’s a good time to look back. Specifically, it’s time to look back through the old Angry e-mail and answer some more reader questions. Here’s some questions about illusionist villains, elven aging, and running solo adventures.
I’m feeling reflective. Let’s reflect on some design elements from D&D 4E that definitely shouldn’t have been left out of 5E that can definitely make you a better monster builder.
People like to make a big thing out of factions, guilds, collectives, churches, cults, and organizations. But they don’t need to be complicated at all. In fact, they are remarkably simple. You just need a little lesson from Star Trek. You know, before it got crappy.
It’s important to be precise. Even when dealing with imprecise things. Like faith and spirituality. Otherwise, you might clap at the wrong prayer and that would be terrible.
What’s a one-shot adventure? What’s a single-session adventure? And how is writing them different from writing any other adventure? In this Ask Angry, I answer those questions and also reference The Last Starfighter!
It’s funny how things can grow out of practically nothing. Like how a massive cave can grow from a bunch of dead mollusks. Or jagged mineral growths can grow from a few drops of water. Or how an amazing podcast can grow out of a hundred word blog post nobody read.
Few Game Masters think to ask who is meant to drive the plot in the adventure they are writing. Which is a shame, because there are lots of ways an adventure can be driven. And by lots, I mean two. There are two ways. And understanding them can help make your adventure writing easier.
Sanity mechanics? What are they? How do they work? Are they even necessary? Can we make them better? Let’s Ask Angry!