There are infinite ways to fill that blank piece of paper that is your campaign plan. Here’s about four of them. We’ll cover the other infinity-minus-four in future articles.
Encounters, adventures, and campaigns all start off life the same way. How do you turn one into the other and back again? Well, it’s like putting it in a good training bra.
It’s time for a quick run through the ole Ask Angry e-mail pile. Oh, hey, look, I have dozens and dozens of questions. Let me answer a couple. Heck, I’ll answer a few! Because I’m just that great a guy.
In this month’s Fanservice BS, I look at how to make race and culture actually matter. Whatever the hell that means.
Running a horror adventure in D&D is a terrible idea. But if you absolutely MUST and I can’t stop you, at least I can keep you from f$&%ing it up too badly.
It’s not enough to create open-ended obstacles in your game and hope your players will come up with some clever way to defeat them. Never create a problem without creating several solutions.
It’s all well and good to think through a whole bunch of conceptual bulls$&% when you’re designing a new rules system. But there comes a time when you have to sit down and actual write the rules themselves. So lets give that some thought.
Creating new rules isn’t as simple as coming up with a fun idea for a system and then making it. There’s a whole thing in the middle where you actually spend a bunch of time working out how not to accidentally make a turd. Too bad WotC didn’t know about that step when it came to their crafting rules.