Tick Tock: The Weird Clock Speed of D&D

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.

Exploration RULES!

Before we can build any rules modules, we have to have a solid framework for those modules. Using the previously published core rules tweaks and the time pool – both of which desperately need some revision and correction and clarification, we’re going to build a master module for exploration. We’re also going to discuss exactly what the hell a “master module for exploration” is.