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.
Hacking is bad for your game. That’s an undeniable fact. So, if you’re going to hack your game, be prepared to fight for it. Even if you’re only fighting yourself.
When is an NPC not an NPC? When it’s a villain. Because villains are more than mere NPCs. Because villains create plots. And I don’t mean evil schemes. I mean stories.
There’s a difference between a game’s mechanics and its metaphor. But that doesn’t mean the two are separate. Or even separable. But it does mean you can empower yourself to create one by understanding the other.
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.
They say that the journey is its own reward and that getting there is half the fun. Yeah? Well, not in D&D. Overland travel in D&D sucks. But here I come to unsuck it. Or to help you just get rid of it altogether. Either way is fine. Just pick one.
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.