If you give a newbie a game, he’s going to want to a campaign. If you give the newbie a campaign, you’ll be stuck with a terrible player for life. Don’t make that mistake.
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.
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.
This week, I ponder the question of when it’s okay to take control of a character away from a player thanks to a question from a reader with a really dumb name.
Well, it happened again. Another week on Twitter, another fight about why metagaming is bulls&$%. But what is metagaming? And why is it a waste of time to worry about it? Well, I’ll f$&%ing tell you.
Good game design is about understanding incentives. But incentives aren’t enough. Rewards only encourage good behavior. To discourage bad behavior, sometimes you need to beat someone with a stick.
Better late than never! It’s time for the third Ask Angry Megablitz! I answer questions about group size, mismatched player levels, and letting the players pick their adventures.
We tell a lot of funny stories about gaming. But just because a story is funny doesn’t mean its good advice. In fact, most funny stories are funny because they aren’t good gaming. It all comes down to tone.