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.
Have you ever wondered why players let their characters die? And why every fight must be a fight to the death? Its because hit points are stupid and people don’t die at 0 HP anymore. But don’t worry. I fixed it.