A good campaign starts with a good Session Zero. But how do you even Session Zero? In the third part of this one-part series, I’ll tell you.
The secret goal of every Session Zero is to evaluate the players at your table and figure out what the hell they actually want from you. Fortunately, players aren’t that complicated and there’s an easy way to classify them. But it’s not the system you think.
Every campaign can benefit from a well-run Session Zero. How do you run a good Session Zero? I can’t tell you that until I tell you what a Session Zero is actually for.
Is there any value to hidden content in D&D? Not just optional content, but actual, concealed, hard to find, totally missable content? Of course there is.
Starting a new campaign isn’t just about building a world, coming up with some story details, and telling the players what characters to make. It involves resolving dilemmas and making hard choices.
Information in your game can take many forms. Any by many, I mean three. It can three forms. And this article is all about them. And a whole bunch of other stuff.
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.
They say starting is the hardest part. But really, RESTARTING is much harder. Especially if you’ve burn out. So, how do you recover from burn out on a project you used to love? And how do you avoid burn out in the future?