We all know that innovation is the most important thing ever in games, right? So why don’t more people choose what’s innovative over what’s familiar? And what does that mean for you as a GM?
Once upon a time, I claimed to be the only one to know what game balance actually was and to be able to define at least three types of game balance in RPGs. Now that everyone has forgotten that I said that, it’s time to explain what I meant.
Symbolism is a great way to add some artistic merit your game. Just don’t actually use it ever.
The problem with letting your fans pick the topic is that they don’t have to actually worry about whether the topic they pick actually has a useful article in it. What do they care? They don’t have to write this crap. So here’s a post about mimics or whatever.
It’s time for my first ever Fanservice BS, wherein I post the rant my Patreon supporters wanted to hear. Today’s topic: why I hate ability scores in D&D 5E.
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.
Conflict lies at the heart of every story. And when we think of conflict, we think of the struggle between good and evil. Especially in D&D. But what if I told you that good and evil aren’t in conflict at all? And that D&D alignment is complete and utter gibberish that never made any sense?
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.