September 8, 2026
Welcome to the start a new hacking miniseries. Years ago, I build a basic time-keeping mechanic that let you introduce random events into your adventures based on how efficiently how your players adventures. As great as it was, though, it only highlighted the need for a real, comprehensive, core time-keeping mechanic that would work in all modes of play. Well, I built just such a system. Years ago. I just kind of forgot to tell you. So I’m here to rectify that in classic The Angry GM style. By walking you through the over-analyzed design in way too many parts.
September 2, 2026
Let’s try something a little different. Let’s have you write the article. Seriously. I’m going to pose a question and invite you to share your answer in the comments. I just need about 1,750 words to pose the question just right. There’s more to it than just asking whether it’s okay for players to read the Dungeon Master’s Guide. A lot more. Once you all give your answers, I promise I’ll give mine.
August 28, 2026
I love rolling dice as much as anyone. That’s why I love roleplaying games so huggy much and why I won’t buy any game that takes the Game Master’s dice away. But you can’t build gameplay challenges on dice rolling alone and that ain’t just me talking. In the second essay in my three-part series on proper gameplay and challenge design, we’re going to talk about why naked die rolling isn’t gameplay. According to actual experts.