Ask Angry March 2023 Mailbag

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March 14, 2023

It’s time for another Ask Angry Mailbag. That’s where I answer a bunch of reader-submitted questions. Are you a reader who wants to submit a question for answery? Send it to ask.angry@angry.games. Just remember to get to the point, to leave out the extraneous crap, and to tell me explicitly what to call you.

As a side note, I’m thinking about turning this Ask Angry thing into a twice-monthly podcast or YouTube video series. Or both. Probably both as it’s easy to turn th’one into th’other. People love this Ask Angry crap, but my content plan for the year doesn’t leave room for it as a regular thing.

What do you think? Would you watch? Listen? Both? Neither? Let me know in the comments below.

Anyway…

Professor Angry is busy organizing his class notes for the next True Game Mastery lesson. Y’all got a breather lesson about dice last week, but he still had to write that lesson. So he’s taking a breather this week by answering some reader questions.

Enjoy…

Jan asks…

Guten Tag Angry! How do you start 1st level PCs in medias res? I feel like I have to make the PCs as clueless as the players; am I wrong?

Guten tag, Jan! Wie läufts?

Also, I’m sorry to say this, but nein! Du liegst falsch. You don’t have to make the PCs as clueless as the players. The trick isn’t just to start in medias res, but to start with a good, old-school cold open.

I realize Jan and I are confusing you with these crazy terms. So let me explain. Jan and I are exchanging pleasantries in German or Deutsch as its speakers call it. It’s the official language in Germany and Austria and one of several official languages in Switzerland. Along with English, Dutch, and others, German is part of the Western Germanic family of Indo-European languages, though, in the case of English, that has more to do with syntax and structure. Over sixty percent of English words are derived from Latin or Greek.

That should put us on the same page… oh… wait… in medias res and cold open confused you too? Fine.

In medias res is Latin. It means “right in the middle of the goings-on” and refers to a story that’s already going on when the audience arrives. There’s no setup, no once upon a time, no text crawl, just people doing things. And the audience is left to figure out who’s who and what the hell is going on.

Many movies and shows these days start in medias res because audiences have short attention spans and beginnings are boring. At least, that’s what the pants-on-head moron screenwriters think these days. They’re terrified that if you don’t immediately throw some flashing lights and loud noises at people, they’ll head for the exit. Maybe so, maybe no, but I prefer to show my audience a little more respect. After all, Long, Rambling Introductions™ never hurt my readership.

These days, it’s de rigueur — which is not German or Latin — to follow such an opening with a flashback that explains clearly what the hell just happened. Again, screenwriters are afraid to let audiences figure anything out for themselves. Then again, modern screenwriters think audiences are toxic, inattentive, drooling idiots. And how does that make you feel about dropping fifteen bucks to see a movie?

Anyway…

That “here’s some action to get you hooked, now I’ll explain” thing is amateur-hour bullshit. For my tastes, I like the old kind of cold open we used to get. Which is, admittedly, a specific kind of in medias res. Some folks will say it amounts to the same thing. I say it doesn’t.

A cold open gets the plot rolling with a little mini-narrative and then the plot keeps moving forward from there. The audience is left to pick shit up as the story develops. And the talented screenwriter who respects his audience provides context clues and weaves enough exposition in the dialogue to make sure the audience is never too confused to keep up.

For instance, I started a campaign once with the line, “the bandaged merchant’s guard points ahead to where the road rounds a rise and says, ‘there, that’s where the giant spiders attacked us.’” Then, as the merchant’s cart came into view, the party saw some feral dogs rooting around the site. They snarled and attacked. Roll initiative!

That was it. All the players knew apart from that a merchant had been attacked by giant spiders was that their characters were returning to their hometown for a festival after a long time away. That was it.

After the fight was won, the minstrel — who had apparently been with the party the whole time — pointed to the hilltop above and said, “that must be the ruin the innkeeper mentioned? Where the spiders nest?” Meanwhile, the merchant’s guard said, “hey, someone’s looted this since the attack yesterday; and look in the mud, are those footprints?” A mystery! “Why don’t you investigate,” the minstrel said, “while I take our friend back to the roadside inn. It’s barely an hour’s walk; we’ll be safe.”

And thus began the dungeon crawl.

A good cold opens provides a clear goal and as much context as the players need to make the next choice. Beyond that, it leaves the players to fill in the blanks from context. If they can’t, the players can ask for more information. But if your players ask for too much information, you can say, “that’s not important right now.” If they balk at the goal, you can say, “there are giant spiders attacking travelers on the road to your hometown, and maybe someone else robbing them; do you really want to let this trail go cold?”

Yeah, you’re forcing the players’ hands a little and making assumptions about the characters’ off-screen actions, but that’s okay. Especially at the start of a campaign. Though I know some people will whine and scream otherwise.

Apart from providing a goal and context, a cold open also always sets up the next thing. In addition to telling the players where their characters had come from, the minstrel’s remark about the roadside inn also told the players where to go when they were done.

Just remember: clear goal, clear context, set up the next thing, answer relevant questions, handwave irrelevant questions away, and guilt the players into playing the game you wrote.

Peter asks…

Suppose you were inclined to do horror or suspense in a session? Would you incorporate your Tension Pool™? How?

Thanks, Peter, for saving me the trouble of plugging the Tension Pool™. And the Tension Dice™ that are coming soon from Angry Games, Inc.

See, years ago, I designed a system I called the Time Pool™ to help GMs add risks and costs to time-consuming and repeated dungeon-delving actions like searching for traps and picking locks. At the time, it was a thing I just threw out, but it became the most popular thing I ever designed. And I’ve been tweaking and refining it ever since.

In a few weeks, I’ll be releasing — for free — the official Tension Pool™ rules — and the Time Pool™ variant — in polished PDF format. This summer, you’ll have the chance to get custom Angry Games Tension Dice™ by backing the project on Kickstarter. You’ll get the dice, an official rulebook, and some nice bonus content. So watch out for that.

But enough with the sponsored ad…

The Tension Pool™ is just a pile of dice. Whenever the players take time-consuming actions, the pile grows. Whenever the players take risky actions, the GM rolls the pile. And whenever the pile gets to six dice, the GM rolls it and then resets it. Depending on the roll, Complications arise.

The Tension Pool™ is a perfect fit for a horror game. It perfectly instills a sense of dread which is one of the three basic elements of horror. The other two are shock and disgust. Dread is a burning, anxious fear of what’s coming next.

That said, there are a few ways to get the most from the Tension Pool™ in a horror session.

First, just use the vague rule that time-consuming actions fill the pool and risky actions roll the pool. Don’t try to use the precise timekeeping variation.

Second, make sure the players can see the Tension Pool™, that they know exactly how it works, and roll it right in front of them.

Third, don’t throw Complications into the game immediately when the Tension Dice™ evoke one. Instead, wait for an opportune moment later in the game. And don’t call Complications out as special. Keep the players wondering which events are Complications and which are Planned Encounters.

Fourth, ensure that at least half the Complications are harmless scares. Don’t use the Tension Pool™ as a wandering monster system the way some folks do. Instead, use the Complications to instill the three kinds of horror: Dread, Shock, and Disgust. Complications might include bleeding walls, ghostly sounds, claw marks or footprints, mutilated puppy corpses, and other set dressing that doesn’t actually hurt anyone but does scare the crap out of them. Mix in monsters, traps, and hazards, of course.

The point is to let the players know something bad is always around the corner but not to let them know what it actually is. To keep the tension high instead of bleeding it off with each emptying of the Tension Pool™.

A.B. asks…

… a really long, boring question I almost trashed because A.B. can’t get to the frigging point. But I’m answering it anyway because it’s a question I get a lot in a lot of ways. And it involves people not understanding something I’ve written a lot about. So let me distill A.B.’s question down to its essence.

Based on your advice, I had my players start characters with minimal backstories for my latest campaign. Most of my players bought in, but one complained about the difficulty of playing a character without an extensive backstory. I know that player likes the chance for creative expression that RPGs afford. How can I introduce Expression as a core gameplay engagement outside character creation?

Question, A.B.: if you don’t want to read pages of pointless expository bullshit about your players’ characters, why do you think I want to read the same about your campaign? Holy crap! Do you think I give a crap about how much of my advice you followed or that you’re using the dumbass D&D in Saaaaaaaaccccceeeeeeee Spelljammer rules? I don’t.

Anyway…

First, understand you’re conflating two issues. Either your player is rationalizing or you’re doing so for them. When you won’t let them write long-ass backstories, lots of players complain about their inability to play characters they don’t know inside and out. But often, the player’s upset because they like writing backstory. It’s fun. And you’ve taken that away. You monster.

Writing backstory doesn’t help players know their characters or build relationships with them.

Second, Expression is already a core aesthetic in tabletop roleplaying games. It’s just that most people have a very superficial view of Expression. If you can’t adjust a bunch of sliders in a character creation window, there’s no Expression. But that’s just plain wrong. In tabletop roleplaying games, the players’ characters can do or say anything y’all can imagine. Every action and every word of dialogue is a creative Expression. It’s Expression through play. And it’s interactive.

This ain’t really about Expression, it’s about control. Your player wants to tell a story. One they — and they alone — wrote. They’re not interested in Expression generally, but rather, a specific kind of Expression. One that tabletop roleplaying games aren’t for. TTRPGs aren’t about monologues and non-interactive performances. They’re about creatively playing to see what happens next.

And I suggest you tell your player so. Tell the player the point isn’t to define a character but to bring a character to life through play. Say that players’ characters’ are supposed to be shaped by the world and the other players’ characters. And that building a personal relationship with a character is supposed to take time.

Your player won’t like it. They’ll resist. It’ll take weeks of sulking for them to get over it. But get over it they must. And when they do, they’ll probably start having fun. They’ll realize they didn’t lose anything by not having a backstory.

Or maybe they won’t.

Some players are so closed-off to the idea that they’ll just keep on resisting it and make themselves miserable. Or they’ll write a secret backstory and not tell you about it. That’s fine. It doesn’t matter. Unless they start ruining the game for the other players. And for you. And then you address it.

To make a long story short — the way your e-mail failed to do — don’t give your player a ship-customization minigame bone to make them happy. That’s like giving a kid candy to shut them up. Instead, tell the player how it is, run your game, and let them choose to play it or not. Give them a few sessions of leeway to get over themselves, but if they become a problem after that, tell them to grow up and shape up or ship out.

Matthew asks…

You stated that you assume that the character always takes all reasonable steps for that character. But where do you draw the line? Isn’t the rogue always checking for traps? So why bother hiding them. Just ask for die rolls based on the fact that the rogue should be searching anyway.

Thanks for the question, Matthew. I noticed a whole bunch of extraneous bullshit after the question below a big divider that read, “I know this is too long, ignore it.” Can I ask what point you think it served to include a bunch of extra stuff in an e-mail to me that I was instructed to ignore? Or were you afraid I was too stupid to understand your question that you hoped I’d be like, “durrrh… I doesn’t understand all these words so I’ll just take a sneaksy-peak at the other words and maybe they’ll make the words make sense.”

Considering you can’t even quote me properly, maybe my intelligence isn’t the one we should be questioning here?

Anyway, I followed your instructions and ignored everything below the big divider.

As to your question…

First, I didn’t say, “I assume characters do everything reasonable at all times and in all situations,” I said, “I assume a character takes the most reasonable path to their goal.” And I specifically cited combat movement as an example. I said that if there was a risk-and-consequence-free path to the player’s stated goal, I’d assume the character followed that path. And if there wasn’t such a path, I’d warn them of such.

Your example is quite different. For lots of reasons. The main reason is that it amounts to the GM playing the character. Which obviously isn’t satisfying. And since you’re questioning it, I assume you know it’s not satisfying. So, there must be something wrong. Since I don’t say wrong things, whatever’s wrong must be on your end.

For example, do you really think it’s reasonable to assume a rogue is always searching for traps? I don’t. Searching for traps is, at the very least, a time-consuming endeavor. In most game systems and most editions, searching even a small area for traps takes minutes, and searching even a short hallway or room could take an hour. An adventure site with more than a half-dozen rooms and halls would take days to clear. Is that reasonable? No. Might the other members of the party intervene? Yes. Further, it’s not reasonable to assume the players can just pass long stretches of time in hostile territory inching down hallways. If they can, the territory actually isn’t very hostile, is it?

There are resource costs — time, for example — and risks — being jumped by wandering monsters — inherent in searching for traps. A Reasonable Game Master should recognize that. And no Reasonable Game Master would assume players take risks or spend resources without their input.

That said, the rules of D&D 5E — and other editions of D&D and other game systems — assume the characters remain alert while delving. That’s the idea behind Passive Perception checks and, before that, behind secret Spot and Listen checks behind the GM screen, which arduous task Passive Perception checks replaced. While it isn’t reasonable to assume the characters inch down every hallway and spend hours in every wing of the dungeon tapping on every brick and tile, it is reasonable to assume the characters keep a watchful eye and ear on their surroundings. This is precisely why I’m a fan of both Passive Perception Checks and secretly rolling Spot and Listen checks behind the screen whenever there’s something the characters might notice nearby.

Not both at the same time, obviously. One system or the other.

As to where to draw the line? You draw it where it’s reasonable. Hence the Reasonable Game Master, Reasonable Player, and Reasonable Character standards. Reasonable people use reason on a case-by-case and situation-by-situation basis to figure out the best approach. It’s impossible to draw hard-and-fast lines that apply to every game situation and no Reasonable Game Master would seek one.

The series you’re quoting is explicitly written for True Game Masters, not Mere Game Executors, and — as I’ve explicitly said — True Game Masters rely on good judgment developed through practice. They don’t blindly obey hard-and-fast rules, bright lines, and checklists otherwise they’re no better than video game consoles executing pre-coded adventures.

You knew that if you took my — admittedly misread — edict to give players the benefit of the doubt to an extreme, it’d lead to problems. That means that you actually do have good judgment despite your terrible reading comprehension skills and inability to follow simple instructions.

Simply put, I assume my audience comprises Reasonable Game Masters. That they’ll use their reason and good judgment instead of following blindly everything I say to the exact letter even when they can see it taking their game somewhere it ought not to go.

And I do so knowing full well that sometimes that’s a bad assumption.


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42 thoughts on “Ask Angry March 2023 Mailbag

  1. For me, a video series of Ask Angry would be nice to watch on my smoke breaks. I’d get much more use out a podcast though, as I can listen to it while commuting as well as on said smoke breaks.

  2. If it’s not text I probably won’t bother. Reading is faster than listening (about double the speed for me). And for that matter, typing is faster than talking (not by nearly as much for me).

    The reason a podcast is faster to make is that you’re saving most of the composition and proofreeding and editing time.

    As a content consumer I consider that composition, proofreeding, and editing to have been time well spent. Also, text is easier to find again if I want to review something later.

    Fewer, higher quality written texts is strongly my preference.

    • Most single-person podcasts use a script. In which case you get the pre-work and the added benefit of vocal emphasis and nuance.

      I think a podcast for these articles wouldn’t save Angry any time, but might expand his exposure.

  3. I will always prefer written articles over other media. But I’d be more likely to watch a video than listen to a podcast.

  4. I would listen to an Ask Angry podcast but probably not watch, unless there was something being brought to the table through a visual medium that could not be achieved through an auditory medium (like animations or visual examples?).

    • I’m in the same boat. I’d be happy to listen via youtube, but would prefer a podcast. I listen to all articles once, and read them at a later date if I need to take notes or review, but I don’t often reread mailbag articles so wouldn’t miss out on much.

      • Same.

        I usually listen to all your articles the first time around. The proofread a-louds rock! Alternately, I use the Pocket app to read the text to my on my commute or while working around the house. But I do like having the text articles for searching and future reference. With a mailbag article, I bet an audio only format would work just fine.

  5. I would probably watch an Ask Angry, as I typically watch (or half-watch) content while doing something else.

  6. I agree with douglampert, above, but I could listen to a podcast. I just retain information better when I read it.

  7. Listening to angry-dumb-voice made me laugh harder than anything else this week.

    Also kudos for the proper German, greatly appreciated :3

    Regarding the side note, if I can listen to it, it will probably end in my ears while cooking/cleaning/grocery-shopping. I’ll just not be awake if it’s a live thing.

  8. I would prefer YouTube to podcasts, frankly (although, if both isn’t much trouble, both is probably better). However, I would still prefer them to appear written 🙂

    I also have a question about the backstory thing. I feel like your pretty strong position against backstories is formed by people who A)basically build their characters all at once and then never seek to modify them and/or B)shove these backstories up your throat when you absolutely don’t want to read them. But both my experience and experience of some others has suggested that writing backstories need not come with those flaws.

    In particular, I have a number of characters that travel from game to game with me with slight edits – and many of the details that have enriched them from previous games travel with them, but it is easier to have them written to then recall. Would it still be bad for me to have these emerging-through-multiple-games-and-facets backstories written down? (You probably answered this in some of your previous works, but if I had perfect memory I wouldn’t ask the question, and search through your archives… well, it’s difficult. If I had to name one reason why, it’s absence of search snippets – i.e. of the context where the word is found to quickly sort out unneeded articles.)

    • Because if you’re starting a fresh campaign as a fresh, level one character, you only need a simple background and a primary motivation. The player of Reginald the farmer, motivated by revenge for the death of his family at the hands of orcs doesn’t need a 15 page thesis to ask themselves “If I were Reginald in this situation, how would being motivated by revenge influence my decision?” Everything else comes through play.

      And in my opinion, starting a new campaign with “Roginald the farmer, whose first family was killed by orcs, that he hunted down but managed to forgive when he found out that they were only doing it to survive. That then grew in power through many adventures and eventually stabbed the god of the orcs in his face, but is now somehow again level one” is a very silly thing that I wouldn’t do.

      • Conan’s backstory doesn’t exactly matter in his tales, in part because some nonsense always comes along to depower him back to level three.
        But also, why are you starting new campaigns at level one, with nobodies who don’t matter, instead of skipping to the part of a D&D campaign that’s actually good?

        • For some, the fun is taking “nobody’s” and making them into heroes. I prefer low powered campaigns with flawed characters that slowly become power fantasy games over time. What begins as basic survival becomes changing the world. Without the low level “unfun” stuff in the beginning, the power gain later on is much less satisfying..

      • I have to admit that thinking in terms of levels doesn’t come natural to me. My system of choice, when I don’t just do freeform, is either GURPS (preferably) or Risus (for people being, _in my subjective perception of their excuses not to do GURPS_, so bad with math and/or reading they may just as well have dyscalculia and/or dyslexia). So my characters rarely have that big jumps.

        More importantly, though, I think you missed the point. You start in campaign one at some moment t of your character’s life – and as the campaign progresses, you not only learn about t+N moments that happen “on the screen”, you also learn about t-N moments (as flashbacks, motivations and “huh, I guess it’s here now”). And you can, to join campaign two, demote back to moment t while keeping the t-N moment factoids.

    • I think bringing a character from another campaign is a different story than having a backstory. If you are bringing a character from someone else’s game in the same system, then presumably you’re bringing your gear and XP and it’s not a fresh character at all. If you’re bringing a character across systems, and if your GM is not having you start with XP and gear to reflect your past adventures, then I don’t think it’s at all reasonable to state that your character has already been on said adventures. It might be the same character in D&D that you played in Pathfinder, but it’s an alternate timeline version of them, starting from scratch again. As another player, the last thing I’d want to hear is about all the cool stuff your character did in Pathfinder during our D&D game.

      When it comes to backstories, the default question I always pose to players is, “if your character did all this, why didn’t he get any XP for it?” There’s a similar question that was used in a creative writing class I took: “When deciding where to have your story start, ask yourself if this is the most interesting moment in this character’s life. And if not, why aren’t we reading about that instead?” The game starts when your character’s story starts. Nothing interesting should have happened before that, or we’d be playing that story.

  9. I don’t really like podcasts, but I’d totally watch a YT video. I generally prefer solid, concrete advice in written form, but entertainment like this column is fun to see in video form.

    For example, in one of the old AskAngrys you talked about your calendar system: that’s an answer I’d prefer to have written, as it’s easier to reference. This article, with the jokes in German and no new info for my personal needs? Definitely better as a video.

    I’m curious to see how the Tension Dice will look, and I always like hearing details about your previous campaings like that opening. Though, and I might be wrong, it seems there’s a few typos in that section. Is Hasse still editing your articles?

    • Hasse is no longer working with me. She has not been for some time. I have a much different workflow and editing and proofing process now than I did years ago when she was working with me. There will always be typos, even in professionally edited and published works from time to time, and unless they seriously impede understanding, I generally don’t bother going back and correcting them after an article is published. Please ignore them.

  10. I’ve been thinking about your response to A.B. and Mystic Lemur’s comment, and I think that there’s something here about the belief that in character speech and backstory is identical to roleplaying.
    Basically, an experience lots of people have reported online, and an experience I’ve had playing with certain groups, is that some non-Expression aesthetic (Frequently Challenge, but also Fellowship seems quite common) is prioritized above Expression so highly that Expression through meaningful in game decisions is not welcome. “What I would do in this situation, if I was Reginald is something I am aware would not move me in the most direct possible way towards accomplishing the goal set out by our quest giver.” at a table where I am aware that any meaningful decision, any decision that creates a meaningful delay in accomplishing the quest giver’s assigned task, or imposes any additional cost risk to that task, will be pushed back against by my group as bad play.
    And so, to meet the expectations of the group, to be allowed to continue to play the game comfortably in this group, the fun of Expression has to be pushed somewhere else. I can’t change what decisions my character would *actually make* because there’s only one kind of decision making algorithm at play here. So I have to make roleplaying the things I do to recontextualize why *this* character is making a choice *that every other character would also make, because people at this table are only allowed to make one kind of choice.*

    • I have a similar issue when worldbuilding in general. What does a town look like in a world that has had magic, and literal gods being active since the world’s creation, look like? What do the economics look like? The ecosystems? The infrastructure? How can I describe a “realistic” fantasy world?

      Within that world, what would the people be like? How would their motivations, goals, and strategies differ? How have their cultures and attitudes changed from our own? How can I portray NPC’s without knowing this info in advance?

      As a player, how can I create a PC, and control them satisfactorily without knowing what my character would know? What is common knowledge? What is their cultural background and how does that differ from the norm?

      I’ve found that neither overthinking it, nor underthinking it, is satisfying. Unable to find that comfortable medium, I tend to prefer random generation over pre-planned, and just go with the flow. My characters know nothing, except what I deem reasonable in the moment, and if that doesn’t add up under scrutiny, well then perhaps they just had an “off day” and forgot for the moment (If they’re unduly suffering the consequence of not knowing something they should have, either ret-con the knowledge, or alter the scene so it’s not an issue)

      It’s a game after all, not reality, and the fun is in the emergent stories, not the pre-planned stuff, however the pre-planned stuff can add some nice “flavor” for things if done right. I’ve found less is more unless you’re already a decent chef with knowledge how to use it, not too salty & not too spicy is preferable to the alternative.

  11. Do you already have a YouTube channel? I’d subscribe and watch most likely. Not into podcasts too much, but I do like general gaming advice.

  12. If there isn’t a lot of expression or edits, YouTube podcasts tend to feel very boring to me. You need something like Trash Taste with multiple hosts and expressions between them, and even then they edit in pictures of stuff they’re talking about.

    I would love another podcast series from you. Your writing and speaking style feed into each other between your articles and your monthly live chats. If you ever had to stop running the website (a terrible future I hope never comes to be) you could probably become a part-time podcaster very easily.

  13. One really fun part of the time/tension pool description was not included in this description. IIRC you said to drop the dice into a container to make noise. Is the noise still a part of the overall concept, Drill Sergeant?

  14. I prefer text articles. I might chuck on a podcast while doing the dishes, but I know that I can only retain a little in that format — which, again, is why I prefer text. As much as I enjoy AngryGM.com, I can’t see myself watching YT vids of it.

  15. I skipped straight down to the bottom to tell you I’d listen to this as a podcast. If you did it on Youtube, I’d just listen to it without watching the video. If you really wanted to do it as a video, you could still release the audio as a podcast so I could listen in my podcast app, getting the best of both worlds. Either way, I’ll love to hear it.

    Now back up to actually read the dang thing.

    • That is why I said “likely both.” It’s very easy to turn a talking head YouTube video into a podcast or turn a podcast into a barely animated YouTube video podcast.

  16. I’d listen to a Podcast.

    My comments on the question about unplanned characters: I have never really been all that into writing backstories, unless the GM specifically asked for one. (Which I was for one I’m playing in now).
    I like to just see where the character takes me. It’s not that difficult to come up with a characters looks and attitude within a short time.
    Sometimes I might google as description of my character and get an image, and then think “okay how does this person fit into this world?” It’s quite fun.

  17. I already listen to D&D podcasts on my commute, and I would love to add Ask Angry to them. That would free up more reading time to read your other articles.

  18. I’d be interested in either a video or podcast series, though I would probably have more opportunities to listen than watch.

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