How NOT to Teach Newbies D&D

If you give a newbie a game, he’s going to want to a campaign. If you give the newbie a campaign, you’ll be stuck with a terrible player for life. Don’t make that mistake.

Fanservice BS: A Thing About Mimics or Whatever

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.

How to XP Good

Why don’t people understand why character advancement is important? Why don’t people see the value of point-based character advancement? Why is it so hard to handle XP right? Well, when even Mike Mearls can’t get it right, there’s no hope for you. At least, there wasn’t. Until I came along to tell you How to XP Good.

Ask Angry: Three Questions about Stuff

It’s time for a quick run through the ole Ask Angry e-mail pile. Oh, hey, look, I have dozens and dozens of questions. Let me answer a couple. Heck, I’ll answer a few! Because I’m just that great a guy.

Crafting Herbcraft (Part 2): Practical Herbology

It’s all well and good to think through a whole bunch of conceptual bulls$&% when you’re designing a new rules system. But there comes a time when you have to sit down and actual write the rules themselves. So lets give that some thought.

Crafting Herbcraft (Part 1): Conceptual Herbology

Creating new rules isn’t as simple as coming up with a fun idea for a system and then making it. There’s a whole thing in the middle where you actually spend a bunch of time working out how not to accidentally make a turd. Too bad WotC didn’t know about that step when it came to their crafting rules.

Herbcraft in D&D 5E

Surprise! Here’s a preview of an upcoming article. It’s a set of rules I built for crafting nonmagical herbal items in D&D 5E using the herbalism kit (and proficiency therewith). Feel free to check out the rules and then come back soon to find out how and why they were created.

30 Days of RPG a Day in One Day

After four years of missing it, I decided to participate in David Chapman’s #RPGaDay blog carnival discussion thing. And, because I’m me, I decided to do the entire thing in one day at the last minute. Enjoy.

The Session Zero Blitz (Part Preface): Engage!

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.

Wishing and S$%&ing: Campaign Startup Dilemmas

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.

Hide and Seek: Traps

There’s lots of things GMs might hide in their adventures. For example, traps. But how does D&D handle traps? Why does D&D suck at handling traps? And how should it handle traps?

Conflicted and Misaligned: Storytelling, Conflicts, and Morality

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?

Tick Tock: The Weird Clock Speed of D&D

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.

Exploration RULES!

Before we can build any rules modules, we have to have a solid framework for those modules. Using the previously published core rules tweaks and the time pool – both of which desperately need some revision and correction and clarification, we’re going to build a master module for exploration. We’re also going to discuss exactly what the hell a “master module for exploration” is.

Megadungeon Monday: Maps for Design, Maps for Presentation

Maps aren’t just maps. Maps are tools for organizing and presenting information. As a prelude to building an exit map, we’re going to organize our information and figure out just what maps our megadungeon needs and who they’re for. Also, we’ll do some mapping.