Ask Angry: Starting a Campaign
Leo G. asks a question about what information to hand your players at the start of a new campaign. And he asks it in an absolutely perfect f$&%ing way. I seriously could not ignore this question.
Leo G. asks a question about what information to hand your players at the start of a new campaign. And he asks it in an absolutely perfect f$&%ing way. I seriously could not ignore this question.
It’s time to talk about the second major structural concern of our megadungeon. How do we control traffic and keep people on the critical path? We use gating!
Branching adventures are the most common types of adventures. And that’s good, because they are often the BEST adventures. Let me teach you how to do them right. As a bonus, I’ll empower you with bottlenecks and ballooning pyramids. Just don’t think about trees.
How do you create shops in D&D? How do you handle the buying and selling of magic items? Thanks to a question from a Care Bear, you can find out.
Traps suck in D&D. They just do. Which is a shame, because everyone feels like they have to use them. So, if you must have traps, here’s how to make them suck less. BONUS: As a result of a poop, you also get a proposed experimental way to change the rules.
Open adventures are woefully misunderstood. Many GMs think they are a panacea for all of your gaming ills. But they aren’t a balm for everything, they require careful implementation, and they aren’t an excuse to skip having a structure.
Do you have a little voice in the back of your head saying “okay, playing these RPG things is fun and all, but I really want the screen. I want to run games. How do I run games?” Well, this article is for you. This is how to give yourself the best chance to succeed at running your first session of D&D or Pathfinder or Star Wars or whatever.
Linear adventures are woefully misunderstood. They seem simple to design, but they aren’t. And they seem like they should suck, but they don’t. Stop calling them simple. Stop calling them railroady. Maybe YOU’RE simple and railroady!
Why is a short rest one hour long? Can you change that? Can you change the resting rules to change the structure of the game? What other stupid questions can I can answer about resting mechanics in D&D.
Bonus content: an extra Ask Angry! I consider what books and video games can teach GMs, whether Death Spiral mechanics are any fun, and why you should worry about game balance, but not too much.
Alignment doesn’t exist in 5E. It’s vestigial. Practically non-existent. And yet, it’s still there. Why? Because the designers couldn’t take a firm stand on anything. But YOU can. If you hate alignment, get rid of it. It’s easy. But if you LOVE alignment, you can actually make it useful.
In this week’s Ask Angry, I blitz through three different questions in a desperate attempt to work through the backlog. Is it okay to change plot twists if your players figure things out too early? Can you use the Dungeon World die rolling mechanic in D&D? Is reskinning really that bad?
Want to run a fast-paced, exciting combat? It comes down to two things. First, learn how to track initiative. Second, learn about dolphins. Yeah, you heard me.
No one will ever let me actually throw away a “throwaway” remark, will they. Fine, I’ll explain why I once said that damage rolls are weirdly out of place in D&D.
Did you know adventures come in different shapes? It’s true! And, if you’re going to make your own adventures, you’ve got to get them in shape!
There are three vital lessons that every GM has to figure out. And figure out sooner rather than later. How to adjudicate actions. How to narrate the game. And the harsh reality that there’s no such thing as making the best decision “for the game.” And also the harsh reality that being a GM pretty much sucks.
If you’re going to build your own monsters – or even if you you’re just going to run a game – you have to understand what challenge is and how it infuses every game experience. And you also have to understand how it got built into monster design systems. I THOUGHT I’d already covered this, but apparently, we need to really unpack it. So settle in.
Last week, i dissected the hell out of the D&D Monster Manual and Dungeon Masters Guide to tell you everything you’d ever need to know about how monsters work. This week, we’re going to assemble our own creations! And we’re going to populate the temple of a mad monkey god too. Because why not?
This is a supplement to the Monster Building 202 course. Go read that first. Then come back here. It’s a chat between The Angry GM and Twitter frienenmy @Maialideth about how to create a hobgoblin warcaster.
It’s like they always say, you have to cut up a lot of bunnies before you learn enough to make a bunny of your own. So welcome to the D&D Monster Dissection Lab. We’re going to cut up a lot of creatures and see how they work. And that’s going to help us make our own creatures.
No more spreadsheets! It’s time for maps. Well, sketches of maps. Crappy scans of sketches of maps. We’re talking about planning the Critical Path this week.
Custom monster building is one of the most useful and versatile tools in the D&D and Pathfinder GM’s toolbox. And notice that I didn’t say “reskinning” or “reflavoring.” Real custom monster building takes effort. And it’s totally worth it. But if you can’t make the effort, don’t f$%&ing bother.
Given the choice, I’ll take a binary dice mechanic over a narrative dice mechanic any day. Why? Because I actually give a s$&% about the story. That’s right. You heard me.
Crit systems – you know, critical hits and fumbles – are ubiquitous. You can’t get an action RPG without them anymore. But they are actually kind of stupid and out of place in most games. Why do they persist? Do you have to have one? And what’s the best way to handle it?
We need more spreadsheets! Let’s have another look at the XP advancement system in 5E. This time, with an eye toward rewarding players for playing the right way. And let’s forget a little bit about game balance. Because perfect balance is a lie.
Can we abbreviate a D&D 5E Stat Block enough to include monster stats inline with the adventure? Without creating a layout nightmare or wasting huge amounts of page space? The answer is yes. Can we abbreviate the discussion about user interface design and how it relates to RPGs and why it’s important? Hell no!
I don’t shy away from had questions. So, if you ask me “how do I get more creative,” I’ll give you an answer. It’ll be a bulls$&% answer filled with stupid analogies about weight lifting and nutrition, but it’ll be an answer. A CREATIVE answer.
If you ask most GMs what the most important part of an adventure is, they’re going to tell you that it’s the backstory. And they’re wrong. Backstory is one of the least important parts of the adventure. But that doesn’t mean you can ignore it completely. It’s just a matter of doing it right.
In our second delve into the megadungeon, we think more about the adventuring day. Specifically, how do we control the pace of the adventuring day while taking into account the fact that the PCs can decide to retreat and rest at any time.
Welcome to the first ever installment of the Patreon supported, nay, Patreon-demanded series: Let’s Build an Angry Megadungeon. In this series, we’re going to build a gigantic D&D dungeon to take the heroes all the way to 12th level. And it will be more awesome than any other megadungeon ever built! In this episode, we built a f$%&ton of spreadsheets.