Angry Update: May 26, 2020
Another day, another schedule change. There’s a lot coming this week and some big stuff next week. Just bear with me. I’m juggling more than I expected.
Another day, another schedule change. There’s a lot coming this week and some big stuff next week. Just bear with me. I’m juggling more than I expected.
I need to flip-flop some articles around the schedule. I need to record video to supplement an article. And I am going to let a live, studio audience watch the recording.
Just another quick update. Everything is chaos but I’m okay and fixing it.
All right, you asked for it. Let’s use the Amazing Adventure Building Checklist to actually build an amazing adventure. First step is steps one through five. It makes sense in context.
Before I use my amazing checklist to show you how to design an adventure the Angry Way, I have to explain what the Angry Way is and why it’s so much better than the Crap Way.
It’s time for the May update. What articles are coming out, when I’m having live chats, and why you should just stop supporting me.
What makes a NPC likable? I don’t know. But I do know what makes an NPC seem like an actual human thing worthy of human feelings. We call that relatability and this whole article is how to pull that off.
People have been asking me for years to teach them how to create and run games that their players actually emotionally give a crap about. And I’ve been avoiding answering for years. But now I’m ready to tell you how to make players care.
Have you been forced to abandon real-world gaming due to current global events? Have no fear, Angry is here to tell you to run an online game. Just in time for the global lockdown to lift. You’re welcome.
I’ve been dared to do the impossible: write a simple, adventure-building checklist AND keep it short. Can I pull it off? Do bears s$&% on the Pope?
Do you like drawing maps but hate sucking at it? Do you think you could be an ace cartographer if only someone would give you almost two hundred dollars worth of free stuff? Prove it by entering the Angry: Save My Map! sweepstakes.
A quick update. Still not dead. Been working. Here’s the stuff that’s coming.
Yes, I’ve been sick. But… yes, it’s probably THE sickness. But don’t worry. I’m okay. And I’m getting back to work slowly.
Yes, you read the title right. I’m actually going to be positive for once and talk about some of the good design choices in D&D 5E. This is what happens when you get really drunk on the day your next article is due.
The biggest obstacle to starting a homebrew campaign is having to build a world. And the biggest obstacle to running a good game is actually building the world. You’re better off just not worldbuilding.
It’s time for the AngryCraft Great Magic Item Analysis. Well, it’s time for the first part. The boring one with all the math. But, when it’s done, we’ll know exactly how to set a magic item’s price.
A reader wants to know if I’ve ever seen an RPG system with a good system for resolving social encounters and whether such a thing is even possible.
Systems and rules are nice, but tools are better. So here’s a simple tool that you can use to do whatever you need to do. Really.
What to expect when you’re expecting. Articles and content. From Angry. On this site. In March.
Continuing the design of AngryCraft for D&D, my play experience description has left with me with a solid plan. A plan I just can’t follow because I’m shackled to D&D.
Most amateur and professional game designs try to jump from the feeling they want something to evoke right into mechanical game design. And that’s a mistake. Because, to design a good system, you need a big, strong D. As the Angry GM demonstrates by talking about the return of his magic item crafting system!
Ash wants to know how to get his brilliant RPG design fully playtested if all he can do is run one game a week for three hours.
A campaign bible is a powerful tool any GM can use to run a better campaign. As long as they don’t f$%& it up by trying to do it right.
Remember last year when I decided to apply Mark Rosewater’s definition of what makes a game a game to D&D? And I got halfway through and then collapsed into a full-bore rant about D&D’s design? Well, I’m back to provide the other half and then collapse into another full-bore rant. Wheeee!
Should players ever have to make morale checks to stay in the fight?
What do you do when you don’t like what your GM does? Or one of your players? Try to get the Angry GM to yell at them for you of course. But Angry isn’t some sweary ninja for hire. Sorry.
Weeks ago, I showed you how to f$&% CR and build monsters with my way better and way more awesome system. And then I promised I’d also show you how to put those monsters together into encounters. Well, I’m finally back to make good on that promise.
Do you cancel too many games? Do you put off working on too many projects? Do you find yourself falling behind in your gaming obligations? Well, I sure as hell did. And what helped me might help you too.
Sorry folks, I’m not dead yet. Only the good die young. Us a$&holes live forever. Anyway, here’s a quick update about the January/February – and future – content. Come back tomorrow for an actual article.
Whenever I even hint at the idea that there’s some specific pile of setting lore that governs everything I do in my home games, I get lots of people demanding I share it all. And publish a campaign setting book about it immediately. Well, that ain’t going to happen. But if I ever did, this is what the part about Undead would look like.