How to F$%& CR: A Practical Example of Monster Building the Angry Way

Weeks ago, I told you to f$&% CR and build monsters and encounters the better way. And I confused a lot of people and even made a few people angry. So, here’s a quick and dirty example of how to build a simple monster – two different ways – that should dispel the confusion. But it won’t make the angry people less angry. Not that I care. F$&% ’em.

Out With the Old? In With the New?

I wish people would stop asking me how “the Angry RPG” is going to handle ability scores or feats or initiative or whatever. Not because I don’t want to tell people about “the Angry RPG,” but because those words don’t mean anything.

Angry’s Amazing Adventure Templates

How much stuff should an adventure have? How many encounters? How many goals? How long should an adventure take to play? Is there a simple template you can build an adventure around? Yes. Yes there is. Because I wrote one.

Fighting With Your Voice (Part 1… Maybe?)

I hate when people misuse my teachings to ruin things. Like maps. It’s okay to have nice maps. Even if you’re a mapaholic. But you should know how not to use a map. Especially in combat. You need to learn how to run a battle without a grid.

The Angry GM’s GameholeCon Seminars

A couple of weeks ago, I delivered a pair of seminars at GameholeCon VII in Madison, Wisconsin. And I recorded the things so I could eventually get them posted over on YouTube on a brand new Angry Games YouTube channel. Which I have now more or less done. Actually less. There were some issues.

Lost Player Skills: Calling

Maybe this is just me being an angry, 40-something, gen x grognard, but gamers today have lost touch with some essential skills. Skills that those fancy core books USED TO teach you. Like mapping. And calling. Which is what this one is about: calling.

Lost Player Skills: Mapping

Maybe this is just me being an angry, 40-something, gen x grognard, but gamers today have lost touch with some essential skills. Skills that those fancy core books USED TO teach you. Like mapping. And calling. But this one’s about mapping.

Maps: What’s On Your Table?

A lot of people have been asking me how to use maps at their realspace, physical gaming table. Especially if they aren’t independently wealthy DIY gadget heads. The problem is, modern modules and virtual tabletops have confused everyone about the use about maps in games. Fortunately, I’m too old to know about that crap, so I’ll show you how maps are really done.

Appendix: Break Your Mapaholism

Bonus content! After I spent over 5,000 words telling you how to use maps at your game table in a practical, useful way, I’m going to spend 2,800 words telling you how NOT to use maps at your table. And why NOT.

Ask Angry: A Strange Labyrinth Full of Things

In this installment of the increasingly sporadic Ask Angry series, someone asks me how to build a transforming dungeon based on a five minute cold open to a TV show that’s been turned into a half-assed licensed product by everyone’s favor half-assers: Wizards of the Coast. And, as usual, I finished assing it for them. It is fully assed.

Gamehole Con Debrief Livestream Upcoming

I’ll be livestreaming a post Gamehole Con recap at Angry Games’ new official Twitch channel on Monday, November 11 at 9 PM EST. New articles will be coming next week.

The Angry GM on Investigation Check

I did an interview for the Investigation Check podcast! Check it out. And look for upcoming livestream content and new articles next week after I’ve recovered from Gamehole Con.

Talk is Cheap; So is Thought

I have a rule against ranting about my players on my site. But that doesn’t mean I can’t use them as an example when they do the same thing that literally everyone else in the world does and I want to rant about everyone. At least I hope that’s how it works. At least, I hope my players don’t read this.

F$&% CR, There’s a Better Way (Part 2)

You know what? I’m sick of dealing with all the overly complicated, overly precise mathematics of encounter and custom monster design in D&D 5E. So I’m going to design an easier way to handle all of this. Unfortunately, I have to rewrite the whole Monster Manual to do it.

F$&% CR, There’s a Better Way (Part 1)

You know what? I’m sick of dealing with all the overly complicated, overly precise mathematics of encounter and custom monster design in D&D 5E. So I’m going to design an easier way to handle all of this. I just hope I don’t have to rewrite the whole Monster Manual to do it.

What Makes Exploration Exploration?

Everyone wants exploration in their game and everyone tries to put it there, but almost no one gets it to feel right. Probably because no one can even define exploration. Until now.

The Power of Editing

If you’re having trouble handling wilderness travel, maybe the problem is you forgot how to use narration and action adjudication to pace your game. Just like every other average GM out there.

Why’d You Have to Go and Make Things So Complicated?

The Tension Pool was such a nice, simple mechanic. Why’d you GMs have to make it so complicated? Is it because I didn’t explain how to use it? Or where to build the complexity? Hint: you put the complexity in the Complications!

Changes to the Comment Policy

There’s a new, tyrannical comment policy. tl;dr: you must be registered and logged in to comment and all comments will be held in moderation for up to 24 hours. Comments that don’t pass muster will be silently deleted with no explanation or acknowledgement. Users will be banned by Angry GM fiat for whatever sleights I want to ban people for. All hail your new comment overlord. Stop ruining my fun.

Between Adventure and Encounter

The D&D Level Editor that is the DMG would have you believe that an Adventure is just a string of Encounters that maybe all get placed on a map. But there’s something between Adventure and Encounter that good game designers use to great effect. And even though you’re probably not a good game designer, you can use it too.

Tension on the Road to Elturel

I’ve been tinkering, off and on, with this Time/Tension Pool thing because my readers were smart enough to recognize a good thing even when I didn’t. And I’ve finally figured out a way to incorporate it into wilderness travel adventures.

Coping with Loss

Table-top RPG adventure designers can learn a lot from video games. But one thing they can’t learn from video games is how to cope with loss. That is, how to make loss and failure part of the game.