Scenario Design That Makes a Statement

Let’s see if I can’t help tie together the last three lessons of random, conceptual, game design bullshit by showing you how a True Scenario Designer comes up with a Design Statement.

The Second Story

How do you breathe life into a campaign world? It’s a question with a thousand, rambling answers. Here’s one of them.

True Mechanical Managery: Experience and Advancement Systems I

When True Campaign Managers decide how to practically implement their game system’s Experience and Advancement System, they’ve got to know what the system’s for and what’s at stake if they implement it wrong. That’s what this half-a-lesson is all about.

A Complete Idiot’s Guide to Play by Post Gaming

The title is a lie. I’m the complete idiot and this feature will not help anyone run a good Play by Post game. I’m just giving a very long, rambling, overly detailed response to a very simple question I had no business answering. Really… don’t read this.

True Mechanical Managery

It’s time to set up a new True Campaign Managery lesson module. Over the next several lessons, I plan to teach you how to properly manage your game’s mechanics. But first, I’ve got to teach you what that means.

Sportsmanship for Complete Asshats

There’s this argument that rages all over the internet about whether it’s offensive for players to suggest to others what they should do and whether it’s okay for players to bring suboptimal characters to the team and I want to explain why everyone’s wrong and you’re all asshats.

What Makes a Challenge

In this last of three parts, I wrap up my introduction to basic, conceptual game design. Now, maybe we can move on to actually designing a Scenario or something. That is if you dunderheads actually grok this crap.

You Don’t Need to Run an Open-World Game

Last time, I told you why you shouldn’t try to run an open-world campaign based on your favorite open-world video game and that you can’t. This time I’m telling you why you don’t have to.

Stop Trying to Make Open-World Games

Every time a new open-world video game comes out — or gets updated with DLC — I get inundated with emails claiming that game finally did open-world gaming right and how we should model all our TTRPG campaigns every on it. Please stop.

The Anatomy of a Game

It’s time for the second in this three-part whirlwind tour of what True Scenario Designers know about what makes games games. And this really is all about what makes games games.

Ask Angry June 2024 Mailbag

Let’s end June on a low note. I’ve pulled five questions from my Ask Angry mailbag and I’m gonna answer at least four of them.

Designing on Purpose

It’s time for the first of three hodgepodges of game design concepts that together make a sort-of foundation for this whole True Scenario Design thing.

What the Hell is Scenario Design Anyway?

The Scenario Design cat is out of the bag and clawing up the furniture. Which means it’s time for a real True Scenario Designery introduction. And this is it.

Just Design a Good Game

I’ve made a terrible decision. But I can’t tell you what it is until I defend my stance on worlds that level with the characters and get you to sing the game design anthem with me.

Is Game Balance Worth a Damn?

Someone once asked me, “Is game balance worth a damn?” I don’t remember who or why or when, but I remember the question. And now I’m gonna rant an answer.

True Meeting Hostery

True Campaign Managery lesson time! Again. In this lesson, I’m going to teach all y’all how to host a meeting. Any meeting at all. Including game sessions. Which are meetings.

Professor Angry’s Office Hours: On Being True

In the second of two office-hours discussions, I rant about what it means to actually exercise good judgment and how it’s got nothing to do with building checklists or worrying about hypotheticals.

Ask Angry April 2024 Mailbag

To celebrate my emerging from the disaster that resulting from letting my supporters pick the topic, I’m going to answer a bunch of questions sent in by readers. There’s no way that can go wrong.

Character Arcs for Reals

To bring the Character Arc-Pocalypse to a close, today I’m writing about Character Arcs. For real this time.

The Personal Character Quest Plus One Campaign

Let’s keep the Not-Character-Arc Momentum going. Here’s my super secret recipe for executing an absolutely terrible Personal Character Quest Campaign in the least terrible way possible.