Ask Angry: Whatever Are We To Do About the Journey Home

A supporter asked a question and I leaped into action. What do you about the part of the game after the adventure’s done but the characters still have to make it safely home? Is there a way to make that not suck? Well, sadly, no, there isn’t. Sometimes, you just have to do the sucky thing. But your game can take it. Trust me. And trust you too.

The Third Heat (Part III): Is Character Building the Fourth Heat

I would love to actually talk about the third heat today and explain what the hell I even mean by that, but I can’t, because too many smart people asked me whether character building is a kind of gameplay and whether it would therefore count as some kind of heat of its own. Might it not be the fourth heat. Spoiler alert: yes, but no.

It’s About Time (Part I): The Missing Mechanic

Welcome to the start a new hacking miniseries. Years ago, I build a basic time-keeping mechanic that let you introduce random events into your adventures based on how efficiently how your players adventures. As great as it was, though, it only highlighted the need for a real, comprehensive, core time-keeping mechanic that would work in all modes of play. Well, I built just such a system. Years ago. I just kind of forgot to tell you. So I’m here to rectify that in classic The Angry GM style. By walking you through the over-analyzed design in way too many parts.

Should Players Read the Dungeon Master’s Guide?

Let’s try something a little different. Let’s have you write the article. Seriously. I’m going to pose a question and invite you to share your answer in the comments. I just need about 1,750 words to pose the question just right. There’s more to it than just asking whether it’s okay for players to read the Dungeon Master’s Guide. A lot more. Once you all give your answers, I promise I’ll give mine.

The Third Heat (Part II): Naked Die Rolling Just Isn’t Right

I love rolling dice as much as anyone. That’s why I love roleplaying games so huggy much and why I won’t buy any game that takes the Game Master’s dice away. But you can’t build gameplay challenges on dice rolling alone and that ain’t just me talking. In the second essay in my three-part series on proper gameplay and challenge design, we’re going to talk about why naked die rolling isn’t gameplay. According to actual experts.

Stupid Narration Tricks: Making and Breaking Patterns

It’s time close this Stupid Narration Tricks series once and for all. We had some fun, but it’s time to move on. In this final entry, I’ll share the two tricks I left unshared last week. Because, now that you’ve learned how to hide details in plain narrative sight, you’re ready to use repetition to make patterns and break them. Assuming you’re good enough.

Stupid Narration Tricks: Hidden in Plain Narrative Sight

In this penultimate lesson in my Stupid Narration Tricks series, I want show you the first of three tricks used by George R. R. Martin to hide important clues in plain narrative sight so that you can give your players a chance to spot important details and solve mysteries without falling back on die rolls and obvious expository reveals. The final lesson, next week, will cover the other two.

The Third Heat (Part I): Open-Ended Creativity Challenges Aren’t Bad, They’re Brittle

I love open-ended creative problem as much as anyone. It’s why I love tabletop roleplaying games oh so huggy much. But it’s too brittle to rely upon as core gameplay and that ain’t just me talking. There’s years of cognitive research about how people engage with open-ended “insight problems” showing that they’re just not a great thing to build gameplay around. That’s right; I brought receipts for the first in this three-part series about a more comprehensive approach to challenge design that allows for open-ended creativity and dice-rolling without letting either break the gameplay experience.

Y’All Mind If I Rant About Maps… and My Readers

After showing y’all how to map a pretty good dungeon, I got some lip from some readers who don’t understand the difference between “maps as art” and “maps as game design,” and think you can design a good game in a stolen map. I also got told off from someone who thinks “you don’t have to show your players the map” means “I never have to map an adventure properly again.” So let’s talk about mapping like real gaming adults, shall we?

Mental Models in Roleplaying Games: They’re Not Bullshit

Why are some parts of tabletop roleplaying games so weirdly hard to handle: social interactions, traps, wilderness travel, downtime, and lots of other crap that should be core fantasy adventure gameplay. The problem isn’t bad mechanics, but missing mental models. There just aren’t any conceptual tools that help Dungeon Masters and players understand how the world works, make strategic choices, and actually play the parts of Dungeons & Dragons that shouldn’t be nearly as hard as they are.

Let’s Map a Pretty Good Dungeon

A Dungeon Master does not merely draw a dungeon. Not if they care at all about actual, good game design. I’ve already showed you how to plan out a pretty good Dungeons & Dragon dungeon adventure. Now I’m going to show you how to make a pretty good dungeon map. And, as a bonus, how to turn a realistic floor plan into a good gameplay experience. It’s all to do with a trick called blockout.

Let’s Build a Pretty Good Dungeon: Series Index

In this series, I’ll show you homebrewer Dungeon Masters of any skill level how to use actual, good game design to build a pretty good dungeon adventure for Dungeons & Dragons or your system of choice.

RPG Narration Through the Eyes of Viewpoint Characters

We Dungeon Masters often describe our roleplaying game worlds like neutral, all-seeing narrator robots, and that means we’re wasting a lot of potential. Fantasy authors use this trick of picking viewpoint characters to provide sharper, more useful, more flavorful narration filtered through their characters’ expert lenses. Of course, that would never work at a Dungeons & Dragons table. We couldn’t possibly use viewpoint characters to punch up our scene-setting narration. Or could we?

Why Haggling and Shopping Suck in D&D and How to Un-Suck Them

Players love haggling in Dungeons & Dragons, but haggling mechanics usually suck, players suck at it, and modern roleplaying games treat shopping like a trip to a modern mall. Fortunately, I’m here with a better way to handle shopping trips and barter exchanges. You might even find some tricks to sharpen your own house-ruling and system hacking if you pay attention.

Y’all Mind if I Rant About Encounters… Or Predestination

Why do Dungeon Masters get so weird about encounters, randomness, and determinism. Whether you’re talking about Passive Perception, keyed encounters, quantum ogres, or wilderness encounter placement, most DMs just freak the hell out about knowing outcomes in advance or plotting encounters with anything other than precise geographical and temporal coordinates. Don’t worry, guys; you aren’t railroading just because you’re not running a full-on holodeck sim.

Should You Really Talk To Your Players About Their Characters?

We Game Masters never think about narrative points of view. We just default to the thing we’ve always done. Years ago, I suggested that it was time to switch from calling players you to a third-person approach. It was great for pacing and clarity, but it also changed how players connect to their characters. But is that a problem? More importantly, have you ever considered how your narrative point-of-view affects your game?

Y’all Mind if I Rant About Light and Vision

You can’t run traps well if you don’t handle vision, light, senses, and searching properly. Which none of us do. Some of that can be blamed on the game system, but some of it is down to us Game Masters just doing a crappy job with our descriptions.

The Campaign That Didn’t End On Time

Many of us have run campaigns well past the date we promised to end them and far beyond the ending we planned for them. But everyone was having fun and we were running our best games, so who cares, right? Well, maybe you should care. But maybe not care as much as I’m going to scream that you should. Because I am kind of nuts.

Breaking Your Map Addiction

Would you like to rely less on maps in your game, create more work for yourself, and upset your players? Of course not. Enjoy this advice no one asked for or would ever follow.

Actually… You Are an Author

As a Game Master, you are an author, but that doesn’t mean what most people think it does. What it mostly means is that you can learn a lot of stupid narration tricks from authors. And video games.

The Battletoads Problem

How do you build a good monster hunt that feels like an actual monster hunt? It’s do-able, but you have to be careful not the make your game the Battletoads of D&D campaigns.