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!

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.

Angry’s Guide to Experience

Every time I talk about experience points, people want to pick a fight about it. Well, this is my last word on XP: how to properly award XP in D&D 5E, regardless of what the rules say, and regardless of what other players and GMs say.

Hashtag Adventure Goals

Without a goal, a game isn’t a game. And since D&D is a game without goals, that means it’s your job as an adventure designing GM, to set a goal.

Ask Angry Lightning Round

It’s been a long time since I answered some reader questions. So, let’s see how many of these I can get through without losing my freaking mind.

Your Ability Scores Suck

I should really know that I can’t just drop a comment like “ability scores suck in D&D and I would handle them so much better” without people demanding that I explain myself. Well, here it is. I’m explaining.

Good Ingredients Make Good Adventures

How is an adventure like a cake? Both of them are delicious baked goods that I love to eat, except for the adventure. But they are alike in that they need the right ingredients to be any good. And this adventure is all about cakes, adventures, and ingredients. Except it’s not really about cakes. I wish I had some cake.

Plan Hard, Work Hard, Play Hard

Much as I would love to sit here and describe the various elements of a homebrew adventure, you’re not ready for that crap yet. You don’t even know how to plan, I can’t tell you what to plan.

Being In-Flex-Able

I WAS going to rant about ability scores. But I accidentally ended up giving good advice about being inflexible for the good of the game. Sorry.

Gambling on Action

What if it turned out that everything I ever taught you about action adjudication was wrong? And that there was an entirely different way of looking at actions in role-playing games? Well, don’t worry. Nothing I told you was wrong. But there is another way of looking at actions. And sometimes, everything I told you is wrong. Sometimes, you’re not resolving an action, you’re taking a gamble.

More Accounting for Magical Items

Hacking a complex subsystem into a game requires you to work within the limits of the system. Sometimes, though, the system has some underlying patterns you can spot if you look hard enough. And those patterns help you make room for what you’re doing.

So You Want to Brew an Adventure?

People keep asking me to revisit adventure building. And to make it clear and useful. Maybe spell out a nice, simple process. Fine. Let’s talk about building your own adventures from scratch. Again. Only better.

Accounting for Magical Items

Hacking a complex subsystem into a game requires you to work within the limits of the system. Unfortunately, the system doesn’t always make it easy to find those limits. For example, let’s look at how D&D 5E might constrain my crafting system?

A Trifecta of BS

This month’s BS article focuses on… nothing. It’s an unfocused mess in which I ramble about three completely unrelated issues in modern game that are probably only a problem to me. Enjoy.

Dear Players: There’s a Better Way to Play

This isn’t for you GMs to read; it’s for you to print and hand to your players. That way, they can declare actions and play the game in a way that actually let’s you, you know, run a good game. Just let me talk to them. I’ll be nice.

Theorycrafting an Unsummary

We’re back to talking about crafting. And it’s time for more thinking and pondering and brainstorming. Sorry, kids, that’s what design is. It’s about thinking, pondering, and making things way more complicated for yourself.

Drawing an Unnecessary Map of Nothing At All

The first thing every GM does when they decide to create their own setting is to start drawing a map. And there’s no reason for that. Except one reason. Which is why that’s the first thing I did for my Pathfinder campaign.

I Am a Free Agent!

Here’s your monthly dose of pointless BS. Pontification about the non-problem of GMing agency which not only fails to answer the question, but also fails to even find a question to ask. But it does invite you to comment.