Ask Angry August Mailbag
It’s mailbag time. This month, I discuss Old School Hack, wilderness encounters, encouraging your players to do things they don’t like, and adding warfare to your D&D campaign.
A chronological listing of every post The Angry GM has ever… posted.
It’s mailbag time. This month, I discuss Old School Hack, wilderness encounters, encouraging your players to do things they don’t like, and adding warfare to your D&D campaign.
It’s bulls$&% time. And that means complaining about my correspondents again. This time, I’m complaining about how no one understands how to make decisions anymore.
It’s that time of the month: it’s time to make incremental progress on AngryCraft. This time, I define all of the different kind of things you’d make stuff out of.
Ideally, your game will have a perfect one-to-one ratio of players to characters. But sometimes the characters split up or a player skips a game or someone gets killed. What do you do then?
Time to open up the ole mailbag again. This time, I’m talking about how to let your players play two parties, expounding on game balance, telling people how to help their depressed GMs, and explaining why I totally suck and how I’m going to fix it.
There’s a better way to role-play. A more genuine, more engaging way. You just have to start playing your character before you know anything about them. Sounds crazy, I know. But let me explain…
How can you possibly populate an entire world with relatable NPCs and role-playing them effectively? You can’t. Because you suck. But here’s how you can fake it.
Homebrew adventures work so much better with custom-designed monsters. So let’s design some kobolds for my kobold adventure.
Time to dip into the ole mailbag and answer some more reader questions. This time, I’m talking about dynamic chases, money systems, and spellcasting monsters.
Time for my monthly pile of bulls$&%. If you’ll indulge me. I’d like to discuss what makes meaningful things meaningful.
Come into my shower. Lather up. Rinse off. And let your bored brain do a bunch of heavy lifting to make your adventure and scene design easier.
In the long awaited next-but-definitely-not-last part of the AngryCraft series, I come up with a way to describe every item in the DMG in just 20 words.
If you want to break your addiction to encounter rules and mechanics, there’s just two things you need to learn. Two things I should have taught you years ago. Sorry.
Why can’t you run a complex, engaging encounter with nothing but a paragraph of prose description and a copy of the PHB handy? Because you’re a system junkie, that’s why.
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.
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$&% on the Pope?
A quick update. Still not dead. Been working. Here’s the stuff that’s coming.
Yes, you read the title right. I’m actually going to be positive for once and talk about some of the good design choices in D&D 5E. This is what happens when you get really drunk on the day your next article is due.
The biggest obstacle to starting a homebrew campaign is having to build a world. And the biggest obstacle to running a good game is actually building the world. You’re better off just not worldbuilding.
It’s time for the AngryCraft Great Magic Item Analysis. Well, it’s time for the first part. The boring one with all the math. But, when it’s done, we’ll know exactly how to set a magic item’s price.
A reader wants to know if I’ve ever seen an RPG system with a good system for resolving social encounters and whether such a thing is even possible.
Systems and rules are nice, but tools are better. So here’s a simple tool that you can use to do whatever you need to do. Really.
Continuing the design of AngryCraft for D&D, my play experience description has left with me with a solid plan. A plan I just can’t follow because I’m shackled to D&D.
Most amateur and professional game designs try to jump from the feeling they want something to evoke right into mechanical game design. And that’s a mistake. Because, to design a good system, you need a big, strong D. As the Angry GM demonstrates by talking about the return of his magic item crafting system!
Ash wants to know how to get his brilliant RPG design fully playtested if all he can do is run one game a week for three hours.
A campaign bible is a powerful tool any GM can use to run a better campaign. As long as they don’t f$%& it up by trying to do it right.