I’m Making This Up As I Go

Improvisation is the single most important thing that can utterly ruin your game if you f$&% it up. It’s also widely considered to be unteachable by f$&%ing sissies who are afraid of working at things. Not me. Let’s embark on a series to teach you how to improvise, why it’s important, and why you shouldn’t.

We’ve Got Fighting Spirit, How About You?

Have you ever wondered why players let their characters die? And why every fight must be a fight to the death? Its because hit points are stupid and people don’t die at 0 HP anymore. But don’t worry. I fixed it.

Keeping Pace

Pacing: it’s one of those words that everyone thinks they know. And they don’t. Let’s talk about Pacing, Flow, and how to build a good pace into your adventure.

Ask Angry: Seeing in the Dark

Is darkvision overpowered? Underpowered? How are races even balanced? And what the hell is Al actually TRYING to ask me?

Death Sucks

Lots of things piss me off. But one thing pisses me off more than any other for the purposes of this article: when people ask me how to punish PC death. Isn’t death punishment enough? Why do GMs have such a hard time dealing with death?

Ex***tion and Information Management

Tabula rasa is the philosophical belief that every player enters your game stupid. And if you don’t want them to stay that way, you’d better learn how to use your scene-building knowledge to manage information.

Ask Angry: Unsucking Mazes

Mazes suck in D&D. They just do. But you can’t say a thing like that and NOT have some f$&%er demand you explain how to make them not suck. Fine. Let’s take the suck out of “mazes suck.”

How to Code a Scene

Let’s travel back to a bygone era when the modems were measured in bauds and the online role-playing games didn’t have any graphics and discover how old The Angry GM actually is and how much of a massive nerd he is. Oh, we’ll also learn the basics of designing RPG scenes.

How Can This Be True?

Every creator eventually has some dips$&% ask them “where do you get your ideas?” It’s a stupid question. And it’s the reason more people aren’t creators. Do you want to know where I get my ideas? I make them! From my brain!

Your Mission is to Start an Adventure

Every adventure needs a beginning. Yeah, I know, it’s exactly that kind of brilliant insight you can’t get anywhere else. So, let’s talk about opening scenes.

No! You Can’t Copy My Notes

“Angry,” they say, “why don’t you show us your game notes! Angry, teach us how to prep. Show us the way.” I CAN’T DO THAT! STOP ASKING!

Ask Angry: I Stop Him from Doing That!

Have you ever had a player declare an action only to have another player try to stop them by force? GMs HATE the phrase “no, wait, I stop him from doing that.” How do you handle it? Let me tell you.

Systematic InterACTION!

A long, long time ago, I promised to teach you a cool, simple system for designing and running social interaction encounters. Well, today’s the day. And it’s only a few years late!

Ask Angry: Starting a Campaign

Leo G. asks a question about what information to hand your players at the start of a new campaign. And he asks it in an absolutely perfect f$&%ing way. I seriously could not ignore this question.

From Tiny Acorns: Branching Adventure Design

Branching adventures are the most common types of adventures. And that’s good, because they are often the BEST adventures. Let me teach you how to do them right. As a bonus, I’ll empower you with bottlenecks and ballooning pyramids. Just don’t think about trees.

Ask Angry: Shops and Magic Items

How do you create shops in D&D? How do you handle the buying and selling of magic items? Thanks to a question from a Care Bear, you can find out.

Traps Suck

Traps suck in D&D. They just do. Which is a shame, because everyone feels like they have to use them. So, if you must have traps, here’s how to make them suck less. BONUS: As a result of a poop, you also get a proposed experimental way to change the rules.

Breaking the Jell-O Mold: Open Adventure Design

Open adventures are woefully misunderstood. Many GMs think they are a panacea for all of your gaming ills. But they aren’t a balm for everything, they require careful implementation, and they aren’t an excuse to skip having a structure.

Jumping the Screen: How to Run Your First RPG Session

Do you have a little voice in the back of your head saying “okay, playing these RPG things is fun and all, but I really want the screen. I want to run games. How do I run games?” Well, this article is for you. This is how to give yourself the best chance to succeed at running your first session of D&D or Pathfinder or Star Wars or whatever.

Coloring Inside the Lines: Linear Adventure Design

Linear adventures are woefully misunderstood. They seem simple to design, but they aren’t. And they seem like they should suck, but they don’t. Stop calling them simple. Stop calling them railroady. Maybe YOU’RE simple and railroady!

Hitting the Rest Button

Why is a short rest one hour long? Can you change that? Can you change the resting rules to change the structure of the game? What other stupid questions can I can answer about resting mechanics in D&D.

Alignment in D&D 5E: S$&% or Get Off the Pot

Alignment doesn’t exist in 5E. It’s vestigial. Practically non-existent. And yet, it’s still there. Why? Because the designers couldn’t take a firm stand on anything. But YOU can. If you hate alignment, get rid of it. It’s easy. But if you LOVE alignment, you can actually make it useful.

Ask Angry: Changing Plots, Dungeon World, and Reskinning

In this week’s Ask Angry, I blitz through three different questions in a desperate attempt to work through the backlog. Is it okay to change plot twists if your players figure things out too early? Can you use the Dungeon World die rolling mechanic in D&D? Is reskinning really that bad?

The Shape of Adventure

Did you know adventures come in different shapes? It’s true! And, if you’re going to make your own adventures, you’ve got to get them in shape!