Order Matters: Guided Nonlinearity and Closed Openness

When it comes to gameplay experiences, order matters. What comes first, what comes next, it’s literally a game changer. So what’s a conscientious adventure maker to do when roleplaying game is all about letting players explore any way they want?

How Well Do You Know Your PCs?

How much of your prep time should you spend before the start of a campaign reviewing the players’ characters? How much time should you spend before each session reviewing their Reactions and Bonus Actions? I’m willing to bet the correct answer is, “More than you do.”

More Shapey Goodness

Before I move on from Scenario Shape, let’s talk a bit about we might apply these ideas to detailed Encounter building. When we actually get to that. Someday.

When Is a Scenario Not a Scenario?

I lied. Everything isn’t a Scenario. Also, Santa isn’t real. But Scenario Design is as real as Christmas and it’s just as magical.

How Shape Shapes Scenarios

Now that you’ve learned how to break a scenario design into hierarchical levels, I can show you how to spot — and plan — a scenario’s shape. And what that means. And why its good.

When to Stop Narrating

In this throwback to my classic Up Your GMing Level style advice, I provide a simple… ish way to adjudicate and narrate protracted, time-consuming actions that don’t need a bunch of moment-by-moment gameplay.

Structure All the Way Down

More True Scenario Design and more on structure. Actually, the real structure discussion starts here. Last time, I breathlessly yelled about what makes good structure good and bad structure suck. Now I’m actually going to show you structure. I’ll even outline a crappy adventure you can finish for your own use if you suck at tone and genre.

Real Game Masters Run Half-Baked Adventures

Let’s celebrate the start of the year’s back nine with an inspiring and uplifting message about how you misunderstood everything I said about everything about whether or not you suck and you suck for that. Or, to say it another way, let’s talk about real, human Game Masters balance good design with practical prep and polish.

Struction: An Introduction to Structure

It’s time to open a new chapter in our True Scenario Designery journey. So let’s talk about how scenario structure is like the beams and masts that hold up a confection shaped like an animated porifera. You heard me.

What “One-Shot” Means and Why I Hate You

This is a nasty, ugly, mean-spirited rant but lots of you need to hear it. Let me tell you what the word “one-shot” actually means and why you’re an asshole if you fight about it.

Scenario Design on a Need to Know Basis

Much as I really want to move on from the End the Goblins scenario design example, people keep asking really important questions that deserve good answers. So today’s lesson is how the final design of End the Goblins might provide the players with the information they need to win it.. And how little information that actually is.

Post-Play Pre-Prep Prep

Basic game mastering tricks anyone can use? Promises of brevity broken? Alliterative potty jokes? Sounds like classic Angry.

Open-Endedness, Open Challenges, and Hat Theory

This rambling rant covers a lot of ground about the many hats a Game Master has to wear and why you shouldn’t worry about worry about open-endedness or creativity when you’re writing adventures. Seriously.

Challenge Or Goal?

In this informal little digression from the main True Scenario Designery lessons, I’ll help you suss out the difference between goals and challenges. Because, as some of my supporters are about to learn, they’re easy to confuse.

Ask Angry: How To Train Your Player

It’s that Ask Angry time of the month. Today, I answer a totally polite, reasonable question about player instruction with absolutely unwarranted levels of insults and abuse. Enjoy.