Ask Angry August 2023 Mailbag
Ending the month with another few pulls from the grab bag of content goodness that is the mailbag.
A chronological listing of every post The Angry GM has ever… posted.
Ending the month with another few pulls from the grab bag of content goodness that is the mailbag.
Sometimes, all it takes is one remark to set me off. And this time, I saw one remark about how to handle illusions. I didn’t read the actual remark or the hours of discussion around it, but I have opinions nonetheless.
Now that I’ve wasted thousands of words and several hours laying the groundwork for portraying NPCs, it’s time for me to lay the groundwork for resolving social encounters. Or rather, social conflicts. Because there’s still no such thing as a social encounter.
It’s time to dig back into the Font of Frustration that is The Ask Angry Mailbag! Why the hell can’t people follow basic instructions?
Let’s continue the discussion from last week and explore how Game Masters don’t roleplay. Ever.
Put your books and syllabusi away, kids. We need to settle some things before we go any further. It’s time you either believe me or you get out. Because you can’t run an NPC if you don’t believe everything I’ve said so far. And you can run social and stealth scenes without NPCs.
Now that I’ve explained Macrochallenges — whether you understood them or not — I can finally defend a choice I made years ago that many of you still haven’t forgiving: why I stopped calling Non-Encounters Scenes.
I promised you a long-ass, comprehensive example of a fully narrated battle. So here it is. Enjoy.
In today’s ranty bullshit screed, I declare myself the winner of three different arguments about Hacking.
It’s time for yet another lesson in resolving Encounters wherein I apply the same shit I’ve already taught you something like ten times to a specific in-game situation and claim I’m teaching you something new. This times, it’s traps and hazards.
Once again, The Angry GM digs into his mailbag and, with his characteristic patience and charity, answers some reader-submitted questions.
I really effed up that Attrition Macrochallenge thing, didn’t I? Don’t think so? Well, all the questions and comments I’m dealing with certainly say I did. So let me try that shit again.
In the second of two True Game Mastery lessons about resolving Combat, I spend half the lesson teaching you how to use what you already know better. And then I teach you something new.
It’s Random Bullshit time. Today, I’m bullshitting about challenge, difficulty, stupid game masters, and why attrition is the most brilliant mechanic ever invented.
In the first of two True Game Mastery lessons about resolving combat, I teach you nothing. Because I already taught you everything you need to know to start combat right. You just don’t know it yet.
True Game Mastery requires balance. True Game Masters know they can’t impose strict and arbitrary turn-and-time-based limits on their characters actions, but neither can they allow totally temporal anarchy. How do they manage complex strings of actions from multiple characters then? I’ll show you.
This is the start of a series of True Game Mastery lessons about running different kinds of Encounters. Except it’s not. Because Encounters aren’t what you think they are.
Just a little digression about magic: detecting it, identifying it, and why D&D’s answers to what can be detected are stupid as hell.
As I made a mess of that last True Game Mastery lesson on Problematic Actions — given the feedback anyway — I’m holding a special study session to answer your questions and clarify my points.
Action adjudication is pretty straightforward. Except when it’s not. And when a tricky action comes along, Mere Game Executors are stuck executing the game’s pre-programmed code like robots while True Game Masters follow the Three Laws of Game Mastering NonRobotics.
The Angry GM is answering more reader-submitted questions this week. And he ain’t holding back.
It’s tough to know when to call for a die roll and when not to. And no matter what anyone’s told you — including me — there’s no substitute for good, mature, adult judgment. So throw away your checklists and simple rules and trust your gut.
You know what players love? Discovering secrets. You know what GMs and game designers hate? Players discovering secrets. That’s kind of messed up; don’t you think?
True Game Masters know that nothing breaks a roleplaying game’s flow quite as much as the game’s rules do. So they take a methodical approach to keeping the rules in their place.
The Angry GM is answering your questions today. And he’s answering a lot of them.
A True Game Master paces the game with smooth narration, flowing seamlessly from scene to scene and moment to moment. Unfortunately, a TTRPG is a dialogue, not a monologue, and eventually the players get to kill the pace by talking.
Narration: the art of telling your players what’s what and who’s where. If you find yourself muddling to provide good Scene-Setting Narration, maybe it’s not your skills that are the problem, maybe it’s your lifestyle. Seriously.
True Game Masters take Ownership and Build investment. And those concepts are so vital to Game Mastering that I’m never going to mention them again. And what I do mention won’t make sense. Because GMing is nonsense.
I can’t teach you to be a True Game Master — yes, that’s my plan; I love doing the impossible — I can’t teach you to be a True Game Master without telling you what it means to master Game Mastering.
The New Year is a good time for reflection. Searching the past for the clues that’ll help you find a better future. So, this New Year, Angry invites you to think about why you even do this whole game mastering thing.