A Very Special Ask Angry Episode: Help! My GM is a Tyrant!
In this very special Ask Angry episode, I explore the view from the other side of the screen. What can a player do when their GM goes to The Angry GM for advice.
A chronological listing of every post The Angry GM has ever… posted.
In this very special Ask Angry episode, I explore the view from the other side of the screen. What can a player do when their GM goes to The Angry GM for advice.
It’s time to wrap up this whole How to Run a Game Like a True Game Master thing by explaining how to Determine and Describe the Outcome of Social Actions in Social Encounters. And how to portray non-player characters properly.
To end the month, let’s open the gift that keeps on giving — or keeps threatening to give me an aneurism — the Ask Angry mailbag.
As I didn’t die in a fiery conflagration, I owe you a real lesson on the Art of the Cutaway. Here it is. Maybe next time, I’ll get lucky.
Time for a brief aside to answer a question from Aspiring True Game Master Sloth about managing the Action Queue when parties split themselves between scenes or tasks and an introduction to an art you already know.
It’s time for the actual, practical advice portion of the “resolving action scenes” lesson. And you did not read that title wrong. Because the first practical thing you’ve got to learn is that True Game Masters declare their players’ social actions for them. I shit you not.
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.