The Declare-Determine-Describe Cycle
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.
A chronological listing of every post The Angry GM has ever… posted.
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.
I ain’t a reviewer or a critic. I don’t trash things for easy laughs. I don’t do tier rankings. And I don’t do clickbait lists. In that spirit, he’s my list of the Five Best and Five Worth Things About D&D 3.5.
Hot take: fumble mechanics are more valuable than crit mechanics. In fact, crits are only valuable if the monsters are rolling them. But I’m only proving one of those things today.
Save the World campaigns are pretty divisive. Mostly because GMs always screw them up. Want an example of a great Save the World TTRPG campaign? Look no further than Chrono Trigger, a Super Nintendo game from the 90s.
When it comes to explaining roleplaying games, there’s a giant, glaring question no one seems to be able to sufficiently and properly answer. And that is: just what the hell does it mean to be a Game Master. And really, that’s the first question anyone must answer before they can teach anyone else how to run games.
Weather, lunar phases, dates, and seasons? Why keep track of that crap in your game? Well, there’s several reasons, but only one that matters.
There’s this discussion that happens anytime anyone brings up death, failure, and loss in RPGs online. About how RPG systems should be better at handling failure because it’s so vital in RPGs. And that discussion… is wrong.
Sometimes, a GM has to fit an entire gaming experience in a single, limited time slot. And a GM has to do some ugly, ugly things to make that happen.
Let’s complain about a how a twelve-year-old game’s brilliant ideas were marred by the language used to communicate them. Because that’s a GOOD use of my time.
Angry, asked everyone, how did you run that giant battle on the beach between the skeletons, the sailor NPCs, and the PCs? Even my players asked me how I did it. Well, I’ll tell you how I did it. If you’re sure you really want to know.
Once again, Angry opens the mailbag and answers some reader questions.
It turns out that it’s actually important for players to periodically describe their characters to the group. Unfortunately, players suck at everything. Especially describing characters. Fortunately, I wrote a script you can force them to follow.
It’s time for a Table Tale with a twist. This one’s about robot skeletons and skeleton skeletons and how I learned to stop worrying and start hating milestone advancement very slightly less.
How you start your game determines how it goes. And that doesn’t just affect you, it affects your players. Fortunately, Angry’s got a startup script you can install in your GM brain.
I’ve been pushing GMs to turn all the bookkeeping and character maintenance crap in D&D into a game of its own. Or rather, into a part of the game at the table. But many GMs have raised a question: what if their players don’t want to do that crap.
One of the most important Townbuilding tools, believe it or not, has to do with Training. And that’s why it’s such a problem that no one knows what PC Training looks like.
It’s time for another dig into the grab bag that is the Ask Angry mailbox.
So, how does one go about turning a warlock — or any PC — to the Dark Side? In what will likely prove to be the most divisive and controversial post I’ve ever written, I’ll tell you…
In this rambling pile of bulls$&%, I complain about a forgotten piece of 4E mechanics and how it never should have been brought into 5E. Which it wasn’t.
Do you want your players to think strategically, act tactically, and play as a team? Well, I’ve got good news and bad news. The good news is I can help. The bad news is you’ve got some hard work to do.
If there’s one thing people ask me a lot, it’s how to get their players to. So, I’m going to teach you a great trick for getting your players to. You’re just not going to like it.
It’s time to explore Town Mode once again. But before you waste too much time on this s$&%, you might want to know why it’s actually worth it.
On the heels of Let’s Start a Simple Homebrew Campaign, it’s time for a new masterclass. This one about building, running, and playing in town. Or rather Town.
After posting several Angry Table Tales — well, two — I’ve been asked by numerous people — well, two — why there are so many NPCs in the Angryverse. Here’s my answer.