…But You Can’t Make Them Care

People have been asking me for years to teach them how to create and run games that their players actually emotionally give a crap about. And I’ve been avoiding answering for years. But now I’m ready to tell you how to make players care.

How to Run an Online Game… If You Must

Have you been forced to abandon real-world gaming due to current global events? Have no fear, Angry is here to tell you to run an online game. Just in time for the global lockdown to lift. You’re welcome.

How to Homebrew: Clickbait Worldbuilding

The biggest obstacle to starting a homebrew campaign is having to build a world. And the biggest obstacle to running a good game is actually building the world. You’re better off just not worldbuilding.

How to Run a Biblical Campaign

A campaign bible is a powerful tool any GM can use to run a better campaign. As long as they don’t f$%& it up by trying to do it right.

Fighting With Your Voice (Part 1… Maybe?)

I hate when people misuse my teachings to ruin things. Like maps. It’s okay to have nice maps. Even if you’re a mapaholic. But you should know how not to use a map. Especially in combat. You need to learn how to run a battle without a grid.

The Angry GM’s GameholeCon Seminars

A couple of weeks ago, I delivered a pair of seminars at GameholeCon VII in Madison, Wisconsin. And I recorded the things so I could eventually get them posted over on YouTube on a brand new Angry Games YouTube channel. Which I have now more or less done. Actually less. There were some issues.

Lost Player Skills: Calling

Maybe this is just me being an angry, 40-something, gen x grognard, but gamers today have lost touch with some essential skills. Skills that those fancy core books USED TO teach you. Like mapping. And calling. Which is what this one is about: calling.

Lost Player Skills: Mapping

Maybe this is just me being an angry, 40-something, gen x grognard, but gamers today have lost touch with some essential skills. Skills that those fancy core books USED TO teach you. Like mapping. And calling. But this one’s about mapping.

What Makes Exploration Exploration?

Everyone wants exploration in their game and everyone tries to put it there, but almost no one gets it to feel right. Probably because no one can even define exploration. Until now.

The Power of Editing

If you’re having trouble handling wilderness travel, maybe the problem is you forgot how to use narration and action adjudication to pace your game. Just like every other average GM out there.

Between Adventure and Encounter

The D&D Level Editor that is the DMG would have you believe that an Adventure is just a string of Encounters that maybe all get placed on a map. But there’s something between Adventure and Encounter that good game designers use to great effect. And even though you’re probably not a good game designer, you can use it too.

Coping with Loss

Table-top RPG adventure designers can learn a lot from video games. But one thing they can’t learn from video games is how to cope with loss. That is, how to make loss and failure part of the game.

Hashtag Adventure Goals

Without a goal, a game isn’t a game. And since D&D is a game without goals, that means it’s your job as an adventure designing GM, to set a goal.

Good Ingredients Make Good Adventures

How is an adventure like a cake? Both of them are delicious baked goods that I love to eat, except for the adventure. But they are alike in that they need the right ingredients to be any good. And this adventure is all about cakes, adventures, and ingredients. Except it’s not really about cakes. I wish I had some cake.

Plan Hard, Work Hard, Play Hard

Much as I would love to sit here and describe the various elements of a homebrew adventure, you’re not ready for that crap yet. You don’t even know how to plan, I can’t tell you what to plan.

Being In-Flex-Able

I WAS going to rant about ability scores. But I accidentally ended up giving good advice about being inflexible for the good of the game. Sorry.

Gambling on Action

What if it turned out that everything I ever taught you about action adjudication was wrong? And that there was an entirely different way of looking at actions in role-playing games? Well, don’t worry. Nothing I told you was wrong. But there is another way of looking at actions. And sometimes, everything I told you is wrong. Sometimes, you’re not resolving an action, you’re taking a gamble.

So You Want to Brew an Adventure?

People keep asking me to revisit adventure building. And to make it clear and useful. Maybe spell out a nice, simple process. Fine. Let’s talk about building your own adventures from scratch. Again. Only better.

Dear Players: There’s a Better Way to Play

This isn’t for you GMs to read; it’s for you to print and hand to your players. That way, they can declare actions and play the game in a way that actually let’s you, you know, run a good game. Just let me talk to them. I’ll be nice.

Drawing an Unnecessary Map of Nothing At All

The first thing every GM does when they decide to create their own setting is to start drawing a map. And there’s no reason for that. Except one reason. Which is why that’s the first thing I did for my Pathfinder campaign.

A Very Special Adventure

One of my least favorite holiday traditions is the one wherein I get bombarded with requests to explain how to write a good a holiday adventure. Or at least outline one. And I can’t fight it anymore.