Villains and Plots: The Villain AS Plot
When is an NPC not an NPC? When it’s a villain. Because villains are more than mere NPCs. Because villains create plots. And I don’t mean evil schemes. I mean stories.
Want to learn how to run your first game? Bring your GM skills to the next level? Build an adventure? Start a campaign? Start here to learn everything The Angry GM has to teach you about running and creating games.
When is an NPC not an NPC? When it’s a villain. Because villains are more than mere NPCs. Because villains create plots. And I don’t mean evil schemes. I mean stories.
While not every NPC is a monster, every monster is an NPC. And that’s what this is all about. NPC antagonists. The violent and the non-violent. We’re talking enemies today.
Are you looking to run better games in the New Year? Do you need ten New Years Resolutions to fail at in 2017? Then look no further. I have ten resolutions I guarantee are unlike any others you’ve seen from OTHER crappy gaming blogs.
They say that the journey is its own reward and that getting there is half the fun. Yeah? Well, not in D&D. Overland travel in D&D sucks. But here I come to unsuck it. Or to help you just get rid of it altogether. Either way is fine. Just pick one.
People like to make a big thing out of factions, guilds, collectives, churches, cults, and organizations. But they don’t need to be complicated at all. In fact, they are remarkably simple. You just need a little lesson from Star Trek. You know, before it got crappy.
The hardest thing any GM has to do is come up with stuff on the fly. Especially when that stuff needs mechanical rules behind it. Fortunately, you have this Marvelous Mechanical Miscellany for Ad Hoc Adjudication and Improvisational Invention.
Few Game Masters think to ask who is meant to drive the plot in the adventure they are writing. Which is a shame, because there are lots of ways an adventure can be driven. And by lots, I mean two. There are two ways. And understanding them can help make your adventure writing easier.
It started as a simple question about how to juggle two plot lines. It became an entire treatise on building campaigns with multiple plot arcs. This article is the first ever article under the category “How to Build a F$&%ing Campaign.”
What do you do when your players force you to turn a nameless, faceless nobody into an actual NPC? What do you do when they don’t even start with a nameless, faceless nobody? How do you make NPCs out of nothing?
Everyone knows that the easiest way to start an adventure is to just have some damned NPC show up and tell the PCs what to do and how to do it. After all, that’s what MMORPGS do and it works for them. So why not do the same in D&D? Because Quest Givers can be so much more than expository text. Don’t waste that potential.
Tagalongs: NPCs that join the party. They are often derided, frequently misunderstood, and rarely used well. Because people are dumba$&es. Which is sad because Tagalongs are a GREAT Tool for your GMing Toolbox!
Building compelling NPCs is a tricky, tricky business. And it’s made even trickier by the fact that people don’t even REALLY understand what NPCs are. That’s a shame, because good NPCs are literally the key to emotional investment in games.
GMs suck at giving recaps. They give too much information or too little information or the wrong information or they make it boring or they let the dumba&$ players do it or they do it by e-mail. Recaps are a very powerful that no GM understands, let alone uses well. Except me. Because I’m a genius.
Tabletop RPG sessions are a lot like TV shows. The problem is the one very important way in which they are not at all like TV shows. If you always want to leave your players hungry for more, you have to learn how to structure your SESSIONS like episodes, NOT your adventures.
The problem with players is that they always want to run around and do things in your game. Things you weren’t ready for. Or ask questions you don’t have answers for. And sometimes, even your own brain will turn against you and demand you add a crazy idea to your game. So how do you change the story of your game on the fly?
What do you do when the rules fail? Well, you’re the GM, so you’d better do something! The game is waiting! You need to make a call! Hurry up and make something up.
Pacing: it’s one of those words that everyone thinks they know. And they don’t. Let’s talk about Pacing, Flow, and how to build a good pace into your adventure.
Lots of things piss me off. But one thing pisses me off more than any other for the purposes of this article: when people ask me how to punish PC death. Isn’t death punishment enough? Why do GMs have such a hard time dealing with death?
Tabula rasa is the philosophical belief that every player enters your game stupid. And if you don’t want them to stay that way, you’d better learn how to use your scene-building knowledge to manage information.
Let’s travel back to a bygone era when the modems were measured in bauds and the online role-playing games didn’t have any graphics and discover how old The Angry GM actually is and how much of a massive nerd he is. Oh, we’ll also learn the basics of designing RPG scenes.
Every adventure needs a beginning. Yeah, I know, it’s exactly that kind of brilliant insight you can’t get anywhere else. So, let’s talk about opening scenes.
A long, long time ago, I promised to teach you a cool, simple system for designing and running social interaction encounters. Well, today’s the day. And it’s only a few years late!
Branching adventures are the most common types of adventures. And that’s good, because they are often the BEST adventures. Let me teach you how to do them right. As a bonus, I’ll empower you with bottlenecks and ballooning pyramids. Just don’t think about trees.
Traps suck in D&D. They just do. Which is a shame, because everyone feels like they have to use them. So, if you must have traps, here’s how to make them suck less. BONUS: As a result of a poop, you also get a proposed experimental way to change the rules.
Open adventures are woefully misunderstood. Many GMs think they are a panacea for all of your gaming ills. But they aren’t a balm for everything, they require careful implementation, and they aren’t an excuse to skip having a structure.
Do you have a little voice in the back of your head saying “okay, playing these RPG things is fun and all, but I really want the screen. I want to run games. How do I run games?” Well, this article is for you. This is how to give yourself the best chance to succeed at running your first session of D&D or Pathfinder or Star Wars or whatever.
Linear adventures are woefully misunderstood. They seem simple to design, but they aren’t. And they seem like they should suck, but they don’t. Stop calling them simple. Stop calling them railroady. Maybe YOU’RE simple and railroady!
Want to run a fast-paced, exciting combat? It comes down to two things. First, learn how to track initiative. Second, learn about dolphins. Yeah, you heard me.
Did you know adventures come in different shapes? It’s true! And, if you’re going to make your own adventures, you’ve got to get them in shape!
There are three vital lessons that every GM has to figure out. And figure out sooner rather than later. How to adjudicate actions. How to narrate the game. And the harsh reality that there’s no such thing as making the best decision “for the game.” And also the harsh reality that being a GM pretty much sucks.