Y’all Mind if I Rant About Encounters… Or Predestination

Why do Dungeon Masters get so weird about encounters, randomness, and determinism. Whether you’re talking about Passive Perception, keyed encounters, quantum ogres, or wilderness encounter placement, most DMs just freak the hell out about knowing outcomes in advance or plotting encounters with anything other than precise geographical and temporal coordinates. Don’t worry, guys; you aren’t railroading just because you’re not running a full-on holodeck sim.

Y’all Mind if I Rant About Light and Vision

You can’t run traps well if you don’t handle vision, light, senses, and searching properly. Which none of us do. Some of that can be blamed on the game system, but some of it is down to us Game Masters just doing a crappy job with our descriptions.

The Campaign That Didn’t End On Time

Many of us have run campaigns well past the date we promised to end them and far beyond the ending we planned for them. But everyone was having fun and we were running our best games, so who cares, right? Well, maybe you should care. But maybe not care as much as I’m going to scream that you should. Because I am kind of nuts.

Breaking Your Map Addiction

Would you like to rely less on maps in your game, create more work for yourself, and upset your players? Of course not. Enjoy this advice no one asked for or would ever follow.

Y’all Mind If I Rant About the Wilderness?

Y’all keep coming to me complaining about how you can’t wilderness right. I know published wilderness mechanics suck and you need better rules, but you also need a better mindset. So let’s start there.

The Hacking Problem

I ran a crappy encounter and rather than accept the blame, I’m going to blame not just the system, but the fundemental underlying fabric of all roleplaying gaming ever. And I’m not even going to solve the problem. Happy Thanksgiving.

Ask Angry: Gold for XP

I’m not picking a fight with the OSR grognards, I swear. I’m just answering a legitimate question sent in by a legitimate fan about why gold-for-XP should stay dead and buried.

When Is a Scenario Not a Scenario?

I lied. Everything isn’t a Scenario. Also, Santa isn’t real. But Scenario Design is as real as Christmas and it’s just as magical.

When to Stop Narrating

In this throwback to my classic Up Your GMing Level style advice, I provide a simple… ish way to adjudicate and narrate protracted, time-consuming actions that don’t need a bunch of moment-by-moment gameplay.

What “One-Shot” Means and Why I Hate You

This is a nasty, ugly, mean-spirited rant but lots of you need to hear it. Let me tell you what the word “one-shot” actually means and why you’re an asshole if you fight about it.

Scenario Design on a Need to Know Basis

Much as I really want to move on from the End the Goblins scenario design example, people keep asking really important questions that deserve good answers. So today’s lesson is how the final design of End the Goblins might provide the players with the information they need to win it.. And how little information that actually is.

Angry’s Five Rules for Amazing Adventure Design

A bit of a chance of pace today since I’ve got some new eyeballs on my work. I’m taking a break from the really heavy game-design theory to give five principles that form the foundation for good adventure building Scenario Design. Then it’s back to the overwrought heavy crap.

Deconstructing Your Game

Here’s a little Christmas rant for Mendel and all of the rest of my fans who want to know how you can deconstruct and subvert like the true master of fantasy literature, George R.R. Martin, the greatest fantasy author of all time who is better than Tolkien in every way. Merry Christmas, losers.

The Second Story

How do you breathe life into a campaign world? It’s a question with a thousand, rambling answers. Here’s one of them.

A Complete Idiot’s Guide to Play by Post Gaming

The title is a lie. I’m the complete idiot and this feature will not help anyone run a good Play by Post game. I’m just giving a very long, rambling, overly detailed response to a very simple question I had no business answering. Really… don’t read this.

Sportsmanship for Complete Asshats

There’s this argument that rages all over the internet about whether it’s offensive for players to suggest to others what they should do and whether it’s okay for players to bring suboptimal characters to the team and I want to explain why everyone’s wrong and you’re all asshats.

You Don’t Need to Run an Open-World Game

Last time, I told you why you shouldn’t try to run an open-world campaign based on your favorite open-world video game and that you can’t. This time I’m telling you why you don’t have to.

Stop Trying to Make Open-World Games

Every time a new open-world video game comes out — or gets updated with DLC — I get inundated with emails claiming that game finally did open-world gaming right and how we should model all our TTRPG campaigns every on it. Please stop.

Is Game Balance Worth a Damn?

Someone once asked me, “Is game balance worth a damn?” I don’t remember who or why or when, but I remember the question. And now I’m gonna rant an answer.

Character Arcs for Reals

To bring the Character Arc-Pocalypse to a close, today I’m writing about Character Arcs. For real this time.

Why Am I Here? And Why Are You?

Thanks to a courageous remark by a Frienemy in my Discord server, I finally have my New Year’s Post. And to show my respect and gratitude, I shall now proceed to piss all over that remark.

How is an Orc Different from a Devil

Thanks to Frienemy-for-Life Mendel, I get to cancel myself by talking about what “always evil” means, how it’s different for orcs and devils, and why both are good for the game. Whee!

G N S… P?

All I wanted to do was clarify myself. I didn’t mean to end up rambling about what playstyles mean and where they come from and whether it’s time to add another letter to our favorite playstyle acronym.