Update to the Update
A quick update. Still not dead. Been working. Here’s the stuff that’s coming.
Want to read a bunch of random useless gamer theory bulls$%&? If you really want to, these articles are loaded with useless bulls$&%.
A quick update. Still not dead. Been working. Here’s the stuff that’s coming.
Yes, you read the title right. I’m actually going to be positive for once and talk about some of the good design choices in D&D 5E. This is what happens when you get really drunk on the day your next article is due.
Remember last year when I decided to apply Mark Rosewater’s definition of what makes a game a game to D&D? And I got halfway through and then collapsed into a full-bore rant about D&D’s design? Well, I’m back to provide the other half and then collapse into another full-bore rant. Wheeee!
Whenever I even hint at the idea that there’s some specific pile of setting lore that governs everything I do in my home games, I get lots of people demanding I share it all. And publish a campaign setting book about it immediately. Well, that ain’t going to happen. But if I ever did, this is what the part about Undead would look like.
I wish people would stop asking me how “the Angry RPG” is going to handle ability scores or feats or initiative or whatever. Not because I don’t want to tell people about “the Angry RPG,” but because those words don’t mean anything.
A lot of people have been asking me how to use maps at their realspace, physical gaming table. Especially if they aren’t independently wealthy DIY gadget heads. The problem is, modern modules and virtual tabletops have confused everyone about the use about maps in games. Fortunately, I’m too old to know about that crap, so I’ll show you how maps are really done.
Bonus content! After I spent over 5,000 words telling you how to use maps at your game table in a practical, useful way, I’m going to spend 2,800 words telling you how NOT to use maps at your table. And why NOT.
I did an interview for the Investigation Check podcast! Check it out. And look for upcoming livestream content and new articles next week after I’ve recovered from Gamehole Con.
I have a rule against ranting about my players on my site. But that doesn’t mean I can’t use them as an example when they do the same thing that literally everyone else in the world does and I want to rant about everyone. At least I hope that’s how it works. At least, I hope my players don’t read this.
Tracking ammo sucks. Tracking encumbrance sucks. Tracking food and water sucks. But maybe, just maybe, there’s a good reason to do it anyway. As long as the game system doesn’t undermine you.
I have a dream. A dream of a TTRPG whose rulebook you could lose for a month without noticing.
So, we all know that D&D is a game engine, not a game. But what parts of the game does the GM need to complete to bring it up the standards of Magic: the Gathering? Trust me, that question makes sense in context.
I should really know that I can’t just drop a comment like “ability scores suck in D&D and I would handle them so much better” without people demanding that I explain myself. Well, here it is. I’m explaining.
This month’s BS article focuses on… nothing. It’s an unfocused mess in which I ramble about three completely unrelated issues in modern game that are probably only a problem to me. Enjoy.
Here’s your monthly dose of pointless BS. Pontification about the non-problem of GMing agency which not only fails to answer the question, but also fails to even find a question to ask. But it does invite you to comment.
There’s an advantage to letting the GM keep some secrets from the players. And a good game designer should help the GM keep stuff hidden.
It’s time to look back at the year what was and figure out what I can do next year to run better games. For starters, I could actually run some games.
When one of my articles start a lot of fights, I like to keep the fights going with a follow up. Unfortunately, this time, the follow-up would be too short. Fortunately, I’ve got three different follow-ups.
It’s time for some rambling naval gazing again. This is about dice systems, action resolution, and pacing.
I went to Gamehole Con. Which means I didn’t write an article. So here’s me passing my recap of Gamehole Con off as an article.
Let’s talk about PPP and the crazy, brain-cancerous way many GMs deal with it.
Does time exist in role-playing games? No. It does not. And that’s a problem. Currently, one without a solution.
If you’re so smart, maybe you should come up with the ideas and I’LL judge YOU for a change. Go ahead. Answer Angry’s Question of the Week. If you dare.
Playing RPGs is exciting. Being creative is exciting. You know what isn’t exciting? Absorbing information someone else created. That sucks.
The Angry GM: The Website: The Book: The Kickstarter was a rousing success. And so, before I’ve even finished printing and mailing out the book, people are already asking me about The Angry RPG? Well, I’m not ready to design that thing yet. But I am ready to talk about why you need The Angry RPG in your life. Mainly by claiming to be smarter than everyone else in the industry.
James Introcaso of Don’t Split the Podcast Network invited me to talk with him on his show, Table Top Babble. You should listen to the podcast. And then check out James’ other stuff too.
There’s just one week until the Angry Book goes live on Kickstarter. Here’s what to expect in terms of my normal content release before, during, and immediately after the Kickstarter.
This month’s Fanservice BS is all about how to build a wilderness dungeon. And the answer is as disappointing as the topic.
The Angry GM: The Website: The Book is coming! And you can stay abreast on all of the latest developments. Here’s how…
Does becoming a GM change you? That simple question consumed my weekend, filled it with Twitter drama, and saved me from listening to someone tell me about their game in a coffee shop. Unfortunately, it also kept me from thinking of anything better to write an article about. Sorry.