True Mechanical Managery: Experience and Advancement Systems I

When True Campaign Managers decide how to practically implement their game system’s Experience and Advancement System, they’ve got to know what the system’s for and what’s at stake if they implement it wrong. That’s what this half-a-lesson is all about.

True Mechanical Managery

It’s time to set up a new True Campaign Managery lesson module. Over the next several lessons, I plan to teach you how to properly manage your game’s mechanics. But first, I’ve got to teach you what that means.

True Meeting Hostery

True Campaign Managery lesson time! Again. In this lesson, I’m going to teach all y’all how to host a meeting. Any meeting at all. Including game sessions. Which are meetings.

Professor Angry’s Office Hours: On Being True

In the second of two office-hours discussions, I rant about what it means to actually exercise good judgment and how it’s got nothing to do with building checklists or worrying about hypotheticals.

Envisioning a Campaign

Now that you’ve decided to start a campaign and ignore your players’ input — you master of selfishness you — it’s time to start having visions.

Game First or Group First

You can’t run a campaign without starting a campaign. And you can’t start a campaign without making ten thousand choices. And of all those choices, it’s the second one that’ll get you.

A Campaign Manager’s Guide to Selfishness

You can’t manage a social gaming club that provides your friends with hours of fun unless you’re willing to be a selfish prick. Trust me; if there’s one thing I know, it’s being a selfish prick.