How to Run a Game

A series articles on the very basics of running a game.

The Angry Guide to Kickass Combats (Part 3): Let’s Make Some F&%$ing Fights Already!

13
October 7, 2014
Gnoll02

I wanted to start by saying “Welcome to my Dungeon,” but I can’t. Because you really aren’t. See, I don’t like doing this. This is where I toil, where I labor, where I create my perfect games. This is MY space. But there’s only so much you can learn from theorcraft. I can tell...
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The Angry Guide to Kicka$& Combats (Part 2): Battlefields and BattleFEELS

9
September 23, 2014
Battlefield2

(Yeah, that’s right. BattleFEELS. I said it. It’s a good title. Wait until you get to that part. It makes perfect sense and it’s witty as hell. You know what? F$&% off. I don’t have to impress you!) Welcome to Part 2 of The Angry Guide to A$%kicking Combats! In the last part, we...
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The Angry Guide to A$&kicking Combats (Part 1): Picking Your Enemies

10
September 9, 2014
Setting the PCs Up to Fail

Don’t you hate it when someone promises you a thing and then when they finally deliver, they only deliver half the thing? And they say “I’m sorry, but the thing turned out to be so huge I need to break it up?” And you say “but I wanted the whole thing now!” And they...
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Three Shocking Things You Won’t Believe About D&D Combat

36
August 27, 2014
Scry Bait Featured

Let’s not waste a lot of time with long-a$&, rambling introductions. I’ve written about handing actions, running basic encounters, building basic encounters, and social interaction. So, it’s time to wade into a topic very near and dear to the shriveled blackened chest-nugget that passes for my heart: combat encounters. As is sort of standard for...
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Help! My Players are Talking to Things!

17
August 5, 2013
For DMs

Well, here we are again with another installment of “Getting the Most Out of Your Skill System.” Now that I’ve taught you how to handle basic actions and we’ve looked at the basics of encounters and how to build good non-combat, non-interaction encounters, it’s time to shift gears. In this article (and the next one),...
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