Posts Tagged ‘ campaign design ’

The Memory Game

6
January 16, 2013
For Players

Writing an extensive back story is not for everyone. For every player that revels in writing a back-story, it seems there are two that absolutely hate it. Sometimes, getting acceptable back-stories from players is like pulling teeth. And the truth is, most of the stuff in a back-story is utterly useless crap. Writing a...
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5 Simple Rules for Dating My Teenaged Skill System

23
December 3, 2012
For DMs

Originally, I wrote this long, rambling introduction about picking a role-playing system to run modern-era mystery games and about arguments with people about binary skill systems and why I personally prefer the freedom binary systems afford over things with narrative dice pools and hippie-dippie drama point bulls$&%. But I realized it was just a...
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Taking the Game Seriously

5
November 6, 2010
Taking the Game Seriously

Wherein The Angry DM explores Gamma World as a serious RPG, rambles about the game's lack of focus, and defends his performance of the "crit dance."
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Playing Mind Games: The Peanut Butter Conundrum

14
August 28, 2010
For DMs

Wherein The Angry DM discusses the impact of having too many options, gives DMs permission to place limits, and discusses useful CIA interrogation techniques for your game.
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Schrödinger, Chekhov, Samus

42
August 15, 2010
For DMs

If you have ever wanted to create a large, site-based super adventure, The Slaughterhouse System is for you. Whether your party is exploring a massive dungeon, reclaiming a ruined city, clearing a valley for settlement, or trying to bring a rioting city under control, the Angry DM has a tool that you can use...
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