Posts Tagged ‘ encounter design ’

Ransacking Maridia: Via Draygara – The Entryway

10
October 31, 2013
Cave Map

All right, kids. I know some of you are disappointed that this appears to be another “Overview” thing where I talk about high concepts instead of getting down to the nitty gritty. But it isn’t. Not really. This is damned meaty stuff. There are some major, important ideas that don’t get shown off in...
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Ransacking Maridia: Overview of the Perfect Dungeon Project

7
October 30, 2013
Cave Map

Want to see a really neat dungeon? Well, I am going to show it to you. But I’ve got my reasons and you need to understand them. I have a point. I always do. And it is always brilliant. So, settle in for a few thousand Angry words. And then, maybe, if you are...
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Help! My Players are Talking to Things!

10
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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How to Build F$&%ing Awesome Encounters!

19
July 23, 2013
The D&D Boss Fight

Welcome to the fourth part in my ongoing series: Getting the Most Out of Your Skill System. In the last part (Four Things You’ve Never Heard of That Make Encounters Not Suck), I told you all about four things that… well… you know. Actually, I wrote that article so I could write this article....
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Four Things You’ve Never Heard of That Make Encounters Not Suck

18
May 7, 2013
For DMs

(Hey! Angry here. Before we get started, I am trying something new. This is a LOOOOOONNNGGG article. But it is brilliant and amazingly useful for anyone building or running encounters. It just might be a bit of a chore sitting and reading it here on my site. Want to download a PDF copy and...
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