Posts Tagged ‘ encounter design ’

How to Build F$&%ing Awesome Encounters!

23
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

31
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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Flavor Text and Adventure Format

April 19, 2013
For DMs

This will be brief. I posted a rant a few days ago about flavor text and description. I hate the box text that appears in adventures for a lot of reasons and think the whole practice needs to drink some lead-based paint and die. At the same time, Twitter pal @DreadGazeebo was ranting about...
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5 Simple Rules for Dating My Teenaged Skill System

32
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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Tearing 4E a New One Addendum

41
February 22, 2011
The D&D Boss Fight

Between comments, Twitter conversations, direct messages, and e-mails, it turns out I struck a few nerves and raised a few questions with my latest article (Tearing 4E a New One: Short Rests and Encounter Resources), so I’ve thrown together a hasty sort of clarification/defense/justification/apology/further insult. If you haven’t read the article, this won’t make...
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