Posts Tagged ‘ encounter design ’

5 Simple Rules for Dating My Teenaged Skill System

30
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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Tearing 4E a New One: Short Rests and Encounter Resources

74
February 22, 2011
For DMs

Wherein the Angry DM takes a very critical look at encounter resources, short rests, and what they are doing to your game for better or for worse.
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The D&D Boss Fight (Part 4)

13
August 20, 2010
The D&D Boss Fight

The Angry DM finally gets his act together and writes down a set of useful rules and guidelines for Boss Monster design and throws in a red dragon as a bonus.
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Schrödinger, Chekhov, Samus

43
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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