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Table-top RPG adventure designers can learn a lot from video games. But one thing they can't learn from video games is how to cope with loss. That is, how to make loss and failure part of the game.
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Angry Games now has an official online store!
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Every time I talk about experience points, people want to pick a fight about it. Well, this is my last word on XP: how to properly award XP in D&D 5E, regardless of what the rules say, and regardless of what other players and GMs say.
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So, we all know that D&D is a game engine, not a game. But what parts of the game does the GM need to complete to bring it up the standards of Magic: the Gathering? Trust me, that question makes sense in context.
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Without a goal, a game isn't a game. And since D&D is a game without goals, that means it's your job as an adventure designing GM, to set a goal.
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If you want to understand Angry's All-Encompassing Action Adjudication Axiom, it's important that you know why we even dice. And why dice suck.
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It's been a long time since I answered some reader questions. So, let's see how many of these I can get through without losing my freaking mind.
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I should really know that I can't just drop a comment like "ability scores suck in D&D and I would handle them so much better" without people demanding that I explain myself. Well, here it is. I'm explaining.
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How is an adventure like a cake? Both of them are delicious baked goods that I love to eat, except for the adventure. But they are alike in that they need the right ingredients to be any good. And this adventure is all about cakes, adventures, and ingredients. Except it's not really about cakes. I wish I had some cake.
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Much as I would love to sit here and describe the various elements of a homebrew adventure, you're not ready for that crap yet. You don't even know how to plan, I can't tell you what to plan.

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