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Book: Game Angry

  • Having a Human process your games is like having a game whose rules can be edited in real-time

  • Focus on ESA:

    • Exposition: Narrating the heroes tales
    • Scene description: Describing the scene clearly for the players senses (vision, hearing, smell, feeling etc)
    • Adjudicating action: Juding the players actions
  • Remove the need to get players to press X to continue

  • Only go for dice rules if it’s unclear what can happen based on the players action

    • i.e. If the outcome is clear, decide on your own
  • Dice often act as speedbumps. Use them sparingly.

  • Forking an existing campaign/adventure to try out new characters/ puzzles/ adventures will help build up your DM skill

  • It’s a good idea to end sessions on cliff hangers keeping the players coming back for more

  • DMing is all about managing tension and release.

  • It’s a good idea to spend some time relieving tension further after an epic resolution (i.e. a large tension decrease eg: Boss defeat etc)

  • Player actions are part of a scene which are part of an adventure which are part of a campaign

    • Thus TabletopRPGs are fractal in nature
    • Eg: A player shoots a fireball in the Necromancer’s layer scene as part of an adventure to rid the lands of necromancy
  • Player actions must have consequences lest they become disillusioned

  • Scenes become encounters when players encounter resistance to their goals. i.e. a source of conflict

  • An encounter can have multiple sources of conflict i.e. when they can potentially encounter resistance from multiple independent sources

  • A scene or encounter must have a dramatic question that needs to be resolved.

    • Eg: When the players are trying to find the Red Brands: “Can our heroes find the location of the Red Brands hideout?”
  • Always try to create situations that can be decided with a single dice roll; nothing more.

  • One way to role-play NPCs is to use the 4P strategy

  • One useful tool when role-playing social encounters is to use a points system

  • The role of improvisation is to fill in holes rather than invent completely new paradigms.

    • i.e. Keep the general story structure but improvise to re-direct player paths.
  • An idea for better puzzles is to include logic and games inside the story. Eg: Chess solution, Poker, etc to introduce tension and flavor

  • One way to extend game mechanics is regarding trap damge.

    • 1d6, 1d8, 1d10 for small, medium, large damage
    • If it does repeat damage, reduce 1d2 damage. i.e. damage becomes 1d4, 1d6, 1d8
    • If it is a leveled damge (Eg: Spell/ Magic traps), then multiply by half the player’s levels. (i.e. For a 4 level player, damage is 2 * 1d6)
    • If it can impact multiple players, half the number of die used (i.e. a 6d8 damage becomes 3d8)
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4P strategy, NPC points system, RPG Story Structure, RPG Story Flavor, RPG Story Category,