An update on where I’ve been, upcoming content, and some fixes made to the site.| The Angry GM
This is a nasty, ugly, mean-spirited rant but lots of you need to hear it. Let me tell you what the word “one-shot” actually means and why you’re an asshole if you fight about it.| The Angry GM
In this informal little digression from the main True Scenario Designery lessons, I’ll help you suss out the difference between goals and challenges. Because, as some of my supporters are abo…| The Angry GM
I promised you a big honking example of how to design an adventure with goals, challenge, momentum, and inertia in mind. This is it.| The Angry GM
Now that you know what Winning and Losing are, actually, correctly, and for reals, I can tell you how gameplay is both continuous and discrete and what the Quest Structure really, truly is.| The Angry GM
Last time, I told all y’all you need a more complete, more nuanced understanding of the concepts of Winning and Losing. This time, I’ll give you that understanding. Because I’m aw…| The Angry GM
It’s time to start a whole new True Scenario Designery module. This one’s not about Winning and Losing, but that’s where we’re starting, and boy is that a messy place to sta…| The Angry GM
Let’s take a moment here to consider, again, why we’re doing this whole True Scenario Designery thing. Because, listen maties, there be rough waters ahead.| The Angry GM
Let’s see if I can’t help tie together the last three lessons of random, conceptual, game design bullshit by showing you how a True Scenario Designer comes up with a Design Statement.| The Angry GM