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New General Access Feature
In this penultimate lesson in my Stupid Narration Tricks series, I want show you the first of three tricks used by George R. R. Martin to hide important clues in plain narrative sight so that you can give your players a chance to spot important details and solve mysteries without falling back on die rolls and obvious expository reveals. The final lesson, next week, will cover the other two.
Read Stupid Narration Tricks: Hidden in Plain Narrative Sight at TheAngryGM.com
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New General Access Feature
After showing y'all how to map a pretty good dungeon, I got some lip from some readers who don't understand the difference between "maps as art" and "maps as game design," and think you can design a good game in a stolen map. I also got told off from someone who thinks "you don't have to show your players the map" means "I never have to map an adventure properly again." So let's talk about mapping like real gaming adults, shall we?
Read Y'All Mind If I Rant About Maps... and My Readers at TheAngryGM.com
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Supporters will receive a separate link to the Readaloud in the next few days. Sorry for the delay.