At $1 per Feature Article per Month, you'll not only get a warm, fuzzy feeling from knowing you're helping keep TheAngryGM.com on the internet, you'll also get:
- Early Access to Weekly Feature Articles
- Audio Article Readalouds and Other Audio Content


At $1 per Feature Article per Month, you'll not only get a warm, fuzzy feeling from knowing you're helping keep TheAngryGM.com on the internet, you'll also get:

At $2.99 per Feature Article per Month, you become an official member of the cult of Angry: The Angrican Church.
In addition to the heretical joy of calling yourself an Angrican, you'll also get:

At $3.99 per Feature Article per Month and I’ll consider you a frienemy. Not a friend. Not an enemy. The worst of both worlds.
In addition to my simultaneous love and hatred, you’ll also get:
Good morning, all...
First, many, many, many of you reached out to me last week to let me know how my work has impacted you and I cannot tell you what an affect that has had on me despite my relative silence last week. I plan to put up a longer post addressing that and intend to respond personally to a few of the very deeply personal messages, but not today.
Today, I am working. Actually, I've got three things vying for attention today and throughout the week. First is Early Access content. I'll be wrapping a rant about the wilderness today, doing some narration stuff next, and then we'll see how stuff shakes out. I'll have content for you, but a couple of things may shuffle due to timing. As usual. I am working very hard not to have to say that again in three weeks.
Meanwhile, I am also working on a bonus gift for my Frienemy tier supporters and for anyone else who wants to pay a few bucks for it. It'll tie into my wilderness rant and my upcoming wilderness series. It ain't advice or essays, eithers, but an honest to Cuthbert tabletop tracking tool and reference sheet. While it'll work best for D&D, anyone running fantasy adventures in the wilderness in any system can use it easily. It's an extra layer, not directly connected to D&D mechanics.
Finally, I am working on a short writeup about the Focus mechanic in Slapdash, which is a big part of the combat engine. On the player side, it plays into mechanics of zone of control, aggro management, concentration for spellcasters, precision for archers, and positional advantage like flanking and back attacks. It also drastically reduces decision complexity for combattants and simplifies off-turn activities. On the monster side, it's a telegraphing mechanic that helps the players predict what the monsters are about to do and respond.
That'll be available at Club Slapdash by midweek.
New General Access Feature
How do you build a good monster hunt that feels like an actual monster hunt? It's do-able, but you have to be careful not the make your game the Battletoads of D&D campaigns.
Read The Battletoads Problem at TheAngryGM.com
This content only exists because folks like you support TheAngryGM.com.
New General Access Feature
Now it's time for the third and final short essay laying out the underlying design approach for our pretty good dungeon. Except this isn't the final one and it isn't short. This one's all about how players decide where to go next.
Read Let's Build a Pretty Good Dungeon: How Players Explore at TheAngryGM.com
This content only exists because folks like you support TheAngryGM.com.