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W**N
A great book from beginning to end.
After reading some reviews here, I was expecting much less from this book. But contrary to my expectations, it's very well written, the ideas are cleanly presented and it's an easy read from beginning to end. The tone of the writing seems like a friendly conversation about some game techniques, instead of a manual. And it's more focused in role-playing DMs instead of roll-playing ones.Not every idea presented in this book is going to be a breakthrough and level you up as a DM overnight, but the book is surely to bring some new information, and more than that, in a very pleasurable way. The crisis system (as the author puts it: skill challenges with an extra dose of adrenaline), although not completely new, is something every DM should try in their games!Many reviews here say this book is self-serving, with many quotes from his friends praising the author, and it's true. It could do without them, and the quality would only increase. They add nothing of value to the book besides being a small distraction. But these quotes aren't so many, and can easily be ignored without any prejudice.I am not one to post reviews very often, but I had a really good time reading this book, and in my opinion it's getting some reviews that are way too harsh due to the flaw above. The contents and writing style of the book more than compensate for this problem, so here is my review in order to return some balance to the universe (and yes, I really think it's worth 5 stars. Also, the kindle price is excellent).
J**G
Solid Book GMs and DMs
Very well written with candid, fluid, and inclusive writing style. Aron bases a lot of his guide on experience; with examples sprinkled in throughout. About 1 out of 10 things he suggests I disagree with, but that is pretty small. Overall he covers a broad spectrum of pen and paper RPG topics thoroughly enough, but doesn't dwell too long to bore the reader or repeat himself. Quick and easy read for intermediate or advance GMs; that could shed a little light on less analyzed/critiqued concepts. A good baseline for any new GM. Could use a bit better structure and cohesiveness on topics and chapters- kind of rolls all over the place..
C**N
The "what to expect when you're expecting" of RPG help guides
I think this is a solid book for new GM's, but not experienced ones.If you've been a player most of your gaming experience and want to transition to running a game, or if your group is just starting out and you've volunteered/been thrust into running the game, then there's good information here for you. The information in here doesn't explain how to tell better stories so much as iron out the wrinkles so you don't have and snags when running your game. There's a lot of "I wish I knew that before I started" information in here.If you've been running games for a while however, then there's not much here for you because you've most likely already run into these traps. As I was reading this book, I either felt some of the stuff in here was common sense, or I've already experience this running my own games.There's an audience for this book, but it sadly wasn't me.
E**E
Great Book for DM advice
Having been in a DM funk for over 2 years, with scattered stories and not so great game sessions, it has really helped get me back in the swing of being a great storyteller. I have used some of these tips and have brought my created world back to life. Thanks for helping me get back to the basics and giving me more tools to work with. Now... roll for initiative!
E**N
Useful but not Amazing
Having gamed for more than 30 years I have a healthy library full of RPG books. Probably like you. Monster books. Adventure books. Rule books ...Increasingly in the last decade there have been a number of books on the art of gamemastering. This is a worthy overview of some of things a good game master should be thinking about when running a game. At the same time, while much of what Aaron says makes sense, the treatment is sometimes shallow.This would have been a stronger work if it was 10-40 pages longer and the author had included specific material from one (or two) of his campaigns as concrete examples that illuminated (start to finish) how he picked worlds, set up over-arching plot lines & used recurring NPCs. And how he recognized appropriate times in adventures or plot arcs to inject comic relief, kill NPC/mentors, give the PCs a chance to feel big & live large, and how to make them feel small and vulnerable.The writing style is conversational and accessible. If not great, most GMs will find it a useful meditation.
K**B
Fantastic
This is a great book for GM storytellers. Aron really nailed down a lot of the components that make a great story and were present in my favorite games that I've played in over the years. He also detailed most of the pitfalls of getting too attached to your own idea as GM about how your story "should" be going. The "Storyteller Hammer" describes so many games I've seen where the GM just forces everyone to do what they want and isn't in touch with their players and their needs and perspective. This was fun to read and I have loads of notes to take into my own games as I try out GMing.
T**S
Pretty good
I found a lot of the advice useful. However, if you've been playing for awhile most of it is stuff you've already found out. And some of it I just kinda disagreed with but to each is his own when running a game. I know mine aren't that great lol.
T**E
Nothing new, but pleasantly conversational
Unless you're a novice GM, you probably won't find many surprises here that haven't been said a thousand times over in other sources. That said, as a short autobiographical series of anecdotes and general suggestions, generously sprinkled with candid player quotes, it makes for a quick and amusing read.
R**K
Great Ideas to add to your GM Style
Great book just needs a bit more substance to make it perfect. Aron has an easy writing style and lots of great ideas. I like the little interjections and examples from his player giving their side of the story. I have a couple of issues about this book. As an experienced GM a lot of this is "old news" to me. That said I got a few great ideas and it is always nice to hear another perspective on things you are using so I didn't begrudge the issue.For a new or inexperienced GM I would imagine that there is lots here to think about and the possibility to dramatically improve your GMing.The other issue I have with the book is that it is full of ideas and far less with the specifics of how you implement things. Part of me is thinking this is actually a good thing in that you are left to do what you will with the ideas. The other part of me was left with a feeling of not quite enough substance. The easy solution to that though is to buy the second book My Storytelling Guide Companion. That is a great book with lots that is easy to implement...only problem is to fully appreciate that book you need to have read this one first.All in all a great book that would probably help new GMs more than the experienced but I took enough away from it to think the experience of reading it was pleasurable and useful.
K**R
Unique
There really aren't many books like this, written for players by a veteran DM. With a decade of DMing under my belt, I still found it useful (haha especially the including romance bit!).
H**S
Really good insight
Really good insight , interesting to hear a expert storyteller give out tips that a player should know as well as an budding storyteller.
D**D
One of the best reads for a New DM
As someone starting out as a DM for DND I found this book very helpful for getting ideas on how to run a good campaign. Using a variety of examples of gaming systems I found a wealth of information that would help me tell a better story. Highly recommend.
J**Z
A very helpful book for the Story Teller Game Master
Thank you for this awesome and very helpful book.I loved reading it and I just bought two more as Christmas gifts for my fellow game master friends.I found out that I already am using some of the tips in my own gaming group, but I found some new ideas that I am going to use starting next gaming session. Especially the one with the 'NPCs don't roll initiative and automatically go down in the initiative to the end and support whenever possible the PCs'. This will really be a huge time saver and will let the PCs shine more brightly. I have to admit that I got enamored with them and that I fell exactly into the trap: I would certainly like to play them myself in a group.Thank you!
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