So you want to run an RPG. Now what?I’ve been role-playing all my life and I’ve run a lot of well-received campaigns. My players asked me what made my games work and this book is the result. This isn’t a rulebook for any gaming system, but it’s a how-to for my style of creating memorable NPCs, planning games, and engaging with your players.
- Foreword, by Erica Lindquist- On Storytelling- Before the Game- Building Your Story- Running Your Game- Players & Player Characters- Problems- Rules & Mechanics- Setting & NPCs
A good standard of rules and general tips for how to incorporate strong storylines into your tabletop games without making the players feel railroaded. I've only DMed once so I'm lacking in experience, but for the most part, this advice and tips are generally helpful to hear. I don't think anything here is groundbreaking, and I do wish there were more of a breakdown in terms of how to actually apply good storytelling into your games with technical steps. In the end, this book is still a good if light guidebook to help you with your DMing.
As a fairly experienced DM (or Storyteller) that is just trying to elevate my craft, I thought a lot of the guidance in this book is something that is picked up on after experience BUT there is still some pretty good advice (i.e. how to handle NPC's during combat, some advice on how to make social or non-combat-but-still-happen-within combat challenges, etc). I do think some of the advice leans a little to close to "railroading" for my tastes, but that is not a bad thing necessarily.
If I was reading this book and prior to DMing though, I think this book would have been great.
I wish there was more explicit mechanics on how to implement some of the advice implies, but nonetheless still a fairly good book of advice
This book provides perspective, and a good deal of it. While it is important to remember that there is no magic answer to being a better storyteller (particularly active storytelling in the world of RPGs), this book gives a well organized and thoughtful set of approaches to improving the enjoyability and depth of your style. It is a low cost, quick way to get some great ideas from the perspective of someone who doesn't know you, your players, or your game. In that sense, it is an unbiased opinion of things we all can do to improve.
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!
Great resource for TTRPG storytelling. It was originally written almost 15 years ago, and how we run TTRPGs today has broadened and evolved. However, about 90% of it fits, and you'll recognize a lot of mechanics (sensitivity, session zero, etc.) that became mainstream gaming tools. I've been running TTRPGs for most of my life, and I still found inspiration and things that helped after listening to this. (Yes, I listened to the audiobook on Spotify. Sue me lol)
I have been very interested in running a game of my own for quite some time. This was a great read for someone who is more into story than just battling. I found a lot of this book very interesting in what the author found to work and what didnt work. Im moving on to read the second book now.
I didn't feel like this was a guide to storytelling at all. It was a very superficial guide on how to run a campaign in general which boiled down to: don't make it boring, make it make sense, don't be a dick, and, get feedback. I mean, yeah. Got one idea from it about NPCs, disagree about some details but overall, nothing of interest. Meh.
This book was formatted very well and also gives tips that work, as well as those that don't. If you could use some help on upping your fun with friends, give it a read.
Excellent read for new GMs who are fresh in the game. I am shy over a year into GMing and it gave me a lot of ideas. I wished it gave more ideas about how to tell the story as the intonations or the accentuation of words as you describe scenes.
The content is solid, but not really groundbreaking. Probably better if you never had read anything on the same subject (but have GM'ed a few sessions already). But still a good reading overall.
I really disliked the random "player quotes" inside the book, don't think those added much.
Helpful book of tips and ideas on how to improve GM skills and incrementally improve your game. Probably not the best for those just getting started, but a clear and concise book of tips and ideas for intermediates.
An almost perfect guide to DMing according to my own storytelling and gaming sensibilities. There are small things here and there on which I disagree with Aron, but for the most part I agree with how he approaches RPGs and collaborative storytelling. This book has made me a lifelong fan!
As a beginning GM, I found a lot of the advice in this book to be valuable, especially the sections on Rules and Mechanics and NPCs. The humor helped, too.
Very helpful book for game masters. I came away with solid tips to improve on combat, offer better NPCs, and solve problems around the table. Well worth a read.
Thought provoking. Gives a number of useful ideas, several of which I had not considered using in my 35 years of game master and playing experience. I can see this being useful for players as much as for gamemasters, as it may give them insight into the role and motivations of a gm. It can also give them ideas on how to contribute to a story and be aware of other players needs.
Great for beginners. Some good ideas for more seasoned gamers. Nothing groundbreaking really, but worth reading for most storytellers looking to improve their gaming.