Have you ever wondered what the deal is with games like DandD 5e and Pathfinder? What are they? What are RPGs? How do they work? How do you play them? And what’s a Game Master anyway?
Well, wonder no longer. The Angry Game Master is here to explain it all.
Game How to RPG the Angry Way will introduce you to the amazing world of table-top role-playing games. It’ll tell you everything you need to get yourself into the world of what to buy, how to play, and how to organize your first game session for your friends. And if you already know all that, Game Angry will help you improve your game mastering skills so you can run the best least worst games you can possibly run. And it’ll explain it all with the no-nonsense, direct teaching style of an Army drill sergeant who graduated from a Catholic school.
Whether you’ve never played or run a table-top role-playing game before or you’ve been running games wrong for years, Game Angry can help. As long as you can handle a little attitude.
This is another re-read in what is proving to be a year predominantly made up of “returns” for me.
What surprised me (again, just as it did the first time) is that so much of what drew me to Angry in the first place (weird niche crunchy suggestions, a la popcorn initiative, or time-management in 5e using a pool of d6s, etcetera) on the website is actually by and large not in this book.
This book isn’t quite a manifesto. In fact, this book isn’t even really a philosophy of play. This book is mostly clear, useful, and justified instructions on how to help run games that not only are manageable and fun for the GM, but in turn, cherish the players; I’m not sure Angry would cop to how both his site and his book are the most effective argument I’ve read against punishing edgelord GMs, or maybe he’d be fine with that idea, but he probably wouldn’t admit that part of that steadfast position he offers comes from a clear love of the players he runs games for—to protect them and to nurture their technical ability game-wise and to ensure they have fun and you don’t waste their time.
While I would love to read a book of really weird specific particular advice from Angry (his online advice greatest hits would fill a very thick book no doubt), I think this book is a nice anchor for good play that rewards everyone, it’s eminently readable (it had some editing issues 😯 but none that interrupted very severely), and it’s re-readable.
While the content does skew towards explaining a lot of stuff those of us with even a bit of actual experience don’t need to be taught, Angry’s insight into the specifics of how and why these things are important (coupled with his no-bullshit stances, i.e. GMs should own the table conflict, address it with problem players privately, and recognize that sometimes someone has to leave the group and that sucks but it’s a matter of respect for everyone else, &c.) are invaluable. Fundamentals are stupid and useless someone will justify why they’re useful (otherwise they’re just dogma masquerading as functional rules), and Angry’s writing does that—well, fundamental—work.
Hard thumbs up recommend for anyone who does referee ttrpgs and even more-so for anyone who is thinking of dipping their toes into GMing for the first time!
There's a lot of GMing advice you can find all over the internet especially with the recent boon in popularity of TTRPGs including D&D. This is the first book (and by extension the Angry GM and his blog/articles) is the first I've found to truly break it down into its component parts and what makes these types of games so compelling to play and run. I used to much prefer the 'collaborative story building' type games after having played D&D just a few times but I've come to attribute that more now to seeing how badly the game can be run: pointless dice roles, rules before common sense, prolonging non-interactive scenes, etc. I definitely feel like I have better sense of game design and will be a better GM for having read this.
I've been on a DND "tips and tricks" kick since starting to DM a game for a group of friends a few months ago. It took me a while to stumble onto this book, but I'm glad I did - as far as I'm concerned, anyone who is even THINKING about trying to run an RPG needs to get a copy of this book in their hands. It's written in a very accessible way (which you cannot say for any of the core DND rulebooks), and it's focused on how to actually run a game, not just describing rules and mechanics. For players, the first section is a great simple intro into RPGs. Imho, belongs in every book store's RPG section.
Scott Rehm dispenses excellent advice in his characteristic no-nonsense tongue-firmly-in-cheek style about 1: getting started with this whole “RPG” thing, 2: running your first game, and 3: becoming a better (Er, “less worse”) GM. Any fans of his blog, twitter, Facebook, or website will obviously find the book enjoyable. I would also recommend this book to any newcomers to the genre of tabletop role playing games; his advice is singularly excellent, and will indeed help you run less-worse games. Even experienced GMs (16 years under my belt before I cracked its cover) will find treasures and tricks to improve their game, and newbies will be given a dramatic leg up—all in a very comprehensible and humorous tone.
This book, contains a very clear and interesting approach to GM:ing. Structured in a logical and easy to follow way, that provides something for every GM, no mtter their experience level.
The main part of the book, and the start of the book is about how to actually GM, something not necessarily covered as well in the game's books.
Reading through the book I believe I as a new GM would have gotten a lot of tips and tricks for the road ahead. Something definitely recommended to those wondering or curious about the GM seat.
Would definitely recommend, no matter how much you've played, or if you're starting out, this book has something for you.
Very useful. I have only been DMing for 2 years and I consider myself to be fairly new. I only get the chance to play once a week.
This book contained a lot of helpful information that I hope to put in good use. I wish there was some 'cheat sheets' that I could stick to my DM screen but I can do that myself.
Narration has always been my weak point and this book dedicates 2 chapters on it which I will revisit for sure. I hope it helps other GMs as much as it helped me.
Decent tips, mostly geared at the new/newer GM. The author's writing style was humorous at first, but wore on over time. If you take this book in chunks instead of all at once, that probably won't bug you as much.
One of the best resources for anyone running tabletop RPGs, regardless of past experiences: as a long-time game master, I found Rehm's 'angry GM' advice both thought-provoking and helpful, but those new to the hobby are bound to also find plenty of thoughtful information in these pages as well.