Well ... the search for that really good DM guide continues. This work suffers from trying to be too many things: it bops back and forth between tips and ideas for DMs and for Players, sometimes inscrutably so. In trying to be a helpful guide for everyone, it touches on too many things lightly, being too superficial for either DM or Player to really feel like this is the work for them.
Another significant flaw in this is Mr. D'Amato bizarre assumption throughout that since he has experience playing RPGs in front of an audience, and since Critical Role is popular with the kids these days, a great deal of his advice and tips are aimed for playing RPGs in front of live audiences. Now, as the rest of us know, 99.9997% of people who play RPGs will never be playing in front of live audiences, and of those who do, close to that same percentage probably shouldn't be doing it. Thus, much of the discussion on playing in front of people is wasted. Similarly, Mr. D'Amato never hesitates to remind us he had some experience with improv, and proceeds to give us half-remembered, poorly implemented exercises and techniques. It's like that one guy who went to that one workshop that one time whose life was "totally changed" by it, then comes back and tries to spread the good news of improv without really remembering all the important background and just shares the activities ... and most of it makes little to no sense, nor are they very practical for most players.
This constant emphasis on "audience" further confuses the reader, as, like many contemporary "how to play RPGs the right way" guides suffer, the pervasive "you are all audience members and you are all storytellers" requirement continually pokes us in the shoulder. This doesn't have the same bizarre notion as the Kobold Guide does of "of course you are playing with total strangers" (which surely almost never happens), but this guide does give the impression you are playing either with amoral "anything goes ever" players or "wholly insecure people who never can handle not being the center of attention." There's some pressure to keep people constantly engaged, but won't your friends, the ones you enjoy playing with, be okay if they aren't the center of attention for a session or two? Aren't they there because they like being a part of the overall story, seeing where it goes for their friends as well as for them? It's like the "audience" has to be entertained all the time, mainly by being a part of creating a story. And by jingo, it better be fun for everyone every second, or it's all a total failure!
This guide does have a fair number of brainstorming worksheets and question guides, which at first seem like the saving grace of this work. Yet, if you buy this book, are you really going to write in it? And the binding is so tight it'd be tough to photocopy the worksheets. Maybe there's a link to them on-line, so you can download them and reuse them for different games, but that just means you are paying for a lot of empty space in this book.
And the color scheme is atrocious. The black/dark blue and red colors throughout are so irritating to look at - how did that possibly get through the editor team? Why in the world would you make red one of the dominant colors you need to read for an entire book? Bad decision, that.
I realize I've given you the impression this work is a complete waste of your time, but that was not my intention. The flaws are just so egregious: the inability to commit to who the audience for the work is, the pervasive misunderstanding of who is playing these RPGs and why (and who is watching them do it), the bizarre worksheets who may be good ideas but end up wasting space, the atrocious color scheme ... all make for a disappointing package.
If, however, you take the time to read a few of these chapters, and maybe all of them, it's quite possible you will glean from this overall mess a few useful kernels of gameplay tips. You certainly won't get as many as you want, especially from a purported "ultimate guide," but you may get two or three little ideas that could improve your approach to your character or the kinds of encounters you craft as a DM. Definitely read it from the library for free before spending any money on it.