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E**L
Multiple Esays so while sometimes the same words,, different perspective.
I LOVE this book it's great for new Dm's and old Dm's as a guideline. At only 120 pages I disagree with the price, but it's refreshing to read about techniques I already use, and techniques I haven't used but have instigated into my games and i feel it's improved my games
R**R
Good amount of information on an interesting topic
I am a fan of this Kobold Guides series.I listen to the latest book as an audio production, and it lasted about five and a half hours.The various chapters vary in style and content ranging from helpful, tactical tips to broad works that describe plotting and scenario development in an almost academic way.I enjoyed all of the chapters. I love audio books, but this is one that might be useful to have in hard copy as one of the significant chapters talks through a random process with lots of tables to roll on (hard to do with an audio book), and the last portion of the book is actually a module (also, difficult to fully utilize in audio book form).All in all, this is a nice addition to the role-playing, gamemaster library.
B**S
Wouldn't it be great if you could sit down and pick the brain ...
Wouldn't it be great if you could sit down and pick the brain of some truly great and experienced GMs and game designers and learn how to improve your own GM sessions, whether you're doing prepared modules or homebrewed designs? Well, essentially, that's what you get with this Kobold Guide. Like others in the series, it's collection of essays that cover various topics. The downside to this format is that not everything will be related to what you're interested in. For instance, I ended up highlighting probably half of Kevin Kulp's "Oral Tradition" essay given how many useful tidbits it provided, while other essays weren't nearly as useful. Still, I suspect there's more than enough in this book to make it worth it for GMs of all levels of experience, and the advice is going to apply to any rule system that you happen to play.
J**Y
The advice each person gives is super solid and really can fit into any type of ...
So, I got this product after seeing it in a GenCon add and figured why not. I own soem of the other Kobold Guides to World Building and etc so I knew the style of a bunch of different artciles from different people. At first I was just going to go to the artciles that interested me most but then I just fell into reading each one from front to back, SO WELL DONE! The book tackles playing Evil Characters, how to put weirdness in your games (Think Horror or Lovecraft Weird), Complex plotting, Doing cliffhangers, and much more. The advice each person gives is super solid and really can fit into any type of RPG game that you would want to run (not just Heroic Fantasy).Keep up the great work Kobold Press!
V**T
I Thought I Said Shots and Champagne
Really great methodical planning tool for building out a complete campaign that feels more than just a series of random encounters and subplots. Great ideas for really getting players involved in the story with their own characters and making big decisions that have a true impact on the story and on the game world you are describing for them as the GM.
J**.
Fantastic resource
The variety of authors and their perspectives lead to a great read. Get the Kindle version so you can highlight, flip back and forth easily, and tab pages for future reference. Has given me a much better notion of designing a world and the campaign for that world.
S**Y
Useful ideas and essays on writing
Well worth it for gamemasters who are starting out the book has some good advice on getting ideas and developing your thoughts.
R**K
Let Richard Pett and other greats help you with your campaign
This is a good book full of sort essays by luminaries in the role-playing game industry. They give tips and perspectives about all facets of running a game, My favorite section is by Richard Pett where he takes time to talk about making memorable NPCs. He provides two d50 tables and a sample of how he uses this.
K**L
So much useful experience bundled into one small book.
I've been reading quite a few books about GMing since I've decided that this is what I want to do. I plan on giving them all 5 star reviews but this one so far has been my favourite. The book breaks down and analyses plots and campaigns from the perspective of experienced game masters. It's not rocket science but it's still far better to learn from experienced GMs about what works and what doesn't rather than blunder around for 20 years repeating the same mistakes.
B**S
good discussion
really nice and coherent stuff found inside. from beginner to more senior gms
M**M
Worth the money
Some good advice. Well worth a read. I picked up some good info.
R**E
Extra pages from a totally random book included at the start of my book.
If I had wanted a book about being a teenage girl and my feelings I would have purchased a different book, but I didn't want that type of book yet I somehow managed to get a portion of one despite buying a book about fantasy worlds. How exactly does something like this happen? It's 4 random pages (front and back) from a completely different book just sitting there at the front of the book I wanted. I don't get it, and frankly I don't want it. 1 star for horrible quality control. If it is intentional and I can't see why it would be, then 1 star for putting 4 random pages about teenage girls' feelings inside my book.
S**C
A really smart guide to writing exciting campaigns.
A group of experienced and intelligent GMs gives us insights and tips. Totally enjoyed the read and will be using their ideas.
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