Title: The Ultimate RPG Game Master’s Guide
ISBN: 9781507221853
Price: $15.99
Publisher/Year: Adams Media, 2024
Author(s): James D’Amato
Rating: 3.5/5
The RPG hobby is in a radically different place in 2024 than it was when I first started playing. There are a lot more people that have been introduced to roleplaying games via actual plays that they watch for entertainment. That means there is much more of a market for a product that presents what it’s like to run an RPG before someone may have even settled on a game system or purchased their first rulebook.
The book touches on the following topics:
- Goals for GMs
- Dispelling Myths
- Safety and Conflict Resolution
- Game Formats
- Make Choices Important
- Session Zero
- Game Openings
- Plot
- Role-Play
- Player Characters
- NPCs
- Locations
- Encounters
- Bosses
Even though I’ve been doing this a while, the narrative is entertaining and engaging. The beginning of the book made me think that I was going to enjoy an entertainingly written refresher course, something that wasn’t presenting me with anything drastically different than I already knew, but good to revisit from time to time.
That was before I came to the sections marked “GM Tool Kit.” There are ten of these throughout the book, and include the following topics:
- That Guy–player archetypes that may be difficult for a new GM to deal with
- Zero Check-In–questions on various topics to revisit session zero topics
- Suggested Openings–a list of campaign opening scenes with pros and cons to their use
- Creating a Divination Deck–customized cards with symbols and meanings to reinforce themes you want in your game
- Counting to Twenty–an improv exercise designed to help people make room for others in conversation
- Flashback Cards–cards to act as prompts for players to fill in details about their past over time
- Death and Damage Chart–a system for tracking NPCs that measures how long they remain important in a campaign and what they can accomplish off screen
- Advanced Narration, Sense Beyond Sight–questions to help introduce additional senses to your descriptions
- Narrative Rewards Table–rewards that act as a payoff to the desires and actions of the players
- Big Bad Evil Moves–a system for tracking what the main campaign villain is accomplishing when not directly engaged with the PCs
My favorite GM advice books are ones that have actionable content. It’s always good to read well-reasoned advice, and to gain a new perspective, but I like having tools and procedures to work through. It helps me internalize what I’m reading, and the best tools make it easier to perform best practices in your game.
Not all these tools resonate with me, but I love the concept of all of them. The idea of the Death and Damage chart, for example, because it’s really cool to have a means of randomizing what’s going on with your NPCs. It’s a great way to make a campaign feel like a living thing. I’m just not sure all of the steps for resolving NPC actions feel intuitive. That said, I may need to play around with it to see if I get a feel for it over time.
On the other hand, I love the Big Bad Evil Moves system. It’s a great way to prod your imagination when it comes to having your campaign villains actively doing, instead of lying in wait. I wish I had had a tool like this for my 7th Sea game, for example, to work in tandem with the thinner rules that game provided on villain gambits.
The advice in this book is consistently good, but there are a few places where it really shines. One thing it does very well is avoiding absolutes. The text may tell you that it’s better to avoid X, but it will then explain why some people may like to do X, and what the major pitfalls with X are. For example, explaining while sometimes you want to engage in familiar tropes.
There is a great discussion of the pros and cons of larger or smaller groups, and what kind of campaigns work better with different group sizes. The book explains the benefits of breaking adventures into distinct scenes that have goals, as well as introducing action scenes that expand on multiple axes. The text is great at explaining the need for stakes and communicating with them and tying them to why the PCs are doing what they are doing.
The safety advice doesn’t sound perfunctory. Not only does it deal with why you want to have a safe table to keep the game going, but because it’s just good for human beings to feel comfortable and to push themselves when they want, and not when they need to react to the unexpected.
What was unexpected to me was the advice on actual play. This shouldn’t have surprised me, given that James D’Amato created the One-Shot Podcast. A lot of advice regarding new players and actual play revolves around telling people they don’t need to try do what Critical Role or Dimension20 does. Instead of dissuading new GMs from attempting an AP, the advices is actually simple and effective advice about understanding the scope of what you want to do, and the objective, making it clear that if you just want to have an AP to share with a handful of people, that’s perfectly valid.
Once this is established, there are some solid guidelines. This includes avoiding crosstalk, how much more information you need to provide in narration for people that aren’t actively playing the game with a character sheet in front of them, and being willing to engage with stories that go big.
The book is a fun read, which does a great job of introducing concepts to new GMs and breaking those concepts down into digestible bites. A lot of the negative spaces that someone might have from watching their favorite AP gets filled with solid definitions and advice. The GM Tool Kit sections make it much easier to put some of the advice into practice and provide a lot of value for long term GMs to help manage the background elements that a lot of GMs really want from their campaigns, to help make them feel more alive.
A few of the tools don’t feel as intuitive as I would like, but they may work better in actual practice than in reading about them. As a general critique of formats, the eBook is great for reference, and the audiobook is great for an initial read through, but it feels like the ideal format would natively incorporate both–but that’s a much bigger topic than just this one book. The advice moves from general and introductory towards more advanced techniques, and while the text is careful to say that much of this is optional, it’s possible that a new GM might get a little overwhelmed if they jump into using all of the tools they read about.
If you are an established GM that likes to touch base on your GMing skills by reading other perspectives and widening your toolkit, this will be a good purchase for you–as long as you pick the format that works best for how you read and reference things. If you are looking for a GM advice book for someone just entering the role of GM, that’s new to playing RPGs, this is a great introduction to the hobby.