

Review: Equally good for beginners and veterans - TLDR: really useful approach to GMing with lots of practical checklists - at the start, it felt a bit like they were saying "all other games are like THAT but this method teaches you to play like THIS" - my group already play a lot like THIS so I thought I was going to trudge through half the book before giving up - I am glad I persevered - this book reduces prep while generating better games - it gives easy to follow, step-by-step guides to help you prep for interesting session that have already elevated my games - it is well written and well laid out, making it an easy and engaging read - this also makes finding the bit you need really easy - it is full of good, useful examples that illustrate each point in a clear way The basic premise is to shift the game so that it has a heavy focus on player character goals. It then has systematic, codified steps to follow that help you to place interesting and diverse obstacles in the PC's way that might hinder or challenge (or even help) the pursuit of those goals. It references Blades in the Dark as the progenitor of this style of play but it is taken to a much broader set of games. You could just as easily run hard sci-fi, modern horror, or grimdark fantasy as you can the more common superhero fantasy of 5E. I haven't bought any of the other books in this series. So I cannot say how it compares. I do read a lot of these books. Most as pants and end up at the charity shop. This one is a keeper and I cannot recommend it highly enough. Review: Information I didn’t know I needed to know. - There isn't too much to say really. I’ve been running roleplaying games for a short while and looking for inspiration to improve my players experience as most DMs do. I picked this up in hopes to get ideas but the more I read, the more I’m realising that I could be SO much better. It’s basically a book that helps you understand the principle of tabletop games and why people enjoy them. It’s all well and good writing and running a game with lots of fancy twists and turns but this is teaching me that being proactive with my storytelling will allow my players to feel like THEY are in control of what happens and provide a more fun experience. Whereas running a reactive game is basically hand holding your players through predetermined events. This has taught me that reactive roleplaying is basically leading your players through a novel where they have no control over the outcome of anything. I obviously want to bring more freedom so this book has helped me immensely in such a short time. Highly recommend along with the other books in the series.






| Best Sellers Rank | 38,279 in Books ( See Top 100 in Books ) 45 in Hobbies & Games References 47 in Role-Playing & War Games |
| Customer reviews | 4.7 4.7 out of 5 stars (758) |
| Dimensions | 14.1 x 1.52 x 21.59 cm |
| Edition | 1st |
| ISBN-10 | 1956403442 |
| ISBN-13 | 978-1956403442 |
| Item weight | 1.05 kg |
| Language | English |
| Part of series | The Game Master |
| Print length | 240 pages |
| Publication date | 13 Nov. 2023 |
| Publisher | Media Lab Books |
J**S
Equally good for beginners and veterans
TLDR: really useful approach to GMing with lots of practical checklists - at the start, it felt a bit like they were saying "all other games are like THAT but this method teaches you to play like THIS" - my group already play a lot like THIS so I thought I was going to trudge through half the book before giving up - I am glad I persevered - this book reduces prep while generating better games - it gives easy to follow, step-by-step guides to help you prep for interesting session that have already elevated my games - it is well written and well laid out, making it an easy and engaging read - this also makes finding the bit you need really easy - it is full of good, useful examples that illustrate each point in a clear way The basic premise is to shift the game so that it has a heavy focus on player character goals. It then has systematic, codified steps to follow that help you to place interesting and diverse obstacles in the PC's way that might hinder or challenge (or even help) the pursuit of those goals. It references Blades in the Dark as the progenitor of this style of play but it is taken to a much broader set of games. You could just as easily run hard sci-fi, modern horror, or grimdark fantasy as you can the more common superhero fantasy of 5E. I haven't bought any of the other books in this series. So I cannot say how it compares. I do read a lot of these books. Most as pants and end up at the charity shop. This one is a keeper and I cannot recommend it highly enough.
S**S
Information I didn’t know I needed to know.
There isn't too much to say really. I’ve been running roleplaying games for a short while and looking for inspiration to improve my players experience as most DMs do. I picked this up in hopes to get ideas but the more I read, the more I’m realising that I could be SO much better. It’s basically a book that helps you understand the principle of tabletop games and why people enjoy them. It’s all well and good writing and running a game with lots of fancy twists and turns but this is teaching me that being proactive with my storytelling will allow my players to feel like THEY are in control of what happens and provide a more fun experience. Whereas running a reactive game is basically hand holding your players through predetermined events. This has taught me that reactive roleplaying is basically leading your players through a novel where they have no control over the outcome of anything. I obviously want to bring more freedom so this book has helped me immensely in such a short time. Highly recommend along with the other books in the series.
D**N
An excellent handbook that I will be recommending to every Game Master I know
Truly excellent. Contains so many useful tips and guidelines for easing the job of the Game Master. I don't know how I managed without it before (I do, actually, and the answer is the end of a campaign through GM burnout and disappointment). Ideas are well-presented, thoughtfully and with useful examples and idea generating tables throughout. Even just the first chapter is worth the asking price and instantly had me reconsidering everything I thought I knew about GMing.
G**R
Meh
A bit rambling and obvious. Your typical "step by step guide to being inspired". If you're inspired you don't need it. If you're not inspired, you probably never will be.
J**O
The best book of advice on TTRPGs you’ve never heard of
There’s a lot of advice out there for playing tabletop roleplaying games, some aimed at GMs, some for players. I honestly think this book by the Fishel/Quest Brothers’ is one of the most practical treatises on how to run a game that _everyone_ will enjoy, hands down. Lots of games reccomend structuring the game around the players, rather than trying to write plots for folks to play through, which is a solid piece of advice. But few of those books have practical advice on how to actually do that, which the Quest Brothers’ explain in a simple, step-by-step method, which can apply to a wide-ranging variety of games, whether your group predominantly plays story or “indie” RPGs where at least _some_ of this is baked into the rules, or whether you’re playing a more traditional or combat-oriented game that mainstream audiences might already know or have heard of. It’s also presented in a very conversational, easy-to-digest manner. It starts by getting the players to establish a short and also some longer term goals for their PC, and integrating them in a meaningful way into the rest of the structure of the game. Then the book goes further, by outlining strategies for the GM to populate the world with various villains, factions, environments, etc., all also motivated by varying goals that dovetail or collide with the PCs’. The advice is all really simple, to the point, with useful tables to help get you and your group’s creative juices flowing. I am honestly puzzled that more people aren’t aware of this book or the advice herein. For most game tables and the games played on them, I can see it being invaluable. I suspect the only thing that may have interfered with it being shared more widely is the fact that it’s only currently available in print. Hopefully a digital version is forthcoming. Additionally, I must say I was a bit puzzled by the inclusion of a scenario at the conclusion of the book, but I have read subsequently that it was something the publisher insisted was included, and I think they’ve done a good job, essentially going against the principles espoused in the book, but the scenario works as a great illustrative example of how one might approach bringing these simple principles to play at your respective table. I really think this book is a must have for every player or GM that plays TTRPGs. It’s my number one favourite book on how to do effective “prep” that will make your game not only the most fun, but the most memorable your players have experienced in a long time. You might think you don’t need advice on how to run or play games, but I still think it’s worth a look.
V**J
Does not match previous series format
When ordering on pre order I foolishly assumed this book would match the format of all.others in the series so far. Very disappointed to see it has been cheaped out to a small size paperback, which to add insult arrived dog earned.
A**É
I am half-way through and already lost count of how many times I had to stop reading to take notes about a campaign, a character background, new ideas, etc.
S**S
Some interesting ideologies in the book. I can see the benefit after having read through it.
A**R
This is a book about what experienced players do all the time. But, it gives structures to make it table/ game wide and have all players, new and expert, participate in player agency. My favorite line in the book is when the authors point out that the reason people love making a new character so much is that you have complete control over that everything that has happened and is happening to the character when the story begins. This method helps players continue that feeling and lessons the work of the Dungeon Master. I do have to say that I was disappointed when it showed up so much smaller than the other books in the series. My picture here shows it next to another book in this 5-book set. All of the other ones are the same size and then this. It doesn't really fit. Now, I will say that its size let me take it on a trip and read it on the plane, so I love it on its own. It's just that I wasn't expecting the difference, and I don't want you to get caught off guard. Also! In the ad they have it is clearly a hardback book, but this order of mine was paperback.
T**F
Focusing on player goals is truly the future of roleplaying. This book ( just the first chapter even ) will change the way you run your campaigns.
A**A
This paperback contains great inspiration and well thought out concepts which can enhance creativity in writing and games, especially DnD type of roleplaying. Recommended.
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