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Gamemastering Paperback – August 8, 2009


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Paperback, August 8, 2009
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Gamemastering + Never Unprepared: The Complete Game Master's Guide to Session Prep (EGP42003) + Eureka: 501 Adventure Plots to Inspire Game Masters, EGP42001
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Product Details

  • Paperback: 330 pages
  • Publisher: CreateSpace Independent Publishing Platform (August 8, 2009)
  • Language: English
  • ISBN-10: 144867543X
  • ISBN-13: 978-1448675432
  • Product Dimensions: 10 x 8 x 0.7 inches
  • Shipping Weight: 1.5 pounds (View shipping rates and policies)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Best Sellers Rank: #248,859 in Books (See Top 100 in Books)

Customer Reviews

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That alone is reason enough to read it I think.
RL
This book has really helped me to prepare my games in a more organized, easier to run manner while not compromising the way my group and I like to play.
William M. Thompson
This book is a gem that not only I will use, but which will be waiting for my boys to discover years from now.
Jody

Most Helpful Customer Reviews

5 of 5 people found the following review helpful By Jody on May 28, 2011
"Gamemastering" by Brian Jamison is a must have for novice gamemasters and provides both new ideas and methods to organize thoughts for more experienced gamemasters. The book covers hundreds of topics both in-game and out-of-game that relate to the roleplaying game experience. Thank you Brian Jamison for writing this book.

I bought the book through Amazon. It has provided me with many new ideas to use when my boys are a few years older and are able to play '80's D&D, AD&D and 3.5/Pathfinder with me. It will also be a tool for them if they decide to become gamemasters themselves. This book is a gem that not only I will use, but which will be waiting for my boys to discover years from now.

Here are the chapter titles (each chapters contains numberous tips and ideas):
1. Chapter one - the One Law
2. Chapter two - Choosing Players and a Game System
3. Chapter three - Creating the Universe
4. Chapter four - Character Creation
5. Chapter five - GM-only Character Information
6. Chapter six - Creating the Adventure
7. Chapter seven - The Obstacle and Its Three Stages
8. Chapter eight - Adventure Settings
9. Chapter nine - Beware the Maze
10. Chapter ten - Filling Out the Adventure
11. Chapter eleven - Adding the Support Cast
12. Chapter twelve - Tools of the Trade
13. Chapter thirteen - Guidelines for the First Session
14. Chapter fourteen - Gamemaster as Judge: Rules and Reality
15. Chapter fifteen - Gamemaster as Actor: Using GCs Effectively
16. Chapter sixteen - Gamemaster as Camera: Focusing on the Important
17. Chapter seventeen - Combat and Its Consequences
18. Chapter eighteen - Effect, Mood and Pacing
19. Chapter nineteen - Encouraging Roleplaying
20.
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5 of 5 people found the following review helpful By Brian Feaver on February 10, 2011
I gamemastered through high school, college, and on and off in the 10 years since then. I recently saw the review of this book on wired.com and decided to check it out. After reading through many of his suggestion, particularly the character creation ideas, it inspired me to start up another game. I used a lot of the advice he puts forth in his book.

I thought the book structure was well laid out. He provides lots of examples and tables that make implementing his suggestions quick and easy to get started. As with any RPG, everyone has their own opinions and there are a few of his suggestions I don't personally care to implement. As fun as it may be for some people, I'm not going to speaking in different voices for each character.

Overall, he emphasizes having fun and including the players in the creation of the world and the story. I would highly recommend this to anyone who is thinking of starting a game or even someone who has been running them for years.
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4 of 4 people found the following review helpful By Jake Howler on September 17, 2012
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This book is simply amazing! I've read a lot of GMing related books, including Robin's Law for Good Gamemastering, but I've never read anything more complete and practical than the advice you'll find in this book.

To begin with, the author has more than 30 years of experience with RPGs. And its brilliant the way he manages to simply cover all the different types of GMing styles (and its particular adversities) in detail. The book also contains all the tools you'll ever need to build the best game of your life, and it teaches you how to build a complete and detailed adventure in a matter of HOURS.

To me, this is the GMing bible. I never go to the table without it!
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2 of 2 people found the following review helpful By The Chad on December 28, 2012
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This is the single most useful book I have ever read about gamemastering.

I have been running pre-written adventures for many years, and this is the first book that has ever given me the feeling that I could finally run my own sandbox-style campaign!

The advice is so concrete, and the step-by-step instructions on how to actually create your own adventure are so thorough. Once I simply followed the steps outlined in the book, I had the whole beginning of an adventure written down and in my head, ready to run for my players! I really feel like the players could go anywhere or try anything in this world that the book helped me create, and I could make an interesting adventure out of it with the tools the book gave me!
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2 of 2 people found the following review helpful By RL on August 16, 2012
Note: This is also available for free as an ebook on the author's site.

I read this in one sitting and have been referring to it constantly to make sure I'm on track for my games. If you read it with an open mind you will find many ideas on how to entertain the players and build a story worth playing in. The style of GMing suggested by this book is motivated by improvisational play. This means truly dynamic and rich play. I've had many great moments as a player in these kinds of games and it really invites all kinds of fun. On the other hand, I've also played under GMs that force their grand story on you and it left me with a bad taste in my mouth.

I enjoyed that the author came off as honest and understanding, as if he were conversing with me directly. In a writing sense the book is not perfect, but the advice is sound and easy to understand. The author provides many tables to help GM preparation, improvising events, and character creation. That alone is reason enough to read it I think. He also offers plenty examples to illustrate his point.

The author admits that this is not a book that everyone will support, but regardless of personal GMing beliefs, most GMs will come out with useful ideas and information to enhance their games.
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