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Author D'Amato, James, author.

Title The ultimate RPG gameplay guide : role-play the best campaign ever-no matter the game! / James D'Amato.

Publication Info. Avon, Massachusetts : Adams Media, An Imprint of Simon & Schuster, Inc., [2019]

Copies

Location Call No. Status
 Middletown, Russell Library - Children's Nonfiction  J 793.93 DAM    Check Shelf
 Simsbury Public Library - Teen  TEEN RPG ULTIMATE    DUE 04-29-24
Edition First Adams Media trade paperback edition.
Description 254 pages ; 22 cm.
Series The ultimate RPG guide series
Bibliography Includes bibliographical references and index.
Summary "Whatever RPG game you play, from D&D to Call of Cthulu to licensed games like Star Wars, every detail is important. From setting the scene to choosing the right music or even adjusting the lighting to create the right atmosphere, every choice helps maximize your gaming experience. The Ultimate RPG Gameplay Guide provides practical advice for everything from pre-game preparations and in-game improvisation to working out a plan of attack with your teammates to learning how to lean into the setting of your game. Including instructions, prompts, and activities, it offers everything you need for successful, fun role-playing with your friends every time you play. Create hours of narrative and make the most out of your storytelling skills by setting the perfect scene for your adventure. Whether you need advice on your character or working better with your gaming group, James D'Amato includes everything you'll need to take your game to the next level"-- Provided by publisher.
Contents Part 1 Basic storytelling -- 1 Understanding audience: An introduction to thinking of the players of an RPG as the audience for the story -- 2 State Objective: An explanation of how creating clear goals aids collaboration -- 3 Story- or System-led creation: An explanation of how game mechanics are used to create narrative -- 4 Session zero: A guide for having a conversation before you start playing a formal game to help your group work together -- 5 Understanding text: An explanation of how specific words shape a group's understanding of the narrative and ability to collaborate -- 6 Make choices important: An explanation of concepts from improv and how they apply to games -- 7 Pacing: Multifaceted advice on what drives the audience experience of an RPG story and how to pace it effectively -- 8 Engagement: Explanation of vulnerability and enthusiasm as a driving force in narrative games. Alternative methods for encouraging those core drivers -- Part 2 Advanced playing techniques -- 9 Introduction to GMing style and making choices with intentions: An explanation of different stylistic approaches to GMing and advice on how to cultivate a personal style -- 10 Themes: A guide to understanding themes in RPG stories and how to use them to create a cohesive piece -- 11 Imagery: An explanation of how to use themes to create imagery in your narration -- 12 Playing to change: An explanation of how PCs are different from protagonists in other media and advice to help you play characters who feel dynamic -- 13 Looking for trouble: Advice for eschewing traditional approaches to playing a PC in order to introduce compelling conflict to a story. -- 14 Delegating creativity: Advice to allow GMs to delegate parts of their role to make a game more collaborative and engaging -- Part 3 Playing for experience -- 15 Finding a voice: A drill for generating and practicing character voices -- 16 Limiting choices: A storytelling exercise challenging players to creatively overcome obstacles while limiting their choices -- 17 Same rock, different world: An exercise using shifting genre and theme to change descriptions of objects in different settings -- 18 Building the group mind: Three exercises adapted from improv to develop collaborative skills in an RPG group -- 19 Unpacking desire: A self-analytical tool to aid players in understanding which aspects of RPGs they enjoy -- 20 Narrative rewards table: A tool to help GMs generate story hooks as rewards for quests rather than loot -- 21 Pacing scorecard: Tools to help GMs outline sessions by breaking down different factors that affect a game's pace -- 22 Mood lighting: Similar to Same Rock, this exercise guides readers to use the same details to make a room appropriate for different moods, tones, and scene types -- 23 Side scenes: Three exercises based on improv and fan fiction to help players explore their characters outside regular game sessions.
Subject Fantasy games.
Role playing.
Video games.
Fantasy games. (OCoLC)fst00920831
Internet games. (OCoLC)fst00977244
Role playing. (OCoLC)fst01099624
Genre/Form Handbooks and manuals. (OCoLC)fst01423877
Handbooks and manuals.
ISBN 9781507210932 (trade paperback)
1507210930 (trade paperback)
9781507210949 (ebook)
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