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A good DM books recommendation?

Started by Cathal, April 11, 2023, 12:22:11 PM

Previous topic - Next topic

PulpHerb

Quote from: VengerSatanis on April 19, 2023, 03:14:18 PM
Quote from: rytrasmi on April 11, 2023, 12:46:44 PM
I found these books very helpful. They are more directed to the mechanics of running a game than creating adventures or campaigns:

- Angry GM's book

- Venger's How to GM like a Fucking Boss

Thanks, hoss!  I just came out with a follow-up to that book, yesterday, in fact.  Here's a link to Advanced Game Mastering Like A Fucking Boss: https://www.drivethrurpg.com/product/434328/Advanced-Game-Mastering-Like-A-Fucking-Boss

The most interesting bit to me in the original, and I find it funny in contrast to you in your videos, is you discussions of applying professional work standards to yourself when DMing.

And, yeah, I started paying attention to what I was wearing and being more formal in approaching my role after reading it.

ronwisegamgee

The book that leveled up my GMing was Dungeon World. It clearly spells out what a DM is supposed to do at the table and away from the table with little guesswork as to what to do next.

Cathal

Quote from: Wrath of God on April 19, 2023, 10:58:40 AM
Alas pdfs of White Dwarf Magazine from 70s exists in depths of internet. Just seek them.

Done  ;D
"I tell everybody it's gonna work that way, because I said so. So, sit down, grow up and let's go." - Tim Kask
About the rules... "Give it to us raw, and wriggling."

PulpHerb

Quote from: ronwisegamgee on April 19, 2023, 06:17:10 PM
The book that leveled up my GMing was Dungeon World. It clearly spells out what a DM is supposed to do at the table and away from the table with little guesswork as to what to do next.

I agree. I'd say any well-written PbtA game does this with the Gamemaster moves system.

Like I said about the Angry GM above, it isn't anything you don't know and do, but by putting it as a list of actions, and if you compare multiple PbtA games genre specific as well as general ones, it gets you think.

Cathal

Quote from: PulpHerb on April 19, 2023, 07:21:46 PM
Quote from: ronwisegamgee on April 19, 2023, 06:17:10 PM
The book that leveled up my GMing was Dungeon World. It clearly spells out what a DM is supposed to do at the table and away from the table with little guesswork as to what to do next.

I agree. I'd say any well-written PbtA game does this with the Gamemaster moves system.

Like I said about the Angry GM above, it isn't anything you don't know and do, but by putting it as a list of actions, and if you compare multiple PbtA games genre specific as well as general ones, it gets you think.


::) Sorry for the beginner question, but a GM book for Pbta is useful for a D&D/OSR system?
"I tell everybody it's gonna work that way, because I said so. So, sit down, grow up and let's go." - Tim Kask
About the rules... "Give it to us raw, and wriggling."

Cathal

Found this book: Through Dungeons Deep: A Fantasy Gamers' Handbook by Robert Plamondon.

Did anyone read it?
"I tell everybody it's gonna work that way, because I said so. So, sit down, grow up and let's go." - Tim Kask
About the rules... "Give it to us raw, and wriggling."

ronwisegamgee


[/quote]

::) Sorry for the beginner question, but a GM book for Pbta is useful for a D&D/OSR system?
[/quote]

Absolutely. It's largely system-neutral advice that is either easily transferable to D&D/OSR or can be extrapolated into D&D/OSR jargon.

PulpHerb

In Dragon #40 there is an article, "Even Fantasy Has Reality," that is written towards a very specific fantasy playstyle, but it has interesting ideas adaptable in a lot of ways beyond it. For over 40 years, it has shaped my fantasy gaming and even some non-fantasy.

Specifically the environment meter reflecting the ground state of the environment in mythic and metaphysical terms, how play actions change it, and how it returns to ground state are useful and adaptable. They readily adapt to politics, for example.

The Spaniard

Castles & Crusades CKG (Castle Keepers Guide) 4th printing. 

AD&D Dungeon Masters Guide, of course.

GhostNinja

Quote from: Eric Diaz on April 13, 2023, 04:05:22 PM
Lazy Dungeon Master I found good, not great. Review here:

https://methodsetmadness.blogspot.com/2022/09/return-of-lazy-dungeon-master-review.html

Sounds interesting.  Can you give me some of the good, the bad and the ugly of this?  What you think is good and what you dont like?

I am always looking for books to check out.
Ghostninja

Ruprecht

#55
Quote from: SHARK on April 11, 2023, 01:35:37 PM
Greetings!

1E AD&D's Dungeon Master's Guide, by Gary Gygax.

Get it.
Read it. Slowly. Chew on it, and ponder every section. Let your imagination soak up what Gygax discusses in the pages.

As you take notes, and begin to build your campaign, go back to Gygax's Dungeon Master's Guide, and re-read sections, again. I guarantee you will gain new inspiration and pick up new insights that you missed in your previous reading.

Semper Fidelis,

SHARK
I agree 100%. DMG was a masterwork and 2E blew it by not just using the same DMG and slapping "also good with 2E" on the cover.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. ~Robert E. Howard

PulpHerb

Quote from: Cathal on April 19, 2023, 09:00:35 PM
Quote from: PulpHerb on April 19, 2023, 07:21:46 PM
Quote from: ronwisegamgee on April 19, 2023, 06:17:10 PM
The book that leveled up my GMing was Dungeon World. It clearly spells out what a DM is supposed to do at the table and away from the table with little guesswork as to what to do next.

I agree. I'd say any well-written PbtA game does this with the Gamemaster moves system.

Like I said about the Angry GM above, it isn't anything you don't know and do, but by putting it as a list of actions, and if you compare multiple PbtA games genre specific as well as general ones, it gets you think.


::) Sorry for the beginner question, but a GM book for Pbta is useful for a D&D/OSR system?

Not a GM book, but one of the core rule books.

And yes.

They formalize DM actions in a list of "GM moves".

They aren't anything you don't learn, but by listing them with small definitions it gets you to think about them instead of just using them by gut.

And, in general, good GM advice, unless rules advice, is system neutral. I tell anyone reading anything to read the original DMG because of the gems in it. Same for "Listen Up You Primative Screwheads" if just for the niche protection section alone.

Cathal

"I tell everybody it's gonna work that way, because I said so. So, sit down, grow up and let's go." - Tim Kask
About the rules... "Give it to us raw, and wriggling."

SHARK

Quote from: Ruprecht on April 22, 2023, 11:41:56 PM
Quote from: SHARK on April 11, 2023, 01:35:37 PM
Greetings!

1E AD&D's Dungeon Master's Guide, by Gary Gygax.

Get it.
Read it. Slowly. Chew on it, and ponder every section. Let your imagination soak up what Gygax discusses in the pages.

As you take notes, and begin to build your campaign, go back to Gygax's Dungeon Master's Guide, and re-read sections, again. I guarantee you will gain new inspiration and pick up new insights that you missed in your previous reading.

Semper Fidelis,

SHARK
I agree 100%. DMG was a masterwork and 2E blew it by not just using the same DMG and slapping "also good with 2E on the cover).

Greetings!

*Laughing* So true, huh? "Also good with 2E!" That made me roar with laughter! Fucking awesome!

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

PulpHerb

Quote from: Cathal on April 23, 2023, 05:50:58 PM
You guys mean this one?

https://www.dungeonworldsrd.com/gamemastering/

That is the DM section, yes.

Read the moves.  Good DMs do those instinctively. But here they are listed out so you can read and think about them instead of discovering by trial and error.