Description: This unique new RPG guidebook is designed to transform gameplay in ways that empower players to create their own motivations and goals, then proactively pursue them - in effect, guiding the narrative of their characters, rather than having the Game Master do it.
Review Quotes:
"Completely revolutionized the way I think about running games" --Ginny Di
"Any of the Gamemaster's Guide series would make a great book for the GM in you life, but I'm a big fan of this one thanks to the solutions it offers to an often overlooked problem. Roleplaying in TTRPG's always assumes quite a bit of the DM and the amount of improv needed can often be daunting. This book breaks down the essential skills of good storytelling so you can create more interesting and fun games for players. Players can also benefit from reading it as a way of understanding how the game can be ran and how to help their GM/DM tell a better story. Plus at that price it's a real stand out compared to most expensive tabletop ephemera." --The Fandomentals "A refreshing take on tabletop roleplaying. A great entry into the [Game Master] series." --Geek Philosophy "I get few books that keep me up late reading it, but this one was a page turner for me and I finished it in a night and a morning. As Ginny Di says in her foreword, this book starts to make you rethink roleplaying with the first few pages." --Keith Burnette, Top Contributor (Dungeon Master Resources) "One of the best resources for those running a TTRPG, offering a full guide to engaging with players. Make your games feel fresh and improve the role-play of you and your players." --TheGamer