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Introducing the first book in The Game Master's new " Handbook " series! Is your roleplaying in a rut? Flip the table and try something new! Proactive roleplaying will re-energize your players โ and your game. Most adventures in traditional TTRPGs start out the same way: Something bad happens and your players have to muster their courage to stand against it. Whether itโs rescuing the little dog that was kidnapped by the local troll, stopping an assassination attempt at the archdukeโs wedding or recruiting an army to disrupt the construction of a world-ending ritual site, the party will always find a way to save the day. After all, what kind of heroes would they be if they let the dog, duke or entire population die? Saving the day is fun, but it starts to get repetitive after a while. If youโre using a โbad guys try to do stuff, good guys try to stop themโ engine to drive all your sessions, youโre taking all the agency out of your playersโ hands. Bad stuff happens, good people have to try to stop it, roll, rinse, repeat. Thereโs a better way to play (and prep) your sessions . The Game Masterโs Handbook of Proactive Roleplaying shows you how to convert your TTRPG gameplay from predictable action/reaction cliches to player-driven narratives that put all the choices (and most of the prep work) in the hands of your players. The goals are theirs. The decisions are theirs. Everything that happens in the world youโre building together occurs not because you planned it, but because the PCs are following their own paths, rather than Game Master breadcrumbs, to the scene of the next adventure. The proactive approach ensures every battle has tension, every faction has a function and every session is high-stakes (and an absolute blast), putting the players and their characters in the driverโs seat so you can sit back and simply put giant goal- (and soul-) crushing roadblocks in their way. Youโll also find: โข Foreword by Ginny Di with an afterword by Jeff Ashworth โข Writerโs block-breaking charts โข Case studies from decades of sessions โข Templates for goal-driven NPCs and factions โข A modular adventure setting and much more! The Game Master's Handbook of Proactive Roleplaying is compatible with your favorite 5th edition Fantasy Tabletop RPGs! Review: Great Ideas in a Smaller book - 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. Review: Verbalized a vague idea and method I've been using for years! - I've been a GM for 20 years, and this book puts together a bunch of philosophies I've had for years and coalesces them into a method that I can apply to my games going forward. The method really makes sense and helps simplify and streamline the process of creating campaigns and goals. I very, very rarely five-star a book, so the fact that I am five-starring this one says a lot. It's a really phenomenal resource, and I suggest that it will help all GMs whether experienced or brand new. You will get a lot out of the content of this and be able to really refine your story crafting methods as well as provide games your players will feel far more deeply connected to!






| Best Sellers Rank | #63,546 in Books ( See Top 100 in Books ) #4 in Shadowrun Game #12 in GURPS Game #17 in Warhammer Game |
| Customer Reviews | 4.7 out of 5 stars 820 Reviews |
A**R
Great Ideas in a Smaller book
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.
E**I
Verbalized a vague idea and method I've been using for years!
I've been a GM for 20 years, and this book puts together a bunch of philosophies I've had for years and coalesces them into a method that I can apply to my games going forward. The method really makes sense and helps simplify and streamline the process of creating campaigns and goals. I very, very rarely five-star a book, so the fact that I am five-starring this one says a lot. It's a really phenomenal resource, and I suggest that it will help all GMs whether experienced or brand new. You will get a lot out of the content of this and be able to really refine your story crafting methods as well as provide games your players will feel far more deeply connected to!
A**R
How to craft a story and keep players involved
This book should be read by not only experienced DMs, but also new and up coming story tellers. Think of it as a course in story telling. Certain aspects have to play out as the DM crafts the story. This book helps to flush out those quick and unexpected encounters. A must need for reference for sure!!!
J**R
Player Focused Engagement
Solid advice on making the players be the ones to take the reins of the game by focusing the game itself on their goals. Good news is this works great for a lot of games that already have this as part of say, character creation. Hero and GURPS have 'disadvantages' that can have the players have bits that put them into the game right away. Other games can have it as part of their session zero. The author does mention some specifics for D&D as well as Blades in the Dark, but because it's aimed at a D&D crowd, I find it a little weaker than it should be not because it's not solid advise, but you'd need multiple chapters into order to determine if this type of campaign can fit your style. For example, if you're player has a goal of rescuing someone from the Temple of Elemental Evil, that's great. They have a reason to go to the town and a reason to look for the dungeon. But... what happens once they get the person out? Well, then they need another short term goal. And another. Which hey, that's how the real world works right? You get one thing done, it's time to move onto the next. But unless you can hook them into the Mega Dungeon in and of itself, as opposed to individual goals, which can be done, but might be a little more tricky to get the whole group hooked, it can be at almost a cross purpose. D&D at certain points works well as 'good vs evil' or 'i'm a murder hobo out for gold' in which case hey, your motivation as to why the players keep going to the Temple, or any other mega dungeon for that matter is solved. I think the book would've benefited more for D&D if they covered handling more in depth examples of taking existing material and running it with the ideas in this book. For those just running fresh off this book? It will go much easier as the ideas and sound and can be put into use right away. Recommended for those looking to put the players at the forefront of the game.
L**Y
Fantastic
The thesis of the book, and the value of this method, is explained very concisely in the first few pages. The rest of the book is teaching you how to go about it. I'm very excited to put these principles into play; they're great for the homebrew campaigns that make up most of what I do, but can also be applied concurrently with a premade adventure like The Shattered Obelisk: Phandelver and Below or Curse of Strahd.
K**.
100% What I was looking for, maybe even 110%
A wealth of knowledge - even has stuff that I didn't know I needed to know. Very happy with my purchase. My one and only comment is, I had thought that this was going to be a larger book. Most of the books like this that I've bought have been large - what I consider "yearbook" sized. This book is just the size of a regular book. Not complaining, just something I wasn't expecting.
J**R
From building encounters to building worlds!
I picked this book up during a natural break in our campaign and as we restarted I implemented many of these elements. Some members of the party weren't that interested, but a couple picked up that they could really start to shape what was going to happen and that then the world responded to them. For me, my preparation went from checking all the rules so I could be a good referee to designing a world with real interests and then having it adjust to the players. The rest of the party caught on that they couldn't just 'do whatever they wanted to with impunity' after choices from two sessions back came back to bite them. Then they started paying more attention and the world started to matter more than the encounters.
M**E
Some good advice
If I'm 100% honest, the book's introduction is the juiciest part. Read those 12 pages and you've got the most important stuff from this book, in my opinion. That said, the rest of the book is still good and has a lot of cool ideas, advice, and examples. In a welcome twist, not everything in the book is about D&D. The authors have actually played and run other games (*gasp*) and frame much of the advice in such a way that it'll be of use to GMs for most games. I expect that I'll find myself returning to that introduction many times in the future. It's certainly something I'll want a refresh on before trying to start up a new game.
A**ร
100% recommend it
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
Fun book
Some interesting ideologies in the book. I can see the benefit after having read through it.
A**M
Gut
Kann ich eigentlich nicht beurteilen. War ein Geschenk.
A**A
Excellent product enhancing creativity
This paperback contains great inspiration and well thought out concepts which can enhance creativity in writing and games, especially DnD type of roleplaying. Recommended.
Y**S
Preparing open-scenario games
This book has opened my eye for how to be more open-minded in my dnd games as game master
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