Series: Kobold Guides
Paperback: 124 pages
Publisher: Kobold Press (July 17, 2016)
Language: English
ISBN-10: 193678162X
ISBN-13: 978-1936781621
Product Dimensions: 6 x 0.3 x 9 inches
Shipping Weight: 8.5 ounces (View shipping rates and policies)
Average Customer Review: 4.7 out of 5 stars See all reviews (3 customer reviews)
Best Sellers Rank: #89,306 in Books (See Top 100 in Books) #38 in Books > Science Fiction & Fantasy > Gaming > Pathfinder
So, I got this product after seeing it in a GenCon add and figured why not. I own soem of the other Kobold Guides to World Building and etc so I knew the style of a bunch of different artciles from different people. At first I was just going to go to the artciles that interested me most but then I just fell into reading each one from front to back, SO WELL DONE! The book tackles playing Evil Characters, how to put weirdness in your games (Think Horror or Lovecraft Weird), Complex plotting, Doing cliffhangers, and much more. The advice each person gives is super solid and really can fit into any type of RPG game that you would want to run (not just Heroic Fantasy).Keep up the great work Kobold Press!
This is a good book full of sort essays by luminaries in the role-playing game industry. They give tips and perspectives about all facets of running a game, My favorite section is by Richard Pett where he takes time to talk about making memorable NPCs. He provides two d50 tables and a sample of how he uses this.
Wouldn't it be great if you could sit down and pick the brain of some truly great and experienced GMs and game designers and learn how to improve your own GM sessions, whether you're doing prepared modules or homebrewed designs? Well, essentially, that's what you get with this Kobold Guide. Like others in the series, it's collection of essays that cover various topics. The downside to this format is that not everything will be related to what you're interested in. For instance, I ended up highlighting probably half of Kevin Kulp's "Oral Tradition" essay given how many useful tidbits it provided, while other essays weren't nearly as useful. Still, I suspect there's more than enough in this book to make it worth it for GMs of all levels of experience, and the advice is going to apply to any rule system that you happen to play.
Kobold Guide to Plots & Campaigns (Kobold Guides) (Volume 6) The Fredericksburg Campaign : October 1862-January 1863 (Great Campaigns Series) (Great Campaigns of the Civil War) Debunked!: Conspiracy Theories, Urban Legends, and Evil Plots of the 21st Century Ideas for Children's Writers: A Comprehensive Resource Book of Plots, Themes, Genres, Lists, What's Hot & What's Not Writing Romance: The Top 100 Best Strategies For Writing Romance Stories (How To Write Romance Novels, Romance Writing Skills, Writing Romance Fiction Plots, Publishing Romance Books) Client Teaching Guides For Home Health Care (Gorman, Client Teaching Guides for Home Health Guides) Go Mobile: Location-Based Marketing, Apps, Mobile Optimized Ad Campaigns, 2D Codes and Other Mobile Strategies to Grow Your Business The Antietam Campaign: August-september 1862 (Great Campaigns) The Antietam Campaign (Military Campaigns of the Civil War) The Wilderness Campaign (Military Campaigns of the Civil War) The Appomattox Campaign: March 29-april 9, 1865 (Great Campaigns Series) The Early Morning of War: Bull Run, 1861 (Campaigns and Commanders Series) Second Bull Run Campaign (Great Campaigns) Bull Run to Gettysburg: American Civil War Rules and Campaigns The Second Bull Run Campaign: July-august 1862 (Great Campaigns) Chancellorsville: The Battle and Its Aftermath (Military Campaigns of the Civil War) The Fredericksburg Campaign: Decision on the Rappahannock (Military Campaigns of the Civil War) Fredericksburg and Chancellorsville: The Dare Mark Campaign (Great Campaigns of the Civil War) Receding Tide: Vicksburg and Gettysburg- The Campaigns That Changed the Civil War The War: Stonewall Jackson, His Campaigns And Battles, The Regiment, As I Saw Them