I wish I was a new GM reading this book, because it would have helped me from making so many of the mistakes that just made my games OK, rather than great.
I also wish I could report that this book changed my way of GMing, but in reality, I've been reading Angry's work for years, so this was just a handy way to have access to it in case of Nuclear Armaggeddon taking down the internet.
So why did I buy this book? Am I worried about running good games in a post apocalytic future where I survive and a group of 2-5 imaginary friends want to pretend to be someone else? Well... now I've said that, yes. Yes I am worried about that. But NO!
I bought it because I can now hand this book to friends who want to be GMs but are too worried to dip their toe in and say "See! SEE! It's easy! Just follow the steps!".
If you have never read Angry's work before, this book will either make you mad because you disagree with it (in which case you are welcome to run your game any wrong way you want) or you'll be an open minded gamer who sees that maybe there are a few things you could change to make your game a bit better.
Every GM is different, and Angry makes it clear that not everything will work for everyone. But everyone can run a better game in some tiny way, and this book will help you find a place where you wish you were a little better and maybe it will help you do that.
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