The Resource The ultimate RPG gameplay guide : role-play the best campaign ever-- no matter the game!, James D'Amato

The ultimate RPG gameplay guide : role-play the best campaign ever-- no matter the game!, James D'Amato

Label
The ultimate RPG gameplay guide : role-play the best campaign ever-- no matter the game!
Title
The ultimate RPG gameplay guide
Title remainder
role-play the best campaign ever-- no matter the game!
Statement of responsibility
James D'Amato
Title variation
  • RPG gameplay guide
  • Ultimate Role-Playing Game gameplay guide
Creator
Author
Subject
Genre
Language
eng
Summary
"Whatever RPG game you play, from D&D to Call of Cthulu to licensed games like Star Wars, every detail is important. From setting the scene to choosing the right music or even adjusting the lighting to create the right atmosphere, every choice helps maximize your gaming experience. The Ultimate RPG Gameplay Guide provides practical advice for everything from pre-game preparations and in-game improvisation to working out a plan of attack with your teammates to learning how to lean into the setting of your game. Including instructions, prompts, and activities, it offers everything you need for successful, fun role-playing with your friends every time you play. Create hours of narrative and make the most out of your storytelling skills by setting the perfect scene for your adventure. Whether you need advice on your character or working better with your gaming group, James D'Amato includes everything you'll need to take your game to the next level"--
Assigning source
Provided by publisher
Cataloging source
DLC
http://library.link/vocab/creatorName
D'Amato, James
Dewey number
793.93
Index
index present
Literary form
non fiction
Nature of contents
bibliography
Series statement
The ultimate RPG guide series
http://library.link/vocab/subjectName
  • Fantasy games
  • Role playing
  • Internet games
Target audience
general
Label
The ultimate RPG gameplay guide : role-play the best campaign ever-- no matter the game!, James D'Amato
Instantiates
Publication
Copyright
Bibliography note
Includes bibliographical references (page 241) and index
Carrier category
volume
Carrier category code
  • nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • 4
  • Session zero: A guide for having a conversation before you start playing a formal game to help your group work together
  • 5
  • Understanding text: An explanation of how specific words shape a group's understanding of the narrative and ability to collaborate
  • 6
  • Make choices important: An explanation of concepts from improv and how they apply to games
  • 7
  • Pacing: Multifaceted advice on what drives the audience experience of an RPG story and how to pace it effectively
  • 8
  • Engagement: Explanation of vulnerability and enthusiasm as a driving force in narrative games. Alternative methods for encouraging those core drivers
  • Part 1
  • Part 2
  • Advanced playing techniques
  • 9
  • Introduction to GMing style and making choices with intentions: An explanation of different stylistic approaches to GMing and advice on how to cultivate a personal style
  • 10
  • Themes: A guide to understanding themes in RPG stories and how to use them to create a cohesive piece
  • 11
  • Imagery: An explanation of how to use themes to create imagery in your narration
  • 12
  • Playing to change: An explanation of how PCs are different from protagonists in other media and advice to help you play characters who feel dynamic
  • Basic storytelling
  • 13
  • Looking for trouble: Advice for eschewing traditional approaches to playing a PC in order to introduce compelling conflict to a story.
  • 14
  • Delegating creativity: Advice to allow GMs to delegate parts of their role to make a game more collaborative and engaging
  • Part 3
  • Playing for experience
  • 15
  • Finding a voice: A drill for generating and practicing character voices
  • 16
  • Limiting choices: A storytelling exercise challenging players to creatively overcome obstacles while limiting their choices
  • 1
  • 17
  • Same rock, different world: An exercise using shifting genre and theme to change descriptions of objects in different settings
  • 18
  • Building the group mind: Three exercises adapted from improv to develop collaborative skills in an RPG group
  • 19
  • Unpacking desire: A self-analytical tool to aid players in understanding which aspects of RPGs they enjoy
  • 20
  • Narrative rewards table: A tool to help GMs generate story hooks as rewards for quests rather than loot
  • 21
  • Pacing scorecard: Tools to help GMs outline sessions by breaking down different factors that affect a game's pace
  • Understanding audience: An introduction to thinking of the players of an RPG as the audience for the story
  • 22
  • Mood lighting: Similar to Same Rock, this exercise guides readers to use the same details to make a room appropriate for different moods, tones, and scene types
  • 23
  • Side scenes: Three exercises based on improv and fan fiction to help players explore their characters outside regular game sessions
  • 2
  • State Objective: An explanation of how creating clear goals aids collaboration
  • 3
  • Story- or System-led creation: An explanation of how game mechanics are used to create narrative
Dimensions
22 cm.
Edition
First Adams Media trade paperback edition.
Extent
254 pages
Isbn
9781507210932
Lccn
2019023190
Media category
unmediated
Media MARC source
rdamedia
Media type code
  • n
System control number
  • (OCoLC)1104859747
  • 994543
  • (OCoLC)on1104859747
  • 994543
Label
The ultimate RPG gameplay guide : role-play the best campaign ever-- no matter the game!, James D'Amato
Publication
Copyright
Bibliography note
Includes bibliographical references (page 241) and index
Carrier category
volume
Carrier category code
  • nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • 4
  • Session zero: A guide for having a conversation before you start playing a formal game to help your group work together
  • 5
  • Understanding text: An explanation of how specific words shape a group's understanding of the narrative and ability to collaborate
  • 6
  • Make choices important: An explanation of concepts from improv and how they apply to games
  • 7
  • Pacing: Multifaceted advice on what drives the audience experience of an RPG story and how to pace it effectively
  • 8
  • Engagement: Explanation of vulnerability and enthusiasm as a driving force in narrative games. Alternative methods for encouraging those core drivers
  • Part 1
  • Part 2
  • Advanced playing techniques
  • 9
  • Introduction to GMing style and making choices with intentions: An explanation of different stylistic approaches to GMing and advice on how to cultivate a personal style
  • 10
  • Themes: A guide to understanding themes in RPG stories and how to use them to create a cohesive piece
  • 11
  • Imagery: An explanation of how to use themes to create imagery in your narration
  • 12
  • Playing to change: An explanation of how PCs are different from protagonists in other media and advice to help you play characters who feel dynamic
  • Basic storytelling
  • 13
  • Looking for trouble: Advice for eschewing traditional approaches to playing a PC in order to introduce compelling conflict to a story.
  • 14
  • Delegating creativity: Advice to allow GMs to delegate parts of their role to make a game more collaborative and engaging
  • Part 3
  • Playing for experience
  • 15
  • Finding a voice: A drill for generating and practicing character voices
  • 16
  • Limiting choices: A storytelling exercise challenging players to creatively overcome obstacles while limiting their choices
  • 1
  • 17
  • Same rock, different world: An exercise using shifting genre and theme to change descriptions of objects in different settings
  • 18
  • Building the group mind: Three exercises adapted from improv to develop collaborative skills in an RPG group
  • 19
  • Unpacking desire: A self-analytical tool to aid players in understanding which aspects of RPGs they enjoy
  • 20
  • Narrative rewards table: A tool to help GMs generate story hooks as rewards for quests rather than loot
  • 21
  • Pacing scorecard: Tools to help GMs outline sessions by breaking down different factors that affect a game's pace
  • Understanding audience: An introduction to thinking of the players of an RPG as the audience for the story
  • 22
  • Mood lighting: Similar to Same Rock, this exercise guides readers to use the same details to make a room appropriate for different moods, tones, and scene types
  • 23
  • Side scenes: Three exercises based on improv and fan fiction to help players explore their characters outside regular game sessions
  • 2
  • State Objective: An explanation of how creating clear goals aids collaboration
  • 3
  • Story- or System-led creation: An explanation of how game mechanics are used to create narrative
Dimensions
22 cm.
Edition
First Adams Media trade paperback edition.
Extent
254 pages
Isbn
9781507210932
Lccn
2019023190
Media category
unmediated
Media MARC source
rdamedia
Media type code
  • n
System control number
  • (OCoLC)1104859747
  • 994543
  • (OCoLC)on1104859747
  • 994543

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