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crafty_crow's review
1.0
Wikipedia claims this book was written in about two months, starting roughly August 2008, so that it could be published by August 2009.
It shows.
The authors attempt to describe a secret society of dungeon masters, of which they lead, their ideas on what makes a good game, lighting and fog effects, slight-of-hand-tricks, and a chapter devoted to making incendiary devices with key items redacted. Overall, this is very underwhelming.
You can find better content elsewhere if you want game mastering tips. I'm not convinced this wasn't intended as a gag.
It shows.
The authors attempt to describe a secret society of dungeon masters, of which they lead, their ideas on what makes a good game, lighting and fog effects, slight-of-hand-tricks, and a chapter devoted to making incendiary devices with key items redacted. Overall, this is very underwhelming.
You can find better content elsewhere if you want game mastering tips. I'm not convinced this wasn't intended as a gag.
thomcat's review against another edition
3.0
I greatly enjoyed the humor contained here, even though some sections got out of hand. I also loved the anecdotes from the authors (Tracy freakin' Hickman fer goshsake!). This isn't a bible to be referred to for handling trouble, it's more of a manifesto to be read and digested. I haven't run a game using the XD20 system, but expect it would be LARPish, and that seems to be the point of this book - RPG is basically Improv with a stricter setting and more rules.
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