
27 Jun Book Review of So You Want To Be A Game Master: Everything You Need to…
So You Want To Be A Game Master: Everything You Need to Know to Get Started with Roleplaying Games
As an avid tabletop gamer for years, Justin Alexander’s work has consistently resonated with me. His insights into the science and artistry of roleplaying games (RPGs) have made him one of the most intellectually stimulating voices in the RPG blogging community. Finally, with So You Want To Be A Game Master: Everything You Need to Know to Get Started with Roleplaying Games, I found that longed-for compendium of Justin’s profound ideas—organized and cohesive, ready for eager readers like myself.
From the very first chapter, you can feel the difference in this approach. While the book begins with a familiar play example involving a GM and three players, Justin brilliantly dissects the mechanics at play: conversation, rulings, attributes, and skills. This explicit breakdown is refreshing. How many times have we endured convoluted examples in rulebooks that only muddied understanding? Justin’s clarity shines through, making what might usually be a tedious read both engaging and immensely practical.
One notable highlight is the dungeon section. Yes, dungeons are an age-old cornerstone of RPGs, and Justin dives into this headfirst. However, while I appreciate the ambition of presenting an example dungeon, I found myself scratching my head at some of the “gonzo” elements. Mephits and Magmin? It feels like a steep learning curve for novices. Shouldn’t first adventures be grounded in more familiar territory? The assumption that beginners will easily grasp terms like “AC 17” or delve into extra-planar beings might alienate those just starting their RPG journey.
Still, Justin provides practical advice on pre-game mapping and dungeon design. However, despite acknowledging that dungeon-centric advice can be universally applied across various RPGs, I couldn’t shake the feeling that it may not resonate with everyone—especially gamers who thrive in settings outside the traditional fantasy framework.
As I ventured further into the book, I relished the insights regarding encounter design and the brilliance of the “Failing Forward” concept—one of those golden nuggets that many GMs overlook. Yet, I found myself torn by the Progress Clocks in the Downtime section. While aimed at adding structure to play, they felt convoluted and impractical, particularly compared to a straightforward outline.
Justin emphasizes the social elements of roleplaying in the “Social Events” section, and he nails it. We know that juggling character interactions can be cumbersome, especially when action-heavy rules dominate the tabletop landscape. This section adds invaluable depth and flavor to what makes RPGs unique.
As I closed the book, I found myself fully aware of its intended audience: both new and seasoned GMs would find something relatable here. However, the heavy focus on Dungeons & Dragons sometimes felt like sailing on familiar waters—comforting yet a little too predictable.
In the end, I rated So You Want To Be A Game Master four stars. Despite its limitations, it remains an essential read for anyone wanting to dip their toes into GMing or improve their craft. Justin has once again created a valuable resource for burgeoning storytellers, one that, if nothing else, stirs the belief that with the right guidance, anyone can become a fantastic Game Master.
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