The No-Prep Gamemaster: Or How I Learned to Stop Worrying and Love Random Tables
By Matt Davids
4.5/5
()
About this ebook
Do you play Dungeons & Dragons or Pathfinder? Tired of spending hours preparing for an RPG session?
This book provides helpful tips, so you can become a no-prep gamemaster. It is organized into three sections: Arcana, Three Keys, and Arrows in the Quiver.
The Arcana section deals with my history and struggles with learning how to gamemaster and why I decided to stop preparing for sessions.
The Three Keys section is the heart of the No-Prep Gamemaster. These short chapters provide the framework on which anyone can begin to gamemaster without preparation.
Arrows in the Quiver is a selection of tips and tricks that any GM can use to cut down preparation time.
Related to The No-Prep Gamemaster
Related ebooks
The Ultimate RPG Gameplay Guide: Role-Play the Best Campaign Ever—No Matter the Game! Rating: 4 out of 5 stars4/5101 Tips for Game Masters Rating: 4 out of 5 stars4/5Live to Tell the Tale: Combat Tactics for Player Characters Rating: 4 out of 5 stars4/5The Ultimate Micro-RPG Book: 40 Fast, Easy, and Fun Tabletop Games Rating: 4 out of 5 stars4/5The Civilized Guide to Tabletop Gaming: Rules Every Gamer Must Live By Rating: 4 out of 5 stars4/5101 Tips for Roleplaying Games Rating: 3 out of 5 stars3/5My Guide to RPG Storytelling: My Storytelling Guides, #1 Rating: 3 out of 5 stars3/5My Storytelling Guides: My Storytelling Guides Rating: 4 out of 5 stars4/5A Dragon Walks Into a Bar: An RPG Joke Book Rating: 3 out of 5 stars3/5Loaded Dice: Volumes 1-3: My Storytelling Guides Rating: 0 out of 5 stars0 ratingsLoaded Dice 2: My Storytelling Guides, #5 Rating: 0 out of 5 stars0 ratingsLoaded Dice: My Storytelling Guides, #4 Rating: 0 out of 5 stars0 ratingsRole Playing Games Dictionary – An Easy to Understand Guide - It’s Not What You Play, It’s How You Play Rating: 4 out of 5 stars4/5Challenger: Roleplaying Game Core Rules Rating: 0 out of 5 stars0 ratingsHow to Run Rating: 0 out of 5 stars0 ratingsLoaded Dice 4: My Storytelling Guides, #7 Rating: 0 out of 5 stars0 ratingsDragons RPG Rating: 4 out of 5 stars4/5Loaded Dice 3: My Storytelling Guides, #6 Rating: 0 out of 5 stars0 ratingsGMing Made Easy Rating: 0 out of 5 stars0 ratingsLoaded Dice 5: My Storytelling Guides, #8 Rating: 0 out of 5 stars0 ratingsMYNT: Maybe Yes No Twist Rating: 0 out of 5 stars0 ratings1975: Fantasy Adventure for Fifth Edition Rating: 0 out of 5 stars0 ratingsSnake Eyes: A universal RPG system Rating: 5 out of 5 stars5/5The Lost Ancient World of Zanterian - D20 Role Playing Game Book: The World's Dangerous Dungeon Rating: 0 out of 5 stars0 ratingsThink Like A Game Designer Rating: 4 out of 5 stars4/5Stargrave: Science Fiction Wargames in the Ravaged Galaxy Rating: 4 out of 5 stars4/5
Table Top Roleplaying For You
The Düngeonmeister Cookbook: 75 RPG-Inspired Recipes to Level Up Your Game Night Rating: 0 out of 5 stars0 ratingsBig Book of Zelda: The Unofficial Guide to Breath of the Wild and The Legend of Zelda Rating: 4 out of 5 stars4/5Into the Dungeon: A Choose-Your-Own-Path Book Rating: 4 out of 5 stars4/5The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters Rating: 4 out of 5 stars4/5Dungeons and Dragons Cookbook: Feast of Champions: Feast of Champions Rating: 5 out of 5 stars5/5MOAR! Monsters Know What They're Doing Rating: 5 out of 5 stars5/5Of Dice and Men: The Story of Dungeons & Dragons and The People Who Rating: 4 out of 5 stars4/5Pojo's Unofficial Advanced Pokemon Go: The Best Tips and Strategies for the World's Hottest Game! Rating: 5 out of 5 stars5/5How to Defend Your Lair Rating: 0 out of 5 stars0 ratingsDüngeonmeister: 75 Epic RPG Cocktail Recipes to Shake Up Your Campaign Rating: 5 out of 5 stars5/5A Dragon Walks Into a Bar: An RPG Joke Book Rating: 3 out of 5 stars3/5Pojo's Unofficial Ultimate Guide to Pokemon GO: How to Catch 'Em All! Rating: 3 out of 5 stars3/5Zelda: The history of a legendary saga Rating: 2 out of 5 stars2/5Fantasy Map Making: Writer Resources, #2 Rating: 4 out of 5 stars4/5Rubik’s Cube: How To Solve The Famous Cube In 3 Easy Ways! Rating: 5 out of 5 stars5/5Legendary World of Zelda Rating: 4 out of 5 stars4/5The Steampunk User's Manual: An Illustrated Practical and Whimsical Guide to Creating Retro-futurist Dreams Rating: 3 out of 5 stars3/5Pojo's Unofficial Big Book of Pokemon Rating: 3 out of 5 stars3/5The very Very VERY Practical Improv Survival Guide: Improv Surival Guide, #1 Rating: 5 out of 5 stars5/5The Book of Random Tables: Quests Rating: 3 out of 5 stars3/5Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds Rating: 5 out of 5 stars5/5
Reviews for The No-Prep Gamemaster
16 ratings2 reviews
- Rating: 5 out of 5 stars5/5Worth your time. Makes it easy to take on the role of GM/DM and while also having a life.
- Rating: 5 out of 5 stars5/5Some pretty good and refreshing takes on being a GM. It was a short and enjoyable read and I took a few notes for future reference.
Book preview
The No-Prep Gamemaster - Matt Davids
Get Free Dungeon Maps and More
dicegeeks.com/free
Glossary
RPG - Abbreviation for Role-Playing Game
TTRPG - Abbreviation for Tabletop Role-Playing Game
Gamemaster - The person who runs a role-playing game session or campaign.
Player - Any person playing an RPG that is not the gamemaster.
GM - Noun: Abbreviation for Gamemaster, Verb: The act of running an RPG.
Character - A fictitious individual created for an RPG.
NPC - Abbreviation for Non-Player Character.
Non-Player Character - Any character controlled by the GM.
Player Character - Any character controlled by a player.
Session - A block of time spent playing an RPG in one sitting, usually two to four hours.
Adventure - One session with a complete beginning, middle, and end.
Campaign - A series of linked sessions played by the GM and players.
Railroad - The act of a GM taking away player agency.
OGL - Abbreviation for Open Game License
Introduction
My intention with this small volume is to relieve the massive amount of pressure that is often placed upon gamemasters. It began as articles that I posted on my website dicegeeks.com.
I gathered them here and expanded and added to the content, so the information and advice I share would be convenient for any who wish to improve their role-playing.
The book is organized into three sections: Arcana, Three Keys, and Arrows in the Quiver.
The Arcana section deals with my history and struggles with learning how to gamemaster and why I decided to stop preparing for sessions. If you are looking only for practical tips, this section can be skipped.
The Three Keys section is the heart of the No-Prep Gamemaster. These short chapters provide the framework on which anyone can begin to gamemaster without preparation.
Arrows in the Quiver is a selection of tips and tricks that a GM can use at any time to cut down preparation time.
I hope that whoever reads this book will be inspired and empowered to run better campaigns. The advice contained here coupled with the experience of running games should make every gamemaster a No-Prep Gamemaster.
Matt Davids
8-5-2019
ARCANA
Gamemaster Evolution
The first time I was a gamemaster during a tabletop roleplaying game session was the day after I played Dungeons & Dragons for the first time. I ran my mom through a simple dungeon.
Rules? I didn’t really know the rules other than what I had just learned (and distorted) the night before. I was nine years old. (I still have my childhood characters.)
Needless to say, role-playing games stirred something within me and I took to them as if they had always been a part of me.
TABLETOP RPGS I’VE PLAYED
From the beginning I began branching out and before long I had played many different RPGs.
I continue to play Dungeons & Dragons, but I have played Pathfinder, Marvel Superheroes, Star Frontiers, FASA Star Trek, West End Games Star Wars, Fantasy Flight’s Star Wars, Stars Without Number, most of the Palladium games and more.
BECOMING A GAMEMASTER
When I was young I quickly found that if I wanted my friends to role-play, I needed to be the gamemaster.
I desired to play more than they did; I had the books, so I was elected the gamemaster. Also, if someone has never heard of an RPG it is hard to expect them to be the gamemaster.
I think my initial naivety helped me in one way and hurt me in another.
Jumping into running a game right after I played for the first time taught me that GMing doesn’t have to be a big deal. I thought anyone could be a GM. At the same time, it hurt me because of that same assumption that GMing wasn’t a big deal and that anyone could run a game.
I would run a game for a few of my friends. They would love it and ask when we were playing next. I would ask if anyone else wanted to run a game. They would say they didn’t know how and I would say that I didn’t either. They could try it and learn how.
Then I would run the next game.
THE BITTERNESS OF A GM’S SOUL
My first forays into GMing were certainly disastrous. However, I wouldn’t change them for anything because they were creative learning experiences.
In that sense, they were not failures.
ALL ABOARD!
When I first started gamemastering, I had the tendency to a railroad my players quite extensively. I would come up with dungeons or some situation in a sci-fi setting with only one exact outcome.
I would wait - sometimes for hours - for my players to discover it. If they didn’t, then I would intervene in some way to save them,