So You Want to Be a Game Master? by Justin Alexander
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This is a comprehensive book describing tips and techniques for running a table-top role-playing game (TTRPGs or RPGs) for other people. It's a very good book on the subject, but not quite a great one. In short, the book has a lot of very strong features but also some frustrating ones.
The Good
There's a lot of detailed and richly textured information about scenario design with some good general advice about how to handle common pain points. The author offers numerous excellent procedures, heuristics, and techniques for routinizing challenging features of running a table, which I think will serve both new and experienced game masters well. For example, the three-clue rule is an excellent formulation of a concept that I was struggling towards without fully grasping it, and I plan to incorporate it in all my mystery scenario design going forward. There's a lot to love in the specifics of the book.
The Gripes
In fact, there is so much good information that this profusion paradoxically creates my major problem with the book: the book is very dense with ideas but not particularly well organized. My three organizational gripes are that: (1) the book does not always group like topics together; (2) the book lacks a good set of summary tables or flowcharts; and (3) the book fails to create an overarching conceptual framework that might help the reader organize their impressions. Collectively these issues make it very hard to bring all of the information in the book into a cohesive, memorable whole.
Grouping of Topics
It's very obvious that the book was compiled from his blog, and so the arrangement of the information is sometimes topical, but sometimes really haphazard. The most egregious example is the "extra credit" section in the back, which is about 1/5 of the length of the book and is very higgledy-piggledy. Most of it could have been better integrated into the topical sections earlier in the book, as evidenced by the frequent cross-references and links to earlier sections there.
And because some of the information that's related to certain topics isn't actually near those topics, I had to do a lot of flipping back and forth, which on an e-reader in particular is just terrible (even with internal links). So I wound up actually ordering a physical book after purchasing the e-book because it was so hard to get back and forth between the sections.
Summary Tables or Checklists
Besides clearer internal organization, I would have greatly appreciated a set of summary tables, flowcharts, or checklists at the back of the book that summarize some of the more nuanced procedures in the book. For example, Alexander outlines a very detailed set of procedures for running different encounter types (say a heist) that actually look pretty cool and have a lot of good information in them. Sometimes he includes a quick summary of these steps in the section, sometimes not. It would have been very helpful to have a section at the back with all of those summary steps for the different procedures (whether in a checklist or flowchart form) so a reader could run through them without having to flip through the book to either find the existing summaries or reconstruct the ideas by re-reading five or ten pages of text.
Conceptual Framework
Finally, he frequently misses the chance to create an overarching conceptual framework by either burying organizing concepts in sidebars about specific scenario types or at the back of the book in the extra credit section. The book would've greatly benefited from an overarching "concepts" type chapter either at the very beginning or immediately following the early parts of the dungeon chapter.
As an example, Alexander presents all of these different flavors of scenario design as really fundamentally different ways of approaching things, as clear alternatives. He talks about raids and dungeons and mysteries and hex crawls and point crawls, but really all of those scenario designs, every single one of them, are just a series of connected nodes. They just differ in the number of connections and in the rules for moving between nodes. You can schematize any of these scenarios as a flowchart, although some modes (e.g. a hexcrawl) would have very busy diagrams.
And that idea is not new, I remember encountering the idea in the 90's in a magazine or supplement and formulated as something like "everything is a dungeon." The idea was ultimately incorporated into the scenario design advice in the 3rd Edition D&D Dungeon Master's Guide in 2000,1 and the idea has periodically resurfaced in the intervening decades. The pitch was that a dungeon is just a set of interconnected nodes with special rules about moving between those nodes (i.e. hallways), and every RPG scenario, whether it be social encounters, wilderness encounters, all of it, is just a set of interconnected nodes with specialized rules about how the nodes connect or how to travel between nodes.
And Alexander gets frustratingly close to engaging directly with this idea. For example, he sets up the parallel between dungeons and interconnected nodes as a quick aside in a nice segment on node-based design that is, predictably, buried in a chapter about running mystery scenarios more than 200 pages into the book. And then after teasing the idea the book never really returns to it.
The book would've been much stronger and easier to follow if he had introduced that idea as an organizing concept either at the very beginning, or perhaps right after the early parts of the dungeon chapter so that a reader could have that conceptual framework to hang all these different scenario types on. He could set up the core concept and then lay out all the specific permutations and explain how to build out from that. Instead, all the permutations are presented as separate, atomic modalities that are essentially distinct (except to the extent that you might want to run a heist inside your dungeon), which feels like a missed opportunity to create greater internal coherence in the book.
I suspect this stems from the author's conviction that these modalities really are separate and distinct and that the idea that all scenarios are interconnected nodes is too reductive, but that seems like both a failure of imagination and a failure of pedagogy. Present the rule and then handle the eaches; don't present the whole topic as a mess of irreducible complexity (unless the complexity is truly irreducible).
Summary of Gripes
These organizational issues are especially frustrating because, as noted above, the author presents boatloads of really good procedures and useful information that I think are valuable, but this is a very long book and I don't know how I would actually refer back to any of it. Reading the book straight through, I couldn't build up a good schema of the book's structure in my mind (was that section on layer cakes and funnels with the point crawls? Or with the heists? Or the mysteries?). After reading the entire book with plausible care, I just don't feel like I could open the book and use it on the fly at the gaming table.
So if I want to actually use the procedures in the book, I'm going to need to read the book a second time and make an outline. And that seems like a relatively big ask for a 500-page book. To be clear, I may just do it, because there's that much good information in the book! But with a little more care given to organization I wouldn't need to. This could have been a really excellent book. As it is, it's merely a very good book.
A Note
I'll also offer one quick note: the early parts of the book are very focused on D&D 5e. I understand why he made that choice, because that's the majority of the audience for this book (or any TTRPG book), but the early sections are so focused on D&D that it gives the false impression that the book will be focused only on one system. And that's a shame because the vast majority of the book is system agnostic and generally applicable to any RPG. So don't be turned off if you're not interested in D&D, the book has a lot of rich advice for other systems once you leave the earliest parts of the book.
Conclusion
In sum, this is the sort of book I would have eaten up as a kid, and I would have gotten a lot out of it because I had tons of time and a laser focus. These days, though, I have a lot less time to pore over RPG books, and would have appreciated a more focused presentation. Even so, I would heartily recommend this book to experienced game masters looking to improve their craft. I can't give an unqualified recommendation to newer game masters because of the organizational issues, but if a newbie is prepared to really study the book they'd likely get quite a lot of useful ideas from it.
Footnotes:
"A dungeon is really nothing more than an adventure flowchart. The rooms are encounters, and the corridors are connections between encounters, showing which should follow which. You could design a dungeon-like flowchart for an adventure that didn't take place in a dungeon and accomplish the same thing... the dungeon becomes a model, in this way, for all adventures." 3rd Edition DMG at 106.