Description
The Best Role in Roleplaying!
Whether you’re a new gamemaster or a seasoned vet looking for a new angle to shake up your game, these 19 essays by expert gamemasters help construct your campaign from the ground up—and keep your players engaged until the dramatic conclusion.
Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you’re creating memorable and effective NPCs and villains? We’ve got you covered.
Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you’ll find all the tips and advice you need to take on the best role in roleplaying—and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David “Zeb” Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.
Praise for Prior Design Guides
““Highly recommended for gaming nerds everywhere.””
— CityBookReview.com
““If youÂ’’re an aspiring pro this book is a must. If you’Â’re a rules hacker like me, this stuff is solid gold.””
—— Berin Kinsman, UncleBear Media
““A fantastic collection . . . a solid 5 star rating.””
—— Joshua Gullion, AdventureAWeek.com
““An amazing collection …— from some of the best designers and writers creating role-playing game material today.””
—— Brian Fitzpatrick, BlogCritics.org
Brent Jans –
If I were going to offer a university degree in tabletop games, the Kobold Guides would be the text books for an entire stream of courses. Each volume contains a number of essays from experts and veterans in the field, writing about the things they love and know. Besides doing the thing, I can’t think of a better way of learning about a subject than to absorb the words of people who are better at it than you. The Kobold Guide to Plots & Campaigns is like taking a master-class in designing a role-playing campaign. The essays collected here are by some true masters of the craft. You need this book, now.
GORDON E GRAY –
I’ve been playing D&D since 1979. This is one of the best books on the “art” of being a DM/GM for any game I’ve ever read. Essays on tone, pace, setting, you name it. It’s a quick read and a brilliant one.