What are your favorite books about gamemastering?
Let's get one thing clear. GMing means writing. Even when you're running a game off-the-cuff, you're creating a narrative in which your players interact. Even if you're using a pre-made setting or pre-made adventure, the details will always be different: your Greyhawk is not my Greyhawk is not JimBob's Greyhawk. And, even if you're not committing your campaign to text for posterity's sake, it's still being published each and every game night.
The best manual on GMing that you could ever want. |
King intersperses his insights on the writing process with the story of his own development as a writer, taking a painful and self-deprecating look at not only his years of substance addiction, but also the recovery from his crippling car accident. King's autobiographical moments permeate his advice, as he's able to contribute a full lifetime of writing and reading to his advice for other writers.
I can't really recommend On Writing highly enough; but, in the words of LeVar Burton, you don't have to take my word for it. Take a good think about the following 6 rules--taken directly from a Guardian excerpt of On Writing itself--and then go pick it up:
- The basics: forget plot, but remember the importance of 'situation'.
- Similes and metaphors: the rights, the wrong.
- Dialogue: talk is sneaky.
- Characters: nobody is the 'bad guy'.
- Pace: fast is not always best.
- Do the research, but don't overdo it for the reader.
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