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Caractéristiques de l'objet

État
Neuf: Livre neuf, n'ayant jamais été lu ni utilisé, en parfait état, sans pages manquantes ni ...
Book Title
Game Master's Handbook of Proactive Roleplaying : Guidelines and Strategies for Running PC-Driven Narratives in 5E Adventures
Publication Name
The Game Master’s Handbook of Proactive Roleplaying
Title
The Game Master’s Handbook of Proactive Roleplaying
Subtitle
Guidelines and strategies for running PC-driven narratives in 5E
Author
Tristan Fishel, Jonah Fishel
Format
Trade Paperback
ISBN-10
1956403442
EAN
9781956403442
ISBN
9781956403442
Publisher
TopiX Media Lab
Genre
Games & Activities
Release Date
20/11/2023
Release Year
2023
Language
English
Country/Region of Manufacture
US
Item Height
0.6 in
Item Length
8.5 in
Item Width
5.5 in
Item Weight
12.7 Oz
Series
Game Master Series
Book Series
The Game Master Ser.
Publication Year
2023
Topic
General, Role Playing & Fantasy
Number of Pages
240 Pages

À propos de ce produit

Product Identifiers

Publisher
TopiX Media Lab
ISBN-10
1956403442
ISBN-13
9781956403442
eBay Product ID (ePID)
11058360605

Product Key Features

Book Title
Game Master's Handbook of Proactive Roleplaying : Guidelines and Strategies for Running PC-Driven Narratives in 5E Adventures
Number of Pages
240 Pages
Language
English
Topic
General, Role Playing & Fantasy
Publication Year
2023
Genre
Games & Activities
Author
Tristan Fishel, Jonah Fishel
Book Series
The Game Master Ser.
Format
Trade Paperback

Dimensions

Item Height
0.6 in
Item Weight
12.7 Oz
Item Length
8.5 in
Item Width
5.5 in

Additional Product Features

Intended Audience
Trade
Dewey Edition
23
Reviews
"completely revolutionized the way I think about running games" --Ginny Di "Any of the Gamemaster's Guide series would make a great book for the GM in you life, but I'm a big fan of this one thanks to the solutions it offers to an often overlooked problem. Roleplaying in TTRPG's always assumes quite a bit of the DM and the amount of improv needed can often be daunting. This book breaks down the essential skills of good storytelling so you can create more interesting and fun games for players. Players can also benefit from reading it as a way of understanding how the game can be ran and how to help their GM/DM tell a better story. Plus at that price it's a real stand out compared to most expensive tabletop ephemera." --The Fandomentals "A refreshing take on tabletop roleplaying. A great entry into the [Game Master] series." --Geek Philosophy "I get few books that keep me up late reading it, but this one was a page turner for me and I finished it in a night and a morning. As Ginny Di says in her foreword, this book starts to make you rethink roleplaying with the first few pages." --Keith Burnette, Top Contributor (Dungeon Master Resources), Any of the Gamemaster's Guide series would make a great book for the GM in you life, but I'm a big fan of this one thanks to the solutions it offers to an often overlooked problem. Roleplaying in TTRPG's always assumes quite a bit of the DM and the amount of improv needed can often be daunting. This book breaks down the essential skills of good storytelling so you can create more interesting and fun games for players. Players can also benefit from reading it as a way of understanding how the game can be ran and how to help their GM/DM tell a better story. Plus at that price it's a real stand out compared to most expensive tabletop ephemera. -- The Fandomentals, Any of the Gamemaster's Guide series would make a great book for the GM in you life, but I'm a big fan of this one thanks to the solutions it offers to an often overlooked problem. Roleplaying in TTRPG's always assumes quite a bit of the DM and the amount of improv needed can often be daunting. This book breaks down the essential skills of good storytelling so you can create more interesting and fun games for players. Players can also benefit from reading it as a way of understanding how the game can be ran and how to help their GM/DM tell a better story. Plus at that price it's a real stand out compared to most expensive tabletop ephemera. --The Fandomentals "A refreshing take on tabletop roleplaying. A great entry into the [Game Master] series." --Geek Philosophy, Any of the Gamemaster's Guide series would make a great book for the GM in you life, but I'm a big fan of this one thanks to the solutions it offers to an often overlooked problem. Roleplaying in TTRPG's always assumes quite a bit of the DM and the amount of improv needed can often be daunting. This book breaks down the essential skills of good storytelling so you can create more interesting and fun games for players. Players can also benefit from reading it as a way of understanding how the game can be ran and how to help their GM/DM tell a better story. Plus at that price it's a real stand out compared to most expensive tabletop ephemera. --The Fandomentals "A refreshing take on tabletop roleplaying. A great entry into the [Game Master] series." --Geek Philosophy "I get few books that keep me up late reading it, but this one was a page turner for me and I finished it in a night and a morning. As Ginny Di says in her foreword, this book starts to make you rethink roleplaying with the first few pages." --Keith Burnette, Top Contributor (Dungeon Master Resources)
Dewey Decimal
793.93
Synopsis
Most Adventures in traditional TTRPGs Start Out the Same Way: Something bad happens and your players must muster their courage and stand against it. Whether it's rescuing the little dog that was kidnapped by the local troll, stopping the assassination plot at the archduke's wedding or recruiting an army to disrupt the construction of a world-ending ritual site, the party will always find a way to save the day. After all, what kind of heroes would they be if they let the dog, duke or entire population die? Saving the day is fun, but it starts to get repetitive after a while. If you're using a "bad guys try to do stuff, good guys try to stop them" engine to drive all your sessions, you're taking all the agency out of your players' hands. But there's a better way to play (and prep) your sessions. The Game Master's Handbook of Proactive Roleplaying shows you how to convert your TTRPG gameplay from predictable action/reaction cliches to player-driven narratives that put all the choices (and most of the prep work) in the hands of your players. The goals are theirs. The decisions are theirs. Everything that happens in the world you're building together occurs not because you planned it, but because the PCs are following their own paths, rather than Game Master breadcrumbs, to the scene of the next adventure. The proactive approach ensures every battle has tension, every faction has a function and every session is high-stakes (and an absolute blast), putting the players and their characters in the driver's seat so you can sit back and put giant goal-and-soul-crushing roadblocks in their way. Includes, Writer's block-breaking charts, Case studies from years of sessions, Templates for goat-driven NPCs and factions, A modular adventure setting and storyline And much more!, Introducing the first book in The Game Master's new " Handbook " series! Is your roleplaying in a rut? Flip the table and try something new! Proactive roleplaying will re-energize your players - and your game. Most adventures in traditional TTRPGs start out the same way: Something bad happens and your players have to muster their courage to stand against it. Whether it's rescuing the little dog that was kidnapped by the local troll, stopping an assassination attempt at the archduke's wedding or recruiting an army to disrupt the construction of a world-ending ritual site, the party will always find a way to save the day. After all, what kind of heroes would they be if they let the dog, duke or entire population die? Saving the day is fun, but it starts to get repetitive after a while. If you're using a "bad guys try to do stuff, good guys try to stop them" engine to drive all your sessions, you're taking all the agency out of your players' hands. Bad stuff happens, good people have to try to stop it, roll, rinse, repeat. There's a better way to play (and prep) your sessions . The Game Master's Handbook of Proactive Roleplaying shows you how to convert your TTRPG gameplay from predictable action/reaction cliches to player-driven narratives that put all the choices (and most of the prep work) in the hands of your players. The goals are theirs. The decisions are theirs. Everything that happens in the world you're building together occurs not because you planned it, but because the PCs are following their own paths, rather than Game Master breadcrumbs, to the scene of the next adventure. The proactive approach ensures every battle has tension, every faction has a function and every session is high-stakes (and an absolute blast), putting the players and their characters in the driver's seat so you can sit back and simply put giant goal- (and soul-) crushing roadblocks in their way. You'll also find: * Foreword by Ginny Di with an afterword by Jeff Ashworth * Writer's block-breaking charts * Case studies from decades of sessions * Templates for goal-driven NPCs and factions * A modular adventure setting and much more! The Game Master's Handbook of Proactive Roleplaying is compatible with your favorite 5th edition Fantasy Tabletop RPGs!, This unique new RPG guidebook is designed to transform gameplay in ways that empower players to create their own motivations and goals, then proactively pursue them - in effect, guiding the narrative of their characters, rather than having the Game Master do it.
LC Classification Number
GV1469.6
ebay_catalog_id
4

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