Free PDF , by James D'Amato
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, by James D'Amato
Free PDF , by James D'Amato
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Product details
File Size: 1614 KB
Print Length: 272 pages
Publisher: Adams Media (October 2, 2018)
Publication Date: October 2, 2018
Sold by: Amazon Digital Services LLC
Language: English
ASIN: B07CL4VY2K
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Amazon Best Sellers Rank:
#39,611 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
I don't understand how anyone can get anything out of this book. It feels like the author has no understanding of the English language at all. How this book got published is beyond me.Here's an example. The very first exercise is to "make an idiom" for your character, and from the tables presented, the author clearly has no understanding of what an idiom actually is. The statements generated from these "idiom" tables make absolutely no sense. Here are some examples: "A raging jester might lose over a barrel." You spent suffering a god." "Blood might lose without the darkest dungeon."It feels like the author just smashed random words together and published them in a fancy cover. It's an astonishing waste of paper and ink.
This book was designed for character creation for role playing games, but it's a super valuable resource for character development for writing and storytelling in general. What makes a character interesting? What makes us fall in love with them? If a character has something that makes them powerful, what happens when it's taken away? Coupled with really great commentary on storytelling is a fresh and humorous approach to the subject matter. Add in some randomizing tables to keep your creative ideas from sprawling.Cannot recommend highly enough. If you're stuck in a creative process with a character, you could flip to almost any page in this book at random to get you going again.
True to its word, The Ultimate RCBG guides players through the process of creating a detailed backstory for their role-playing game characters with the lightheartedness and whimsy of most Dungeons & Dragons campaigns. Readers will enjoy the comedic tone of many of the exercises, from the adventuring party formation app called “Ventur†(“Whom does your character swipe right?â€) to the “Damn Merlinials†prompt that explores how older generations of adventurers might look down on those newer to the lifestyle.The book leaps from topic to topic—“What is your character’s catchphrase?†segues into “What would you do to save a cat?†before proceeding to “What unique holiday do you celebrate?â€, for example—which means readers don’t have to worry about getting “stuck†on one portion of their character’s life. You can easily skip ahead to a prompt that interests you, or open up the book to a random page for an unexpected adventure. If you want to work through the book in order, the activities are organized based on character level, which makes sense when you consider that the experiences of a fifteenth-level hero will differ compared to a first-level novice fresh from the farm. There’s also some great guidance in the introduction for the types of feats your character will be capable of accomplishing by level.A reader needs only the loosest of character concepts in mind to complete the activities—and honestly, you could go in with a blank slate and have fun seeing what sort of character you generate through the prompts alone. I think this is especially helpful for readers who may be intimidated at the prospect of crafting an epic backstory worthy of a George R. R. Martin novel (and having to generate a treatise numbering in the dozens of pages, like that one player always does). Even after completing only a handful of activities, you’ll produce an emergent narrative for your character’s past in much the same way that a series of rolls and card draws creates a story over the course of a board game. Contemplating how the different episodes in a character’s life might be linked makes for an organic and unique backstory, although it might not have quite the elegance and resonance of a character whose histories have been tightly plotted.Where many character backstory generators focus on the who, what, where, and when, the activities are structured to let readers focus on the how and why, which is much more useful when figuring out how to actually role play as your character. (Consider how two characters with a similarly tragic childhood might respond to those formative events very differently.) I was pleasantly surprised by how the activities also engage the rest of the adventuring party, inviting the reader to think about how their character relates to or potentially clashes with their fellow travelers. This is an aspect absent in similar types of character-writing advice books for novelists, and it’s something Amato’s book does especially well.Who Should Get This Book?This book is especially geared toward players who want to continue enjoying the tabletop gaming hobby on their own time, players who are new to role-playing and Dungeons & Dragons specifically, and players who don’t normally consider themselves creative. The latter type of reader will appreciate jumpstarting their inspiration with fill-in-the-blank prompts, short-answer questions, multiple-choice options, and tables to roll on to generate random results. If you do consider yourself especially creative and enjoy writing, your answers to the activities can serve as the foundation for a slew of short stories or scenes. The sheer variety of activities, as well as the range of prompts, makes the workbook fun and exciting to work through, since you’re genuinely curious to know what the next questions will be.Who May Want to Pass?This book won’t appeal as strongly to gamers who are turned off by fantasy tropes or settings, role-players who want a very serious or dark tone for their characters, and people who want to create novel-worthy characters efficiently (you can totally use these prompts to create a protagonist for your next writing project, but you won’t get there as efficiently or cover all the bases needed by a novel). That said, there’s still plenty of gaming goodness here for players of games other than D&D.Between the PagesThe very first thing I noticed upon opening the book was the interior design, which is elegant and well-balanced on the page. The sans-serif font is easy to read and not too small. The dual ink tones (black and orange) makes the product look good without the cost of a full-color production. The spot gloss on the cover and spine also provides a touch of class.Unfortunately, a lot of the beauty and visual interest is lost in the Kindle version, and I was disappointed by the low resolution of the bullet icons (likely done to keep the file size low, but storage space usually isn’t a concern for me on my Kindle or tablet). On the plus side, the tables are sized properly and don’t break awkwardly in the Kindle reader like I’ve seen in many other professionally produced e-books. Nevertheless, this book is definitely worth getting in print, or in a PDF option if one becomes available.Finally, I think any true workbook would benefit from a lay-flat binding, and some readers may find it awkward or impossible to write in their copies without breaking the spine. However, coil binding would have greatly increased the cost, and customers who really want this experience can take their books to their local office supply store or print shop to rebind it for ten dollars or so.Final ThoughtsAll in all, this book helps fill a gap in a burgeoning hobby where most of the how-to books are directed at game masters. Most importantly, this book provides a vehicle for many more hours of fun when you don’t feel like you have enough role-playing in your life.A complimentary copy of the softcover was provided to the author for review purposes.
This book is a really useful tool for helping generate backstory ideas during character creation. Either for a Player Character or a Non Player Character this book provides a good stepping stone in the process. It’s simple and open format is not intended as a specific regimen to be followed for Character Generation nor is it just an endless list of random tables. Instead it is a system neutral collection of brief themed exercises with questions and some random tables. These exercises are written in a way as if a GM were providing a scenario for you or asking you the questions and even have some die rolls for certain resolutions and possibilities. It is meant to inspire you to flesh out what this Character has been through and what may have helped shape their personality and their motivations. The books exercises are also broken up into tiers to have a general gauge over potential starting points in a Characters career. I really enjoy what this book has to offer and I find it very useful to get my own thoughts kickstarted. I would highly recommend this book to any player of any tabletop game or any GM to have at the table for their players to thumb through. A GM might even want to select certain exercises that might fit the theme of the campaigns starting point and use them as handouts at session zero. This book is jam packed with a variety of material to inspire you, a worthy purchase indeed. Thank you James D’ Amato.
James has put so much thought and care into this book. Even from a quick flip through you can tell that applying these exercises to your characters are going to give them so much added depth that they will come to life at the table. It also has his unique humor to get you smiling and giggling while you're enhancing your character. I used these exercises for a character I'm developing now and she is becoming more clear in my mind. This will stay at our game table for a long time.
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