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Information
RPG
Genre
Series Code
 
Category
Mechanic Show More »
Designer
Artist
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Publisher
Year Published
2009
Primary Name
X-treme Dungeon Mastery
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ObjectID: 55564
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Pg. 1
Nick: 
XDM
Publisher: 
Year: 2009
Hard Cover
Product Code: TYL2001
ISBN-13: 978-0977907465
160 pages
Size: Letter
1.50 pounds
English
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Description Edit | History

From the back of the Book:

The Cure for the Common Game

Throw off your chains! Too long have your role-playing games been held in the bonds of substandard gamemasters, bound in needlessly complicated rule sets, and enslaved by players who will avoid doing anything unless it counts toward leveling up! It is time to take a stand!

Learn from the masters the ancient secrets of how to:

* Become a certified XDM and impress dates (Do-it-yourself secret initiation rites included.)
* Design epic adventures that tell stories.
* Perform magical feats to amaze your players, and even make them disappear!
* Employ actual combustion (yes, "fire," and yes, it's dangerous) to enhance your games!
* Hijack any game as a player, and deal with any player revolution as an XDM!

From the Website
God does not play dice with the universe. We do.

XDM: X-Treme Dungeon Mastery is a hard-bound, 160-page illustrated tome whose toothy, monochromatic pages will add more color to your game than any other supplement you might buy. Its principles work with every role-playing system known to man, and it includes the fully-playable XD20 system which allows the true Extreme Dungeon Master to render any of those other systems obsolete... or at least completely superfluous.

More Information Edit | History

Three categories might seem excessive but I'm confident this is correct. I advise that the removal of some of these categories should only be done by someone who has read this book. For everyone else, here's my thinking:

Some of this book contains advice on livening up your RPGs which I'm interpreting as "Options to enhance play".

Other bits are not really directly RPG related - advice on conjuring, card tricks, "black art staging" and contact juggling.

Finally chapters 15 through 17 are a self-contained, rules-light RPG system, making it also a core rulebook.

Quod Erat Demonstrandum

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X-treme Dungeon Mastery

Review of the RPG book \'\'X-treme Dungeon Mastery\'\', with advice and tips for game masters.

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