My first impression of this handbook was 'ok, interesting, but nothing new'. At several points I found myself thinking 'well yes, I do that anyway', but hadn't analysed why I did it or how they might fit into a process.
Whilst it's true that most of the components are probably part of the well-versed GM's normal repertoire, Cherie puts them all together in an elegant way that has been feeding my brain at conscious and subconscious levels ever since I bought it. She has assembled the elements of adventure creation; gathering ideas, asking questions, gathering the results together in the form of events and then, finally, writing the adventure in clear, easy to follow steps.
The example she uses puts the whole together in an easy to see manner.
The bottom line is that I've bought lots of interesting stuff here over the last couple of years, some of which I will use parts of, some of which will gather dust on my hard-drive. I will definitely be using this.
4.5/5
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