Never Unprepared is 134 pages long in what appears to be a large digest format (I only have the PDF version, not the print copy.) This short length of the book, plus the easy writing style, make it very accessible and easy for even a busy GM to read and get something out of. Additionally since the pages are in a smaller format, it's easy to read on a smartphone or small screen tablet.
|Screenshot taken from DriveThruRPG for illustration purposes|
So, what is it? I've never seen one before, no one has, but I'm guessing it's a white hole. Sorry, been watching too much Red Dwarf lately (if you've never seen the series it's a BBC sitcom set on a deep space mining vessel, and the early seasons are really good.)
So, what is it? Well Never Unprepared is a book that takes some project management principles (don't worry, it's not scarey) and attempts to apply them to the art of game mastering. Effectively treating the approach to game prep the same way one would a project plan for a large project. Yes this may sound daunting, but don't worry it's all distilled down in the book. The aim of the book is to provide you with a means of developing your own method of gaming prep that is repeatable and honed to suit your gaming needs and your GMing strengths and weaknesses.So the book doesn't tell you how to prep your games, it tells you how to go about working out how is best for you to prep for your games.
I'm going to borrow from the index now to guide you through the book contents.
- How to Use This Book
- Understanding Prep
- Prep is Not a Four Letter Word
- The Phases of Prep
- Prep Toolbox
- Tools for Prep
- Mastering your Creative Cycle
- Evolving Your Style
- Your Personal Prep Templates
- The Prep-Lite Approach
- Prep in the Real World
- References and Inspiration
For example the section on brainstorming suggests just throwing ideas down on paper that seem vaguely interesting. Don't think about them in great detail, don't analyze whether or not they'd be useful or how you can use them, just basic thoughts. Deciding if they're good comes in the Selection phase, and fleshing them out in Conceptualization. Some hints on capturing your brainstorming, such as always having a note application on your smartphone, or a small notebook tucked in your pocket.
There is advice on how you can improve what you do in each section, and how to spot when you are doing too much. For instance are you really good at coming up with evocative location descriptions on the fly? Then you really shouldn't be wasting your time writing it out in more than a bullet point or two to keep a focus.
Yes some of the advice in the book may see obvious to many, but sometimes you still need someone to point it out to you to make it stick in your mind.
It's hard to pick out specifics that are good, and what is bad, but there is so much useful ideas in the book that I'll end up taking on a lot of them and most won't even be conscious. From that perspective you can get more out of the book that you think. In many ways it's a self help book to give you the push towards thinking in a more efficient way about the approach you take to gaming prep.
Conclusion: Is this a book worth reading for any GM? If you find you're not ready in time for your games, or that the gaming prep is taking too much of your time and you consider it sometimes to be time wasted, then definitely buy this book. In fact I'd recommend buying it anyway as even the most experienced Game Masters will likely find something in there that is useful to them. Myself, I'm taking the templates concepts and applying them into my notes, it's already improved things. And since reading the book, I now use Evernote on my smartphone constantly to enter ideas and carry a small notebook in my jacket pocket.
So go over to DriveThruRPG and pick up a copy today. It's not that expensive and it could well help.
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