with the subsubtitle “Prompts and Activities to Create Compelling Characters for Horror, Sci-Fi, X-Punk, and More”
As an RPG nerd from way back, I was both deeply appreciative and somewhat perplexed by this book. I’ve never really had trouble dreaming up backstories for my characters, but can see how people with less active imaginations would find the many exercises and minigames in this guide to be super useful for filling out why their characters are the way they are when game begins. There’s even a helpful section in the book as to what to do in the event of a mid-game time jump, with players sitting around a table and drawing playing cards for prompts from the book (tho I’m unclear as to what James D’Amato means by making a visible break in the circle of cards. I assume that the cards are divided into stacks of four or are otherwise layered in some fashion?)
There were a few other sections where I was a little confused as to what was required of the reader. The strong and weak prompts for Standing Out In A Crowd in the Western section, for example, weren’t as clearly marked as they might have been. But overall this was a very thoughtfully designed handbook covering a variety of genres that, as the author notes, can be mixed and matched to accommodate the particular nuances of a game’s setting, using superhero prompts in a fantasy setting, for example, if you’re running a swords and sorcery story that involves secret identities. The language used throughout was also excellent, particularly in making this book feel welcoming for all players and reminding readers to avoid harmful tropes in our designs.







