The Slayer's Guide To Games Masters

Simon Collins

Explorer
The Slayer's Guide To Games Masters is a humorous look at the interaction between players and GMs from Mongoose Publishing.

The Slayer's Guide To Games Masters is a 32-page mono softcover product costing $9.95. Space usage is pretty average - a wide right-hand and upper margin, average font size, single line space between paragraphs, and no chunks of white space. The inside covers are both used for advertisements. The art has a mixture of styles and quality, but none of it is appropriate to its textual context - merely humorous takes on the GM-player relationship. Though the product is "recommended for mature readers only", the writing style (and content) led me to believe it should have read "recommended for immature readers only". Editing seemed fine.

"Understand this. The Games Master is your enemy". The whole book takes the standpoint that it is funny to annoy, frustrate and laugh at your GM, as well as great fun to perform immature practical jokes at the GM's expense, some of which are beyond anti-social.

Chapter One: Psychology
Looks at different types of GMs.

Chapter Two: Habitat
Looks at furniture, GM screens, and venues.

Chapter Three: Society
Discusses games shops, message forums, GM notes, text messaging, and using dice to transmit secret messages.

Chapter Four: Methods Of Warfare
Discusses specific ways of winding up the GM, such as rules-lawyering, power-building, abusing player information, outright cheating, annoying method roleplaying, using unbalanced 3rd party splatbooks, and other such methods. It also deals with out-of-game methods such as bribery, insults, and some vicious methods of real-life retributive revenge against GMs.

Chapter Four: GM Character Class
A humorous take on the 'GM' prestige class, with class features such as 'mass catering'.

Chapter Five: Slayer's Guide To Convention Games Masters
Further ideas for making convention GMs cry, such as stealing the scenario, pretending to be disabled to gain an advantage, and cyber-stalking them pre-convention.

High Points:
Well, I guess if you like your humour coarse and black, this will probably have you rolling on the floor with laughter. Some of the more ludicrous ideas did have me smiling on occasion, until I remembered there are some really sick people out there.

Low Points:
It depends on your sense of humour, so this is purely a matter of personal taste. But I just don't find coarseness, for the sake of it, funny (though fine if it's mixed with 'real' humour). I also found that a lot of the suggestions for the physical, verbal and emotional attacks on GMs in the book to be so close to situations in real life, where real people were devastated by exactly this type of behaviour, that the humour went beyond black and into just plain sick. The frequent use of British slang and turn of phrase, though translated in places, does little to help the cause.

Conclusion:
The whole product comes off as cliquish, nasty, and immature, not to mention insulting to people with disabilities. There's a saying, "If you can't be a good example, you'll have to be a terrible warning". As far as I'm concerned, that is the only use this book has. Just because it masquerades as humour doesn't detract from the sickness of its underlying messages.

Sheesh! Maybe I'm just getting old.
 

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The Chinese general Sun Tzu wrote in 'The Art of War' that you should "know your enemy as you know yourself" and that, broadly speaking is the purpose of this chapter. We're going to tell you why otherwise decent people choose to become GMs, what weaknesses they might have, and what they're hoping to gain out of it.

But we won't be banging on about it. We'll stick to just what you need to know to defeat your GM. As former British Prime Minister John Major declared, it's time to "understand a little less and condemn a little more".

Some of you reading these words might think they're a bit strong. You might think that there's nothing wrong with people who choose to Games Master. You might even trot out the old line about how "it's wrong to hate GMs, because without the GM you wouldn't have a game!"

Yeah? Well I don't seem to recall that bit of logic ever stopping sixty thousand football fans from chanting "the referee's a git!" for twenty minutes.

So it isn't going to stop us either. These people chose to Games Master, nobody forced them, and now they're going to have to face the consequences. They've been pushing us around for too long and this is where it stops.

We'll show you how. . .
 


Personally I find the author, Johnny Nexus, to be a pretty funny guy, in an unabashedly immature way. Anyone on the fence about getting the Slayer's Guide to Gamemasters should check out his netzine Critical Miss (www.criticalmiss.com).
 

You forgot a key use of this book: use the guidelines in it to start a campaign where players play sick, troubled characters who play RPG's in the modern day. They'll do whatever it takes to "win." Use this Slayer's Guide as a campaign resource and watch the sparks fly.

I liked it. I'm sorry you didn't.
 

Some reviews leave you with the impression that you and the reviewer would never agree. This is one, and I haven't read the book.

He worries that people will persecute their GMs in real life? That disabled people will be offended? I don't know that political correctness is so natural a stance in our shared metal-bikini fantasy world. Is it me?
 

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