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XDM X-Treme Dungeon Mastery [A DM’s Review]

  • Written by John Lewis 6 Comments
    Last Updated:: July 16, 2009

    XDM X-Treme Dungeon MasteryYesterday, Sam and I received our copy of XDM X-Treme Dungeon Mastery, the upcoming RPG book by bestselling author, Tracy Hickman and his son Curtis Hickman. My intention was to skim through the book during my lunch break last night and then spend today reading the book cover to cover. Alas, this was not to be. Moments into the introduction I found myself chuckling, several minutes later I was laughing out loud, and before I knew it I had spent most of my work day shirking my duties while reading the book from start to finish.

    [I formally petition the Hickmans for two XDM levels for putting gaming before my career.]

    The book, wonderfully illustrated by Howard Tayler of the online comic strip Schlock Mercenary (www.schlockmercenary.com), focuses on the secret history, forbidden lore, and the mystic art form that is X-Treme Dungeon Mastery. What is an XDM you say? In a nutshell, the XDM is the master of the ancient art of putting fun before rules, and story before mechanics in roleplaying games. (The XDM is also someone who’ll put theatrics before personal safety, or the local fire code.)

    This was, without a doubt, the most humorous gaming related book I’ve ever read. From the footnotes (be sure to read them all) to the illustrations (my favorite involved broccoli) I found myself actually laughing aloud. On more than one occasion I was forced to set the book down while I just chuckled and thought about some of my own gaming experiences. From the “history” of XDM movement and the “secret” self-initiating rites of the XDM (which I’m forbidden to reveal here), to the “Advanced” XD20 rules and the illustrated monster entries, I enjoyed and laughed from cover to cover.

    Although the book is written in a very humorous, tongue-in-check manner don’t make the mistake of assuming that it isn’t a serious gaming supplement. The Hickman’s goal of getting gamers to remember to enjoy the game and not get so caught up in mechanics really comes through. They are gamers after my own heart. The book is loaded with excellent advice on how to put the fun back into your game.

    For me Chapters Four and Five, Story is Everything! and Designing for Story respectively, are an absolute must-read for any game-master. Here the Hickman’s focus on the two most important aspects of great games; story and reason, and how to include both in your game. I also found the section on the Campbellian Monomyth (based on the work of Joseph Campbell) to be an excellent resource for creating adventures, campaign plot arcs, and truly sending a character on the heroes’ journey. Any game-master should also pay close attention to the discussions on Closed Matrix Campaign Design. Following the Hickman’s model will add a great deal to a campaign and streamline the XDM’s work. Also the section on surprise / manipulating the truth was inspired.

    Two things for you aspiring XDM’s to pay close attention too: the ethics and consequences section, and the never use “because it’s magic” excuse section, truly priceless. My favorite quote from this area of the book; “Natural selection really should apply to heroes.” Amen brother!

    The book also includes a couple of chapters dedicated to adding a little flair and theatrics to your campaign. Unfortunately, I do not posses the manual dexterity for card tricks, dice stunts, or contact juggling. However, I feel more than confident in my ability to use a fog machine, lasers, and pyrotechnics. Although, the local Department of Homeland Security may feel different about the use of pyrotechnics.

    In addition the book is not just for you game-masters. Although relatively short, the XDM Players Section should be read by anyone with a character. In fact my group will all be reading a handout on Friday. The handful of simple tips contained in the section will make any character more memorable and exciting to play.

    Tracy & Curtis Hickman possess a wonderful, conversational style of writing that makes reading the book feel more like sitting around with friends than toiling through the average game supplement. Throughout the book they use numerous references to popular television shows, movies, and books to illustrate their points and to give you solid examples of the topic at hand.

    In closing this is a book you won’t regret buying. I imagine it will be one that I take out and read time and again regardless of what game, or edition, I’m currently playing. According to the release we received the book will be available at GenCon next month and in stores sometime this Fall. You can also go to www.xtremedungeonmastery.com to order a copy. One more thing, I can guarantee that next time I’m gaming at a con I will certainly be using The Australian Rule. Thank you gentlemen.

    Parting Thought:
    How many XDM levels do I gain for a favorable book review? Just wondering…

    Read Samuel Van Der Wall’s XDM X-Treme Dungeon Mastery [A Player's Review]

  1. John! Consider yourself as having gained two levels for your insightful and in depth examination of XDM! We shall redouble our efforts!

    Tracy Hickman’s last blog post..XDM First Reviews

  2. I had wondered if the XDM book was going to actually be useful, or if it was just going to be comical anecdotes. I don’t know why I was wondering, I’ve always loved Hickman’s stuff in the past. I think I’ll be sure to stop by his booth at GenCon and get an XDM signed by the authors (and the artist if he’s available).

    Mad Brew’s last blog post..The Web of Desire

  3. @Mad Brew you can do what I did and order the book now WITH autographs already included: http://store.schlockmercenary.com/ProductDetails.asp?ProductCode=B-XDM

    Just have to do it before 7/18/2009

    and for just $5 you can have it rushed, so if you want to add more personalization, you’ll have it in time Gencon, too.

    Just a thought.

  4. @ Mad Brew – It definitely is large part humor, but there is some awesome substance in there too. Like I said in my review, I really liked the ‘Living Through The Revolution’ chapter and the Player chapter. The first basically gives you some tips that can be used to deal with rules lawyers, roadblockers, and problem players. The Player chapter gives you some ideas on how to play the game better without writing a 20-page background. Honestly, John and I both picked up a ton of new tricks reading the book, and it was funny to boot.

  5. @Grand Supreme Highlord Hickman.

    I humbly accept your granting of XDM levels. I promise to use them only for the forces of good [as an XDM however I determine what is, and isn't good].

    It was a pleasure reading your book sir. Your emphasis on story and having fun is right in line with my style of play.

    Thanks for a fun read and great tips!

    John Lewis’s last blog post..Kobold Quarterly Issue 10 Review

  6. @MadBrew: I’ll definitely be at GenCon. Time permitting, I won’t just sign books. I’ll draw in them. There’s a page in the back ready-made for my defacements.

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