XDM X-Treme Dungeon Mastery
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Narrated by:
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Mikael Naramore
About this listen
XDM: X-Treme Dungeon Mastery by Tracy and Curtis Hickman is oft hailed as "The Cure for the Common Game". This newly revised second edition now contains:
- Tips for understanding and meeting the needs of your players
- Techniques for addressing conflict at the game table
- Diagrams for story structure, session flow, and adventure design
- Enriching and amusing footnotes
- DIY rituals for joining the secret society of XDMs
- Instructions for the incorporation of practical effects, including lasers, holograms, and actual prestidigitation
- The entire XD20 2e Roleplaying System, an RPG that lets you play in any setting you can imagine.
- Twice as much content as the first edition, and over 240 new illustrations by Howard Tayler
Roleplaying games have come a long way since the 1970s. Possessed of this second edition of XDM: X-Treme Dungeon Mastery, you can become and x-treme dungeon master, and as an XDM you'll stand ready for the next 50 years of RPGs.
PLEASE NOTE: When you purchase this title, the accompanying PDF will be available in your Audible Library along with the audio.
©2009, 2022 Tracy Hickman, Curtis Hickman, Howard Tayler, Sandra Tayler (P)2022 Tayler CorporationListeners also enjoyed...
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When Alex Stone was five years old, his father bought him a magic kit - a gift that would spark a lifelong love. Years later, while living in New York City, he discovered a vibrant underground magic scene exploding with creativity and innovation and populated by a fascinating cast of characters: from his gruff mentor, who holds court in the back of a rundown pizza shop, to one of the world's greatest card cheats, who also happens to be blind. Captivated, he plunged headlong into this mysterious world.
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I suppose the author thinks he's clever
- By Joe on 11-01-12
By: Alex Stone
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The Creative Habit
- Learn It and Use It for Life
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- Narrated by: Lauren Fortgang
- Length: 8 hrs and 51 mins
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All it takes to make creativity a part of your life is the willingness to make it a habit. It is the product of preparation and effort, and is within reach of everyone. Whether you are a painter, musician, businessperson, or simply an individual yearning to put your creativity to use, The Creative Habit provides you with 32 practical exercises based on the lessons Twyla Tharp has learned in her remarkable 35-year career.
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A much-needed shout-out to good habits
- By cvstuart on 03-27-13
By: Twyla Tharp
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The Making of Outlander: The Series
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It was only a matter of time before Diana Gabaldon's best-selling Outlander saga made the leap from book to hit TV series, and the millions of readers captivated by the epic romance of Claire Beauchamp Randall and Jamie Fraser have eagerly followed. Now the must-watch drama has inspired this must-have guide, which reveals that it takes a village (or perhaps a Scottish isle) to bring the breathtaking world of Outlander to life in front of our eyes.
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Better To Get The Book
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By: Tara Bennett
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Accidental Genius
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- Narrated by: Bronson Pinchot
- Length: 4 hrs and 27 mins
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When it comes to creating ideas, we hold ourselves back. Thats because inside each of us is an internal editor whose job is to forever polish our thoughts, so we sound smart and in control, and so that we fit into society. But what happens when we encounter problems for which such conventional thinking fails us? How do we get unstuck? For Mark Levy, the answer is freewriting....
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Great Ideas
- By Amazon Customer on 12-31-10
By: Mark Levy
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Significant Zero
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When his satirical musings in a college newspaper got him discharged from the Air Force, it became clear to Walt Williams that his destiny in life was to be a writer - he just never thought he'd end up writing video games, let alone working on some of the most successful franchises in the industry - Bioshock, Civilization, Borderlands, and Mafia, among others. Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls.
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it's a bad autobiography not what the title says
- By Chelsea on 11-22-17
By: Walt Williams
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SpeedRunner
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- Narrated by: Vikas Adam
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Launch day. That was what they called it. The day when over four million people vanished in an instant from the island of Manhattan. The day earthquakes ravaged the east coast. The day a 101-kilometer tall tower rose from the wreckage of the now empty city. The day every screen, newspaper, and smart phone displayed a single message from an unknown source: The Great Emperor has issued his challenge.
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Honest Review; No Hype No Hate
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The Secret History of Magic
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If you read a standard history of magic, you learn that it begins in ancient Egypt with the resurrection of a goose in front of the Pharaoh. You discover how magicians were tortured and killed during the age of witchcraft. You are told how conjuring tricks were used to quell rebellious colonial natives. The history of magic is full of such stories, which turn out not to be true. Behind the smoke and mirrors, however, lies the real story of magic.
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Snoozefest
- By Eric Myers on 06-22-19
By: Peter Lamont, and others
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True Hero
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A simple man, lacking in knowledge, but quick of wit. He is flung into the future, where everything is different. Now, he has to make a name for himself, carve his own path in life. He decides to play a game, the biggest one in the world. A strategy game, focused on tactics, used to select the top managers of the largest international corporation. Now, he has to prove his mettle and earn a place for himself in the future....
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Fake it tell you make it.
- By Cody on 05-25-19
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Improv for Actors
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In this step-by-step guide, an actor and improvisational teacher brings his tested methods to the page to show how actors can take risks and gain spontaneity in all genres of scripted theater. Through 28 lessons - each of which includes warm-ups, points of concentration, and improvisation exercises - Improv for Actors provides insights into thinking and reacting with fluidity, exploring a character’s social status, using the voice and body as effective tools of storytelling, and more.
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Good Content, helpful resource
- By Buyer One on 04-30-14
By: Dan Diggles
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Memory Craft
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Groundbreaking anthropologist and memory champion Lynne Kelly reveals how we can use ancient and traditional mnemonic methods to enhance and expand our memory.
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So grateful this is on Audible!
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Space Odyssey
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Regarded as a masterpiece today, 2001: A Space Odyssey received mixed reviews. Despite the success of Dr. Strangelove, director Stanley Kubrick wasn't yet recognized as a great filmmaker, and 2001 was radically innovative, with little dialogue and no strong central character. Author Michael Benson explains how 2001 was made, telling the story primarily through the two people most responsible for the film, Kubrick and science fiction legend Arthur C. Clarke. Benson interviewed Clarke many times, and has also spoken at length with Kubrick's widow, Christiane.
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A Book Wholly Equal to its Subject
- By Reggie on 04-17-19
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The Renegades
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What would happen if a professional rock musician joined a virtual MMO in search of inspiration among its game world? What would happen if she decided to play as a biota bard, a brand-new race of humanoid flora as well as a new class? Whatever would happen, it would surely be fun....
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Great story but audio did not do it justice
- By Kaz on 11-06-18
By: Vasily Mahanenko, and others
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Kobold Guide to Roleplaying
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There’s a reason it’s called a tabletop roleplaying game. Taking on the personae of different characters in the story brings a richness and depth to the experience and can make your game sessions exciting and memorable. But how can the poor, harried Game Master wrangle a whole slew of unique personalities on top of all the other work that goes into preparing each week? The Kobold Guide to Roleplaying has the answers you seek.
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Ugh.
- By Michael on 04-17-24
By: Keith Ammann, and others
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5 stars all around, but…
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This guy has a really annoying voice.
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When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success—and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson.
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Nice and grounded
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The Monsters Know What They’re Doing: Combat Tactics for Dungeon Masters
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Audible Got this RIGHT - Chapters have names!
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Of Dice and Men
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In Of Dice and Men, David Ewalt recounts the development of Dungeons & Dragons from the game’s roots on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, to its apotheosis as father of the modern video-game industry. As he chronicles the surprising history of the game’s origins (a history largely unknown even to hardcore players) and examines D&D’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences.
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Interesting Topic, but Terrible Execution.
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What listeners say about XDM X-Treme Dungeon Mastery
Average customer ratingsReviews - Please select the tabs below to change the source of reviews.
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- The Last Hobbit
- 09-16-23
Experience and a Love of the Hobby
Tracy Hickman, probably most well known as the one half of the dynamic duo (the other half being Margaret Weis) behind the central novels in the Dragonlance series, is also one of the earliest pioneers in table top roleplaying games. It apparently runs in the family as he and son Curtis take you on crash course amusement park ride of a book that is built around a single, central tenant: When you're the GM or DM, it's all about the players.
The Hickman clan's style of running a game is all about trimming away the fat and getting to the core of what makes gaming fun - fast, engaging play that's driven by an engaging narrative in a logically consistent world. The whole thing is written with tongue firmly planted in cheek and while the Hickmans take their fun very seriously, they never take themselves too seriously. The advice in this book is absolutely rock solid. I've worked professionally in the gaming industry for over a decade and been rolling dice for 35 years and found the advice in this book to range from a refresher of classic techniques and a few surprises I hadn't considered. While this book is absolutely worth the price of admission, it's not perfect. The advice and the minimalist XDM roleplaying game are gems that should be in every lifestyle gamer's bag of tricks, the Hickmans sometimes take their showmanship a bit too far. Incorporating a stage magician's tricks (such as sleight of hand, flash paper, and simple magic tricks) are certainly wonderful in principle,I have trouble thinking of more than a handful of GMs who have the time, inclination, and opportunity to use such tools at the table and this feels like wishful thinking on the part of the author. It's space that might better have been used discussing narrative technique, NPC or world design, or more of the other wonderful nuances of the hobby. I'm far less likely to use a coin on thin fishing wire trick at the gaming than I am to get use out of advice about what to do concerning things like interparty conflict or reconciling a campaign's plot when one or two players are unexpectedly absent.
In spite of all this, XDM is well worth the price of admission and whether you have yet to run your first RPG or you've been doing it for decades, this book should absolutely be in your library.
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- R. M. Emerson Jr.
- 07-15-23
My friends have done it again
As a friend of three out of four of the people involved in the creation of this book, I guess my review is a little biased. however, it was great to hear it done as an audiobook. as soon as I saw that it was available as an audiobook, I swooped it up. I am so grateful for what Tracy and crew are working on doing with role playing games in general to try and remind us that it is to be fun over bogged down by rules. even though I might not use the xd20 system, I will certainly be using bits and pieces of their suggestions to make my own game mastering better. I would highly recommend that everyone buy a copy of this book if they are serious about increasing their ability as a game master.
I did enjoy the narrator. I enjoyed that he worked at doing voices for characters. and I think that his overall performance was very good.
In the end, like I said before, I think everyone should have a copy of this book. maybe even if you're not a game master.
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- nina
- 02-26-23
Must have
Covers basics and advanced techniques of game mastering!(while you follow a group of characters) love the “show don’t tell method” of explaining! can’t wait to use with our group!
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- Chad D Smith
- 06-09-24
Skip if you want value
the first 1/3 of the book was great, but the last 2/3rds are "The Hickman Simulator." Unless you're running games for in person audiences at a convention, this is not for you. Most presented "Xtreme" concepts are literal slight of hand parlor tricks or ambience setting. I made it through the entire book and I'm disappointed I did. Hard Pass.
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