Part 1 Basic storytelling --
1 Understanding audience: An introduction to thinking of the players of an RPG as the audience for the story --
2 State Objective: An explanation of how creating clear goals aids collaboration --
3 Story- or System-led creation: An explanation of how game mechanics are used to create narrative --
4 Session zero: A guide for having a conversation before you start playing a formal game to help your group work together --
5 Understanding text: An explanation of how specific words shape a group's understanding of the narrative and ability to collaborate --
6 Make choices important: An explanation of concepts from improv and how they apply to games --
7 Pacing: Multifaceted advice on what drives the audience experience of an RPG story and how to pace it effectively --
8 Engagement: Explanation of vulnerability and enthusiasm as a driving force in narrative games. Alternative methods for encouraging those core drivers --
Part 2 Advanced playing techniques --
9 Introduction to GMing style and making choices with intentions: An explanation of different stylistic approaches to GMing and advice on how to cultivate a personal style --
10 Themes: A guide to understanding themes in RPG stories and how to use them to create a cohesive piece --
11 Imagery: An explanation of how to use themes to create imagery in your narration --
12 Playing to change: An explanation of how PCs are different from protagonists in other media and advice to help you play characters who feel dynamic --
13 Looking for trouble: Advice for eschewing traditional approaches to playing a PC in order to introduce compelling conflict to a story. --
14 Delegating creativity: Advice to allow GMs to delegate parts of their role to make a game more collaborative and engaging --
Part 3 Playing for experience --
15 Finding a voice: A drill for generating and practicing character voices --
16 Limiting choices: A storytelling exercise challenging players to creatively overcome obstacles while limiting their choices --
17 Same rock, different world: An exercise using shifting genre and theme to change descriptions of objects in different settings --
18 Building the group mind: Three exercises adapted from improv to develop collaborative skills in an RPG group --
19 Unpacking desire: A self-analytical tool to aid players in understanding which aspects of RPGs they enjoy --
20 Narrative rewards table: A tool to help GMs generate story hooks as rewards for quests rather than loot --
21 Pacing scorecard: Tools to help GMs outline sessions by breaking down different factors that affect a game's pace --
22 Mood lighting: Similar to Same Rock, this exercise guides readers to use the same details to make a room appropriate for different moods, tones, and scene types --
23 Side scenes: Three exercises based on improv and fan fiction to help players explore their characters outside regular game sessions.