
Fifteen years ago in the pages of Pyramid Magazine, I challenged the standard format of "GM advice columns" with "Play Dirty." Instead of advocating for fairness and honesty, I told GMs to lie, cheat and steal. Do anything and everything to entertain your players. Stop at nothing. Pay any price. The advice was both the highest and lowest rated column in the magazine's history, creating division among its readership. But most importantly, it made everyone think about how they ran their games. I collected those articles in a book and it has simultaneously become one of the most famous and notorious GM advice books in gaming history. Now, fifteen years later, it's time for a sequel. Play Dirty 2: Even Dirtier continues the trend its predecessor began. PD2 presents even more nasty, underhanded and deceitful tricks to get your players emotionally involved in your characters and your world. John pulls no punches, using everything from new technologies and old conman tricks to give you all the tools you need to get your players to care.