I decided to start by browsing the table of contents and index for anything that looked disagreeable ("I'm almost enjoying my anger!"). It didn't take long to find something:
Gamemastering wrote:
Random Player Character Killing
The threat of character death supposedly brings a sense of reality to the game. If the players know their characters can die, it is widely said, a certain tension will be present that is difficult to create otherwise. Furthermore, the reasoning goes, if players know they cannot die they might take rash actions and treat the game world with disrespect.
I don’t believe any of that. I do believe that the casual disregard many Gamemasters show for player character’s lives is responsible for more ruined games than any other factor. Killing off characters without the permission of the player causes them to stop caring. Roleplaying dies. That’s no good. A GM that lets player characters die randomly will never have any meaningful roleplaying in the game. It will not happen.
This is later followed by advice to fudge dice to prevent character death and another section advocating for blatant
deus ex machina to save a party that has gotten in way over its head. Ironically, he completely contradicts himself in the latter:
Gamemastering wrote:
Try not to resort to the Deus Ex Machina ploy unless you absolutely must. If players sense that they will always be saved from harm, they may become reckless and lose interest in the game.
Which is it, Mr. Jamison? Do you or do you not believe that the threat of PC death creates 'a certain tension [...] that is difficult to create otherwise'? Does the looming threat of death enhance or stymie roleplaying?
Immediately following the section on
deus ex machina, he advocates for the GM to do everything he can to keep nemesis characters alive:
Gamemastering wrote:
Let the players think they have killed, banished, or imprisoned the Nemesis only to have him turn up unexpectedly later. Or you can make his immediate escape known. Both methods have their uses, and it’s wise to alternate between them to keep the players guessing. The Table of Nemesis Rescues lists a few handy escape ideas for a Nemesis.
[...]
Consider far in advance how each Nemesis will appear to meet his fate. See to it that the mechanism you choose for the escape or illusion is reasonable and at the ready. Consult the handy Table of Near Death Escapes for some ideas.
This, again, strikes me as incredibly ironic, for the book actually started off quite strong in Chapter 1:
Gamemastering wrote:
The realization of this led me to discover the only absolute Law I know of in gamemastering:
“The more the Gamemaster plots, the less the players will follow the plot.”
It’s easy for a GM to escape the consequences of this law – just banish the idea of creating a plot.
Having decried both plots and railroading (he elsewhere recalls an anecdote of the worst session he had ever played in, which was a miserable railroad from start to finish), he yet still goes on to suggest tactics like this:
Gamemastering wrote:
Keep throwing just enough at the team so they succeed, but at some cost: ammo spent, damaged equipment, injuries, fuel consumed, lost GCs, negative consequences in the world. When they are almost overwhelmed, they overcome the threat, get more ammo and equipment, and heal up, ready for the next obstacle.
At several points, he also argues for inventing problems on the spur of the moment merely for the sake of 'fun'. Here is one such example:
Gamemastering wrote:
Throw in a brick wall anytime things are going too smoothly. Simply take an element in the game that seemed permanent, reliable, or certain and make it change, fail, or become uncertain. This will cause the players to break out in a sweat, their incipient boredom forgotten. For example, a chase scene lacks excitement because the team is getting away too easily - suddenly a tire blows out!
No regard for cause and effect, rationality, game mechanics, or anything! Just random setbacks for their own sake. I, for one, would not be pleased if my character's car's tire blew out purely because the GM felt things weren't exciting enough. It would make me question the basis for anything the GM decided would occur.
Mr. Jamison seems like a narrativist in denial, and I think I know why. On the one hand, he clearly understands, or, at least, claims to understand, that narrativism is not roleplaying:
Gamemastering wrote:
In fact, any game that has a predetermined conclusion isn’t a game.
GMs sometimes write a story in advance because that’s what they want to do. These folks should write a book/play/movie and get it published or produced. Likewise, if the players want to act in a scripted environment, they’d probably have more fun with a theater troupe. Those are great activities, but they aren’t roleplaying.
Roleplaying only works when the players feel they have a relatively free hand to do as their characters please. This is impossible with a plot.
On the other hand, he says that his first RPG experience consisted of taking 45 minutes to roll up a character, being dropped in the middle of a desert, and then having his character eaten by a giant centipede within the first three minutes of the game. Hence, his distaste for character death. Furthermore, he says that PCs should be created with beliefs, vices and virtues, backstories, friends and foes, woes, goals, and quirks, much of which should be hashed out in a 'character interview' with the GM. Indeed, he says that all of this is essential for creating adventures, for his method is to directly base adventures on all these PC details. It's no wonder he feels character death ruins games. Most players aren't going to want to do all of that more than once, and his method doesn't work without it.
Thus, he faces a dilemma. It's not roleplaying if the players aren't free, but true freedom could lead to character death, which he despises. His answer is illusionism: do everything to make the players feel they are free while simultaneously, by means both subtle and overt, shielding them from the consequences of their actions. This goes for his nemesis characters, too. He puts so much weight on character relationships that he can't bear to let a villain die except in dramatically appropriate circumstances. I don't know how he reconciles this with his stated rejection of plots.
Now that I've got the bad out of the way (I hope), I still plan to read the rest to see if he has any gold hidden in there. The random tables at the back do look useful. However, to any inexperienced GMs, I strongly recommend reading one of the two books I suggested at the top of the OP instead.