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Advanced Gamemaster's Guide (d20 3.5)

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Gamemasters Wanted!

Anybody that's ever run a game knows it can be a chore. Between stuffing monsters in dungeon rooms, drawing maps, finding that careful balance between giving the PCs too much or, worse, facing the dreaded TPK (total party kill), it's a tough job being the GM. And whether you're an old hand, with several editions under your belt, or a first timer, still wet behind the ears, you undoubtedly want your games to be the very best they can be. Green Ronin's Advanced Gamemaster's Guide is designed specifically for you. It brings everything together and gives you the tools to raise you and your player's enjoyment. Usable by itself or alongside Green Ronin's Advanced Bestiary and the Advanced Player's Manual, books in the Advanced Series take 3rd Era rules the next step. Inside you'll find a slew of useful material, including:

  • Expert advice on building a campaign, from tips on world building to adventure and campaign construction. This book also includes ideas for running published adventures and a framework for building your own adventures and NPCs.
  • Advice for improving the play area, such as using props, miniatures, mood music, and other helpful suggestions, while also addressing the best ways to take advantage of players' strengths and working with challenging play styles.
  • Guidelines for changing the rules to make the game fit your vision. Options including class dodge bonuses, expanded critical hits, and quick resolution mass combat are all ways to make your game exciting and unique.
  • Ways to speed up play such as set damage and criticals, simplified attacks of opportunity and more.
  • Ways to add complexity like fortune points, variant spell systems, and experience debt.
  • Character options including variant power levels, character backgrounds, building resources for downtime between adventures, and alternate methods for advancing characters such as vision quests and advanced training rules.
  • Fantastic treasure including mundane item materials, to new armor and weapon qualities, and all new magic items such as boons, chakras, and levin.
  • Rules for crafting artifacts.
  • New poisons, diseases, and conditions like enamored and bewildered.
  • New mechanics for mystic locations and unusual environments like the dreaded transstorm.
  • Sample initiative cards and a campaign worksheet for recording your game changes.
  • Cool illustrations from top artists like Kent Burles, Lisa Wood, Joseph Wigfield, Toren "Macbin" Atkinson, Terry Pavlet, and James Smith III.

From the expert pen of Black Company Campaign Setting and Bastards and Bloodlines author Owen K.C. Stephens, the Advanced Gamemaster's Guide gives you the tools to take your games to a new level. Whether running a one-shot game or an extended campaign, this book is for you.

This product utilizes updated material from the v.3.5 revision.

PDF Features:BookmarkedLinked Table of ContentsCreated from source files - not a scanned PDFGold Vendor Updates*Best with Adobe Acrobat Reader 6 or laterEdition Credits:Design: Owen KC StephensAdditional Material: JD WikerEditing: Mike JohnstoneDevelopment: Robert J. SchwalbGraphic Design: Marc SchmalzArt Direction and Additional Graphic Design: Hal MangoldCover Art: William C. EakenInterior Art: Toren "Macbin" Atkinson, Kent Burles, Marcio Fiorito, Pat Loboyko, Terry Pavlet, James Smith III. Joseph Wigfield, Lisa WoodExecutive Producer: Chris PramasGreen Ronin Staff: Steve Kenson, Nicole Lindroos, Hal Mangold, Chris Pramas, Marc Schmalz, Evan Sass, and Robert J. Schwalb.Demo Link Details:The Demo button links to four pages of Chapter Two: Adjudicating Play. Read along as author Owen K. C. Stephens discusses house rules, and provides two: the bushwhacking rule and the class dodge bonus. The Green Ronin websitehas additional free material associated with this book.

* If this edition of the publication is updated due to the discovery and correction of typos or errata, you will get a free download of the corrected edition.

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Reviews (7)
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Reviews
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August 28th, 2005
I am new at being a Game Master. This is an excellent source for new Game Masters! I wish I had discovered -- and bought -- this book whenever I was considering running a game. I would've saved a LOT of time and money on research and research materia [...]
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July 22nd, 2005
Where do I start? This is probably the best of an already fantastic series. The amount of material in here is beyond the scope of one of these capsule reviews. Go track down a real review and see what I mean. It's a work of genius. A couple of quick hi [...]
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July 10th, 2005
There is much too much material in this wonderful book to give a thorough review, so I will only touch on the highlights that really made the book useful for me. I bought this product about the same time as the new DMG II, and actually prefer this one [...]
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July 10th, 2005
This is a hard one to review since it's so large. Well worth a look. Most of the content is focused on the skills and areas that make a good DM and make for an intersting read (planting some great ideas into a creative mind). The new treasures, magi [...]
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May 7th, 2005
Good product well writen and true to the Green Ronin form. That is well thought out and useful. ken<br><br><b>LIKED</b>: printer friendly and read the thing over and print what you want to use.<br><br><b&gt [...]
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Product Information
Electrum seller
Author(s)
Pages
192
Edition
1.0
Publisher Stock #
GRR1603e
File Size:
15.01 MB
Format
Original electronic Click for more information
Scanned image
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Original electronic format
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File Last Updated:
December 31, 2008
This title was added to our catalog on April 13, 2005.