[Kobold Press] Tales of the Valiant Game Master's Guide is Live!

Marc Radle

Legend
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Preview of Chapter 2
Chapter 2 of Game Master’s Guide details the types of adventures and campaigns you can play, what adventures and campaigns look like in the greater scope of the game, and how to craft your own adventures and campaigns for a rewarding tabletop experience.

The following is an early sampling from that chapter. The book is still being developed, so this text should not be considered final…

BUILDING CAMPAIGNS
For many GMs, even experienced ones, the concept of building a long-term campaign can seem daunting. However, it’s often helpful to break it down into smaller parts when conceptualizing it. Players can—and often do—make drastic choices in-game that dramatically shift the direction of the story. And if you’ve spent a lot of time planning every detail of your home-brew game out to 20th level, this can leave you scrambling (and possibly left with wasted plans and energy).

You can read more here!
 

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Marc Radle

Legend

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Spice Up Your Game​

GMs need all the help they can get. That’s the inspiration for the Game Master’s Guide (or GMG). Do you already have everything you need in the Player’s Guide and Monster Vault? Of course! They're the core Tales of the Valiant books.

That’s why the GMG is the tool for advanced game experiences. It is the one-stop shop for GMs to take their table experience beyond basic games.

Let's pull back the curtain and talk details on how the Game Master's Guide will be the handiest tool on your shelf: KP blog.

And now for a commercial break brought to you by Kendo…
 




Marc Radle

Legend
A fun little post over on the Kobold Press website ...

My first time GMing . . . the Kobolds recall their first turn behind the screen

Talk of the Game Master’s Guide led us to reminisce about our very first time GMing.

https://koboldpress.com/my-first-time-gming-the-kobolds-recall-their-first-turn-behind-the-screen/
Sometimes, Adventurers Must Navigate Social Situations
 

Marc Radle

Legend
Preview of Chapter 4
Chapter 4 of Game Master’s Guide expands upon the basics of creating compelling combat encounters, covered in the Player’s Guide and Monster Vault. In addition, you’ll find a suite of new mechanics to create totally unique combat scenarios, as well as new options you can introduce to your more martial-minded players.

Check out an early sampling from that chapter. (The book is still being developed, so this text should not be considered final)

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Marc Radle

Legend
Well, I weakened and took the plunge. On the one hand, I remain slightly uneasy about backing a Kickstarter before the last one delivered, but on the other Kobold have a really good track record and do good work.
Welcome aboard!!
Completely understood about the previous Kickstarter but the vote of confidence is very much appreciated!!
 

Marc Radle

Legend

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More Fun with Templates​

Chapter 8 of the Game Master’s Guide is centered around homebrewing tools to help you create the perfect lineage, heritage, background, subclass, talent, magic item, spell, or monster for your world or game. The chapter includes step-by-step creation guidance and goes behind the scenes, showing the more subtle, numerical calculations that go into creating different aspects of the game.

In that chapter, we feature templates you can apply to monsters to make unique and interesting creatures and encounters. You saw some of these templates in the GMG Preview on the main page, but today we go beyond undead to show you one of the juicier (pun intended) templates.

Check out the Element-Infused Template!
 

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