Advanced Game Master's Guide

JoeGKushner

Adventurer
Going through Google's Cache, here's Psion's review.

Note here I am engaging in a slight shift from my historical format. I once was rather thorough about contents. I am moving towards a summary of the contents and then hitting a few highlights in detail.

The Advanced Gamemasters Guide has two major types of content: GM advice material and new rules and variants, though it tends towards the latter a bit.

In several spots the author entertains rather variant modes of play, including rules that have an impact on balance (the sort of thing that would send some natives here into a frothing fit), but he specifically highlights the potential impact on the game. So if you don't have the werewithal to change your game, some of these options may not be of much use to you. But if you do, there should be few surprises.

One point of contrast of Stephens' take on mechanics in comparison to similar mechanics in other products: by and large, the variants in this book seem simpler to implement than man other similar takes, which makes them more palatable to add to an already complex game.

Some highlights of the material in the book includes:

- Sensitive subjects - Part of the section on GM advice discusses the inclusion of sensitive subjects such as rape and slavery as a playstyle consideration, with much consideration given to the group's sensitivities. The discussion will not be unfamiliar to those who debate such topics on gaming message forums, though you will, of course, find the authors discussion a bit more straightforward, factual, and helpful in pinning down a GMs considerations when deciding on what sorts of material to include.

- Class Dodge Bonus - This is one of the best bits from the material on combat. The idea behind the variant is that all classes get a dodge bonus from level, which progresses rather slower than those defined in d20 Modern or Star Wars (or, for that matter, Unearthed Arcana). The "max dex bonus" for armor becomes "max dodge bonus", to include all dex and dodge bonuses. A great addition to a swashbuckling style game.

- Metamagic points - this is a nice metamagic variant that gives you a limited number of free uses intead of occupying spell slots of higher levels.

- Self-limited spells - a flavorful option with lots of plot potential. Those who take "mystic vows" can create specific limitations to their magic. So you can have things like a ruler who elicits oaths from young wizards.

- Designing and running adventures, campaign design - these sections resemble the content of many threads you might read here, but good guidance for a developing DM that is missing from the DMG.

- Designing antagonists - Some of this material resembles some other GM advice oriented products like Complete Book of Villains or DM Design Kit, but it's nice to give the subject a refresh for those without extensive libraries.

- Simplified NPC design - a somewhat more formalized take on faking NPCs, a subject that some ENWorld messageboard participants have discussed in the past.

- Feat Design, Designing Prestige Class - Some experienced and well read GMs already have a pretty good notion of the sorts of design advice offered here. However, some would-be (and actual) d20 designers obviously have not. If you are planning on designing your own game material, really consider picking up the pdf and reading these sections.

- Character design - this is where some of the variant rules get really crazy (but crazy in a good way.) For example, what if at every juncture that you could get a feat or an ability score bonus, you could choose either? Or what if you got a feat every level? Sounds crazy, but appealing in that doubtless many players out there have felt a desire to have a little freeer hand in sculpting their characters.

Another cool variant is magic as a cross class skill (which plays off of the eldritch weaver rules in Green Ronin's Advanced Player's Manual, one of the few things I liked about the APM).

There are also a variety of variants on generating ability scores. One such variant allows teh player to select a class, and then is granted a varying number of dice according to class, from which the player takes the best 3 for each score. For example, a barbarian receives teh best 3 of 7 dice for strength and 6 for constitution, but only a straight 3 dice roll for intelligence and charisma. This makes it pretty certain that the character fits the role of their class pretty well, but beyond that, it feels very organic. (This technique that might seem familiar from 1e Unearthed Arcana, but is less drastic/munchkin/humanocentric than that book's take)

Character backgrounds are an option that let you add more background related abilities; by choosing one of a variety of packages, the character receives skills, skill bonuses, permanent class skills, and other benefits. I like the concept, but I think the Second World Sourcebook pulled this one off better.

- Chakra rules - combined with the background rules above, I was almost surprised not to see the Second World Soucebook in the OGL statement conccering this one. As in the 2WS, AGMG likens the concept of spots on your body where you can take advantage of magic items to the Vedic concept of a "chakra". Stephens extends this concept with ideas like allowing feats for more Chakras, magic items that grant more Chakras, and making Chakras vary by class.

- Innate abilities - another idea is a different way to reward PCs, with innate abilities. Unlike some more sloppy takes on the concept, the author quantifies how to realize such abilities within the framework of the character wealth concept. (No, there is no Craft Innate Ability feat... these are more GM playthings.)

- Levin - this is basically a more thorough set of guidelines on one of my favorite, already existing rules from the DMG: Power Components (components that pay XP costs for spells or items). The neat thing about this take on the rules is that the section on getting Levin is that one variant requires that the target creature be slain in specific circumstances, which sort of minimizes the "butcher shop" mentality which has PCs stuffing every monster corpse into a portable hole.

- Sovereign materials - These are special materials much like those in the core rules, but some of these are astonishingly powerful by current standards. Use with caution.

- Magic items - the biggest issue the author tackles here is distilling many of the weapon/armor properties out of special and unique weapons/armor, and then creates some new unique items from the rules. You want a light weapon like a sunblade or a different weapon that acts like an oathbow, this section will please you. This chapter is a great companion peice for Bastion Press's Arms & Armor.

Spell lenses - these are essentially similar to the concept of spell keyed items in the Book of Hallowed might II. Think of it as a universal spell adapter - you put a generic spell in, a specific spell pops out the other end. If the spell key items in BoHM II seemed like they were a little too generous to you, you should like these rules a bit better as they are more restrictive.

- Making artifacts - okay, take a second to clean the cola off of your monitor. Done? Good. The premise here is pretty simple, there HAS to be a way to make them, since they are out there, right? The cost is, as it should be, pretty significant. The author mentions that even if you don't allow PCs to use them, the rules could be use as a benchmark for the power of someone who made them. The rules are actually a bit simpler (for the players/GM) than you might expect.
 

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Can tell I didn't write that in my word processor...

Was there a request for this?

Anywho, it's often interesting to see how you actually use a book compared to how you initially perceive it. With that in mind.

- I like and make use of some of the lists, like the 40 fight scenes thing. Nice to break you out of a rut.
- I use some of the powering up campaign ECLs. My shackled city game used the class based rolling technique and the free ECL bit.
- Next game will use faster feats (becoming a popular variant 'round here)
- I use levin. I was tired of my players thinking every body part is worth jink, but still like the idea that creatures have power.
- I have used many of the magic item rules. Sovereign materials will probably make an appearance as I wrap up my current River of Worlds campaign.


I also had a point by point comparison with DMGII somewhere in the forums. Not sure of the date on that.
 

Here's a(nother) repost of my old comparison if anyone cares.

DMG II is a little thicker.

As for which is more useful, here's a quick tally, by my own reckoning:

DMG II Useful
  1. Play styles and player traits (though it will be old hat if you have Robin's Laws of Good Gamemastering)
  2. Other GM advice
  3. Archetypal Locations (love this sort of stuff)
  4. Political plot hooks & courts (though some of this is old hat)
  5. City and town plot hooks
  6. 100 instant NPC agendas
  7. Magic events (but R&R's ritual system fills this niche for me pretty well)
  8. Saltmarsh (well done and useful)
  9. Contacts (sort of)
  10. NPC unique abilities (sometimes the D&D system can make things a little too predictable.)
  11. Business rules
  12. Designing prestige classes (we've seen it before, but IMO it's essential)
  13. Signature traits
  14. Bonded magic items
  15. Magic locations (iffy - not sure if I'd use it. Too dependant upon PC interest.)
  16. Synergy abilities - just barely said to myself "I wish there was something like this." That's usually a good sign
  17. Magic Item Templates (iffy, but used right can have interesting flavor)
DMG II Not so useful
  1. Extra traps (sorry, dull and I already own Song & Silence and Traps & Treachery I&II. Book of Challenges is much better IMO.)
  2. Miniatures & Battle Grid Notes
  3. Encounter Tables
  4. Campaign Building (unless you are really a basic GM)
  5. Town minor NPCs & establishments
  6. Modeling law and justice (at one time I would have dug this; I have no time for this level of emulation before, and I certainly don't keep the last 100 years worth of transitions for every city.)
  7. Complex NPCs (one or two might be useful. They need the DMG 3.0 ready to run stock NPCs back; Ultimate NPCs also fills this niche much better.)
  8. Mentor/apprentice rules - interesting idea, not compelling enough.
  9. PC Organizations - don't think I needed rules or guideance here
  10. Guilds - likewise.
  11. Teamwork (blah)
  12. Artifacts (again, old hat)
AGMG Useful
  1. Sensitive Subjects - too many GMs are NOT sensitive to their player's, um, sensitivities.
  2. Knowing your group / play style - similar to DMG II, but might be fresher perspective if you have read Robin's Laws before.
  3. Combat rules variants - esp. class dodge bonus
  4. Speeding play
  5. Hex based movement - my preference for outdoors (iffy, though, cause it's old hat)
  6. Magic rules - esp metamagic points and self limited spells.
  7. Preparing adventures
  8. 40 basic plots/40 fight scenses/100 urban details / 100 wilderness details
  9. Simplified NPCs
  10. 40 campaign themes
  11. Cosmology choices
  12. Tweaking campaign rules (feats/bonus points)
  13. Designing feats & PRCs
  14. PC power level variants
  15. Ability score generation variants
  16. Training variants
  17. Innate abilities - AT LAST! Lots of great ways to reward players without magical bling.
  18. Levin (power component rules done justice, and eschewing the permanent "butcher shop" mentality.)
  19. Sovereign materials - appeal to the munchkin in me
  20. New special qualities - farms out those nifty abilities formerly locked up in special weapons.
  21. Inconveninces
  22. Mystic Locales & Holy sites
  23. Initiative cards (though I already use these)
AGMG Not so useful
  1. World Design - old hat, for the most part
  2. Play environment - old hat
  3. Fortune points - sorry, AFAIAC, action points are the standard
  4. Designing antagonists and allies (might be useful for newer GMs)
  5. APM NPCs (which I don't use any of except eldritch weaver)
  6. Character backgrounds (would never use these)
  7. Calendars and events (too simple, wouldn't use)
  8. Advancement options (none struck my fancy)
  9. Item characteristics
 

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