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Building GM Aids like Software for Experts
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<blockquote data-quote="payn" data-source="post: 9591681" data-attributes="member: 90374"><p>Paizo, in the PF1 era, did the Game masters Guide and Ultimate Campaign. 3E had the DMG II. These products go a step beyond game play instruction and move into adventure and campaign design. Further, the APs were often test beds for optional mechanical sub-systems that keep the game fresh and interesting. These are the types of things I enjoy buying and using as a GM that are often not in good supply.</p><p></p><p>I could be wrong on this as I havent been too deeply involved in the VTT space, but quick generating NPC and monster tools. I was running a Traveller game the other night and realized I need more generic pirates, law enforcement, etc.. NPCs for numerous situations. Not named figures of any importance, just figures that make logic sense in any given situation. I have been making them manually as needed, but its not the fun part of my GM prep in the VTT space.</p></blockquote><p></p>
[QUOTE="payn, post: 9591681, member: 90374"] Paizo, in the PF1 era, did the Game masters Guide and Ultimate Campaign. 3E had the DMG II. These products go a step beyond game play instruction and move into adventure and campaign design. Further, the APs were often test beds for optional mechanical sub-systems that keep the game fresh and interesting. These are the types of things I enjoy buying and using as a GM that are often not in good supply. I could be wrong on this as I havent been too deeply involved in the VTT space, but quick generating NPC and monster tools. I was running a Traveller game the other night and realized I need more generic pirates, law enforcement, etc.. NPCs for numerous situations. Not named figures of any importance, just figures that make logic sense in any given situation. I have been making them manually as needed, but its not the fun part of my GM prep in the VTT space. [/QUOTE]
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