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<blockquote data-quote="overgeeked" data-source="post: 9591811" data-attributes="member: 86653"><p>Man. That's a long, long list. Off the top of my head...</p><p></p><p>Ghosts of DMGs past is a good place to start, especially the AD&D and 4E DMGs. Clocks from Blades in the Dark. Fronts from PbtA games. The mystery and monster design advice from Monster of the Week. The tactical advice from The Monsters Know What They're Doing blogs and books. The Game Master's Book of Proactive Roleplaying. Tome of Adventure Design. Random Esoteric Creature Generator. Mothership's Warden's Operations Manual. Worlds Without Number. Monster Overhaul. Index Card RPG, specifically the GM advice. XDM: X-Treme Dungeon Mastery 2E. And pretty much the whole of the FKR scene, if you can avoid the more... negative... aspects.</p><p></p><p>That will be really hard to answer. Referees have different styles so will see different gaps. I'm a big fan of open-world sandbox play, hexcrawls, and improvised play. I think that style is well covered. Lots of what I'd call frameworks to aid play already exist and there are piles of related products. Random charts and tables, random map generators, drag and drop content, books like Return of the Lazy DM, Forge of Foes, etc.</p><p></p><p>One thing I don't know that I've seen is something to help story-focused referees improvise story. There are a lot of books on story outside the hobby to draw from. I'm not sure about any purpose built for referees. But it has been touched on by people like Robin Laws and games in the Powered by the Apocalypse family. That said, it seems both so light a framework and such an obvious one that it's almost not worth articulating. It might be a blog post, at best. Not sure it would rise to the level of product. "Story without Railroading in Six Easy Steps" or some such.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9591811, member: 86653"] Man. That's a long, long list. Off the top of my head... Ghosts of DMGs past is a good place to start, especially the AD&D and 4E DMGs. Clocks from Blades in the Dark. Fronts from PbtA games. The mystery and monster design advice from Monster of the Week. The tactical advice from The Monsters Know What They're Doing blogs and books. The Game Master's Book of Proactive Roleplaying. Tome of Adventure Design. Random Esoteric Creature Generator. Mothership's Warden's Operations Manual. Worlds Without Number. Monster Overhaul. Index Card RPG, specifically the GM advice. XDM: X-Treme Dungeon Mastery 2E. And pretty much the whole of the FKR scene, if you can avoid the more... negative... aspects. That will be really hard to answer. Referees have different styles so will see different gaps. I'm a big fan of open-world sandbox play, hexcrawls, and improvised play. I think that style is well covered. Lots of what I'd call frameworks to aid play already exist and there are piles of related products. Random charts and tables, random map generators, drag and drop content, books like Return of the Lazy DM, Forge of Foes, etc. One thing I don't know that I've seen is something to help story-focused referees improvise story. There are a lot of books on story outside the hobby to draw from. I'm not sure about any purpose built for referees. But it has been touched on by people like Robin Laws and games in the Powered by the Apocalypse family. That said, it seems both so light a framework and such an obvious one that it's almost not worth articulating. It might be a blog post, at best. Not sure it would rise to the level of product. "Story without Railroading in Six Easy Steps" or some such. [/QUOTE]
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