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DMG II v Advanced Game Master's Guide ?
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<blockquote data-quote="Psion" data-source="post: 2363076" data-attributes="member: 172"><p>DMG II is a little thicker.</p><p></p><p>As for which is more useful, here's a quick tally, by my own reckoning:</p><p></p><p>DMG II <strong>Useful</strong> <ol> <li data-xf-list-type="ol">Play styles and player traits (though it will be old hat if you have Robin's Laws of Good Gamemastering)</li> <li data-xf-list-type="ol">Other GM advice</li> <li data-xf-list-type="ol">Archetypal Locations (love this sort of stuff)</li> <li data-xf-list-type="ol">Political plot hooks & courts (though some of this is old hat)</li> <li data-xf-list-type="ol">City and town plot hooks</li> <li data-xf-list-type="ol">100 instant NPC agendas</li> <li data-xf-list-type="ol">Magic events (but R&R's ritual system fills this niche for me pretty well)</li> <li data-xf-list-type="ol">Saltmarsh (well done and useful)</li> <li data-xf-list-type="ol">Contacts (sort of)</li> <li data-xf-list-type="ol">NPC unique abilities (sometimes the D&D system can make things a little too predictable.)</li> <li data-xf-list-type="ol">Business rules</li> <li data-xf-list-type="ol">Designing prestige classes (we've seen it before, but IMO it's essential)</li> <li data-xf-list-type="ol">Signature traits</li> <li data-xf-list-type="ol">Bonded magic items</li> <li data-xf-list-type="ol">Magic locations (iffy - not sure if I'd use it. Too dependant upon PC interest.)</li> <li data-xf-list-type="ol">Synergy abilities - just barely said to myself "I wish there was something like this." That's usually a good sign</li> <li data-xf-list-type="ol">Magic Item Templates (iffy, but used right can have interesting flavor)</li> </ol><p>DMG II <strong>Not so useful</strong> <ol> <li data-xf-list-type="ol">Extra traps (sorry, dull and I already own Song & Silence and Traps & Treachery I&II. Book of Challenges is much better IMO.)</li> <li data-xf-list-type="ol">Miniatures & Battle Grid Notes</li> <li data-xf-list-type="ol">Encounter Tables</li> <li data-xf-list-type="ol">Campaign Building (unless you are really a basic GM)</li> <li data-xf-list-type="ol">Town minor NPCs & establishments</li> <li data-xf-list-type="ol">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.)</li> <li data-xf-list-type="ol">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.)</li> <li data-xf-list-type="ol">Mentor/apprentice rules - interesting idea, not compelling enough.</li> <li data-xf-list-type="ol">PC Organizations - don't think I needed rules or guideance here</li> <li data-xf-list-type="ol">Guilds - likewise.</li> <li data-xf-list-type="ol">Teamwork (blah)</li> <li data-xf-list-type="ol">Artifacts (again, old hat)</li> </ol><p>AGMG <strong>Useful</strong> <ol> <li data-xf-list-type="ol">Sensitive Subjects - too many GMs are NOT sensitive to their player's, um, sensitivities.</li> <li data-xf-list-type="ol">Knowing your group / play style - similar to DMG II, but might be fresher perspective if you have read Robin's Laws before.</li> <li data-xf-list-type="ol">Combat rules variants - esp. class dodge bonus</li> <li data-xf-list-type="ol">Speeding play</li> <li data-xf-list-type="ol">Hex based movement - my preference for outdoors (iffy, though, cause it's old hat)</li> <li data-xf-list-type="ol">Magic rules - esp metamagic points and self limited spells.</li> <li data-xf-list-type="ol">Preparing adventures</li> <li data-xf-list-type="ol">40 basic plots/40 fight scenses/100 urban details / 100 wilderness details</li> <li data-xf-list-type="ol">Simplified NPCs</li> <li data-xf-list-type="ol">40 campaign themes</li> <li data-xf-list-type="ol">Cosmology choices</li> <li data-xf-list-type="ol">Tweaking campaign rules (feats/bonus points)</li> <li data-xf-list-type="ol">Designing feats & PRCs</li> <li data-xf-list-type="ol">PC power level variants</li> <li data-xf-list-type="ol">Ability score generation variants</li> <li data-xf-list-type="ol">Training variants</li> <li data-xf-list-type="ol">Innate abilities - AT LAST! Lots of great ways to reward players without magical bling.</li> <li data-xf-list-type="ol">Levin (power component rules done justice, and eschewing the permanent "butcher shop" mentality.)</li> <li data-xf-list-type="ol">Sovereign materials - appeal to the munchkin in me</li> <li data-xf-list-type="ol">New special qualities - farms out those nifty abilities formerly locked up in special weapons.</li> <li data-xf-list-type="ol">Inconveninces</li> <li data-xf-list-type="ol">Mystic Locales & Holy sites</li> <li data-xf-list-type="ol">Initiative cards (though I already use these)</li> </ol><p>AGMG <strong>Not so useful</strong> <ol> <li data-xf-list-type="ol">World Design - old hat, for the most part</li> <li data-xf-list-type="ol">Play environment - old hat</li> <li data-xf-list-type="ol">Fortune points - sorry, AFAIAC, action points are the standard</li> <li data-xf-list-type="ol">Designing antagonists and allies (might be useful for newer GMs)</li> <li data-xf-list-type="ol">APM NPCs (which I don't use any of except eldritch weaver)</li> <li data-xf-list-type="ol">Character backgrounds (would never use these)</li> <li data-xf-list-type="ol">Calendars and events (too simple, wouldn't use)</li> <li data-xf-list-type="ol">Advancement options (none struck my fancy)</li> <li data-xf-list-type="ol">Item characteristics</li> </ol></blockquote><p></p>
[QUOTE="Psion, post: 2363076, member: 172"] DMG II is a little thicker. As for which is more useful, here's a quick tally, by my own reckoning: DMG II [b]Useful[/b][list=1] [*]Play styles and player traits (though it will be old hat if you have Robin's Laws of Good Gamemastering) [*]Other GM advice [*]Archetypal Locations (love this sort of stuff) [*]Political plot hooks & courts (though some of this is old hat) [*]City and town plot hooks [*]100 instant NPC agendas [*]Magic events (but R&R's ritual system fills this niche for me pretty well) [*]Saltmarsh (well done and useful) [*]Contacts (sort of) [*]NPC unique abilities (sometimes the D&D system can make things a little too predictable.) [*]Business rules [*]Designing prestige classes (we've seen it before, but IMO it's essential) [*]Signature traits [*]Bonded magic items [*]Magic locations (iffy - not sure if I'd use it. Too dependant upon PC interest.) [*]Synergy abilities - just barely said to myself "I wish there was something like this." That's usually a good sign [*]Magic Item Templates (iffy, but used right can have interesting flavor) [/list] DMG II [b]Not so useful[/b][list=1] [*]Extra traps (sorry, dull and I already own Song & Silence and Traps & Treachery I&II. Book of Challenges is much better IMO.) [*]Miniatures & Battle Grid Notes [*]Encounter Tables [*]Campaign Building (unless you are really a basic GM) [*]Town minor NPCs & establishments [*]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.) [*]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.) [*]Mentor/apprentice rules - interesting idea, not compelling enough. [*]PC Organizations - don't think I needed rules or guideance here [*]Guilds - likewise. [*]Teamwork (blah) [*]Artifacts (again, old hat) [/list] AGMG [b]Useful[/b][list=1] [*]Sensitive Subjects - too many GMs are NOT sensitive to their player's, um, sensitivities. [*]Knowing your group / play style - similar to DMG II, but might be fresher perspective if you have read Robin's Laws before. [*]Combat rules variants - esp. class dodge bonus [*]Speeding play [*]Hex based movement - my preference for outdoors (iffy, though, cause it's old hat) [*]Magic rules - esp metamagic points and self limited spells. [*]Preparing adventures [*]40 basic plots/40 fight scenses/100 urban details / 100 wilderness details [*]Simplified NPCs [*]40 campaign themes [*]Cosmology choices [*]Tweaking campaign rules (feats/bonus points) [*]Designing feats & PRCs [*]PC power level variants [*]Ability score generation variants [*]Training variants [*]Innate abilities - AT LAST! Lots of great ways to reward players without magical bling. [*]Levin (power component rules done justice, and eschewing the permanent "butcher shop" mentality.) [*]Sovereign materials - appeal to the munchkin in me [*]New special qualities - farms out those nifty abilities formerly locked up in special weapons. [*]Inconveninces [*]Mystic Locales & Holy sites [*]Initiative cards (though I already use these) [/list] AGMG [b]Not so useful[/b][list=1] [*]World Design - old hat, for the most part [*]Play environment - old hat [*]Fortune points - sorry, AFAIAC, action points are the standard [*]Designing antagonists and allies (might be useful for newer GMs) [*]APM NPCs (which I don't use any of except eldritch weaver) [*]Character backgrounds (would never use these) [*]Calendars and events (too simple, wouldn't use) [*]Advancement options (none struck my fancy) [*]Item characteristics [/list] [/QUOTE]
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