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Tales of the Valiant Game Master's Guide impressions
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<blockquote data-quote="zakael19" data-source="post: 9473987" data-attributes="member: 7044099"><p>Picked this up last night after chatting with a KS backer I know about it a bit as well. Generally quite impressed, it's very 4e DMG-ish in all the best ways.</p><p></p><p>-Starts off with the role of the GM, but in a much better fashion then the 2014 DMG does. Provides a pretty solid analogue of "GM's Agenda" most quality games do these days under "Tenants of the GM."</p><p>-Goes right into <em>How to be a GM, </em>with a detailed walkthrough of player styles (again, very 4e DMG - but updated for how society & game culture has developed).</p><p>-Good set of questions for Session 0: both for characters to help develop them and anchor them (family, adventuring drives, etc); and for the players themselves.</p><p>-Some great ideas for pacing, putting forth a lot of the common things that can eat up time and giving various ideas on how to deal with them.</p><p></p><p>General it feels like KP has taken all the best ideas of the 3PP 5e world and tried to work them in. You've got MCDM/4e minion ideas with a bit of their own spin, solid encounter/creature building rules, colossal enemy pointers, a pretty decent bit on dungeon creation + classic mapping, and tables to do random generation, magic item crafting + monster part harvesting etc. </p><p></p><p>Lots of non-5e ideas too - factions with tiers (mapped to the 5e 4 tiers of play to give you an idea of the faction's scope and sway); some decent 4e style environmental style hazards; and a really well put together Skill Challenge guideline. The 5e math is ofc still naughty word for SCs compared to 4e/13th age, but this is about as good as you're gonna get!</p></blockquote><p></p>
[QUOTE="zakael19, post: 9473987, member: 7044099"] Picked this up last night after chatting with a KS backer I know about it a bit as well. Generally quite impressed, it's very 4e DMG-ish in all the best ways. -Starts off with the role of the GM, but in a much better fashion then the 2014 DMG does. Provides a pretty solid analogue of "GM's Agenda" most quality games do these days under "Tenants of the GM." -Goes right into [I]How to be a GM, [/I]with a detailed walkthrough of player styles (again, very 4e DMG - but updated for how society & game culture has developed). -Good set of questions for Session 0: both for characters to help develop them and anchor them (family, adventuring drives, etc); and for the players themselves. -Some great ideas for pacing, putting forth a lot of the common things that can eat up time and giving various ideas on how to deal with them. General it feels like KP has taken all the best ideas of the 3PP 5e world and tried to work them in. You've got MCDM/4e minion ideas with a bit of their own spin, solid encounter/creature building rules, colossal enemy pointers, a pretty decent bit on dungeon creation + classic mapping, and tables to do random generation, magic item crafting + monster part harvesting etc. Lots of non-5e ideas too - factions with tiers (mapped to the 5e 4 tiers of play to give you an idea of the faction's scope and sway); some decent 4e style environmental style hazards; and a really well put together Skill Challenge guideline. The 5e math is ofc still naughty word for SCs compared to 4e/13th age, but this is about as good as you're gonna get! [/QUOTE]
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