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The Game Master's Guide for the Promotion of Cruelty to PCs
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008021" data-attributes="member: 18387"><p>Containing some of the nastiest acts a GM could perpetrate during a game session, it describes in detail how one can go about manipulating and torturing PCs while staying entirely within the rules. You're the GM and you make the rules, but players get to know a GM's style after a while. This book will catch your players unaware.</p><p></p><p>Rather than put this book down, however, thinking that your players will become so frustrated that they'll give up and leave, remember that the element of surprise is one of the things they love about the game. They might become frustrated but any good GM will give in eventually – and that's when your players will smile and say "Why didn't I think of that?"</p><p></p><p>Table of content:</p><p>Chapter 1: Introduction</p><p>Chapter 2: Cruelty in Your Game</p><p>Chapter 3: Prestige Classes</p><p>Chapter 4: Really Mean Feats</p><p>Chapter 5: Magic</p><p>Chapter 6: Monsters</p><p>Chapter 7: Adventure and Campaign Seeds</p><p>Chapter 8: 52 Nasty Tricks to Play During a Campaign</p><p>Chapter 9: Hello, Cruel World (World-Building)</p><p>Chapter 10: Cool and Cruel - Stuff for the PCs</p><p>Chapter 11: A Cruel Adventure</p><p></p><p></p><p>Special Features:</p><p>- Two different layouts (screen (44 pages) and print (40 pages))</p><p>- TOGC's trademark cards for all spells and creatures featured in the main book.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008021, member: 18387"] Containing some of the nastiest acts a GM could perpetrate during a game session, it describes in detail how one can go about manipulating and torturing PCs while staying entirely within the rules. You're the GM and you make the rules, but players get to know a GM's style after a while. This book will catch your players unaware. Rather than put this book down, however, thinking that your players will become so frustrated that they'll give up and leave, remember that the element of surprise is one of the things they love about the game. They might become frustrated but any good GM will give in eventually – and that's when your players will smile and say "Why didn't I think of that?" Table of content: Chapter 1: Introduction Chapter 2: Cruelty in Your Game Chapter 3: Prestige Classes Chapter 4: Really Mean Feats Chapter 5: Magic Chapter 6: Monsters Chapter 7: Adventure and Campaign Seeds Chapter 8: 52 Nasty Tricks to Play During a Campaign Chapter 9: Hello, Cruel World (World-Building) Chapter 10: Cool and Cruel - Stuff for the PCs Chapter 11: A Cruel Adventure Special Features: - Two different layouts (screen (44 pages) and print (40 pages)) - TOGC's trademark cards for all spells and creatures featured in the main book. [/QUOTE]
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