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Gamemaster Law by John W. Curtis (1999-06-01)

Book Gamemaster Law by John W. Curtis (1999-06-01)

Book details

- By: John W. Curtis;Pete Fenlon;Jason O. Hawkins;Steve Marvin(Author)
- Language: Unknown
- Format: PDF - Djvu
- Pages:Unknown
- Publisher: Iron Crown Enterprises (1728)
- Bestsellers rank: 5
- Category: Other books
*An electronic version of a printed book that can be read on a computer or handheld device designed specifically for this purpose.
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  • By RPGnerd on June 14, 2010

    Gamemaster law is broken into two sections. The first half is non rolemaster (SS/FRP) mechanics. This first section is worth the full price of the product alone. This book failed to be a good guide for running specific rolemaster games, but this is a good thing for you as you, most likely, do not play rolemaster or you would already have this book and know how good it is. The second half of the book is mechanics for rolemaster that a GM would need to know, and you will not need to read this unless you are a rolemaster game master. This section is good enough, but the first section is where this book really shines.The first section covers the design of a story, campaign, a world, NPCs, setting mood, setting pacing, how to identify and handle different sorts of players, how to please your players and how to have fun as a game master, and a wealth of other information for game masters of ANY system, any genre. The advice given here is extremely good, and system/genre neutral. I feel I should note here that this is not "I've seen this GM advice a billion times before" material. This is for "advanced" (which I use for lack of a better word) game masters. Basic information is covered here, but only briefly. After I read the first section of game master law thoroughly, I found that I was creating better games, and it was easier and funner than before. Most important of all, we had even more fun at the table when I was game mastering.And that's what it's all about.


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