Hello ,
I was wondering if anyone could provide some thoughts about the game masters guide , don't want to get it if it's just the tome of adventure .
Hello ,
I was wondering if anyone could provide some thoughts about the game masters guide , don't want to get it if it's just the tome of adventure .
It is just the tome of adventure with randomized % charts of disease, mutation, wounds, insanities. It has the same adventure as the Tome of Adventure. Ther are a few extra bits of "free advice" in there.
I bought it for completion and got the PDF as well.
90% of it is drawn from Tome of Adventure. There's also one chapter from Signs of Faith, one chapter from Winds of Magic, and a two pages from the GM's Toolkit.
There's a tiny little bit of new GMing advice, and some better examples for a few concepts, but most of the new content is one to two sentences on each topic. If you're having a hard time wrapping your head around Rally Steps, 3-Act Episodes, and/or the Party Tension meter, you may find the new bits helpful. If you understand those already, or dislike them enough to have already house-ruled them away, you'll find nothing of use in the "new" content.
It's the weakest of the 3 Guides, and the only one I regret buying.
If you want to use the Mutation and Disease Rules, but have no desire to buy the Winds of Magic and Signs of Faith supplements, I would reccomend it. Space and accessibility is also incredibly necessary for me (college student, etc.), so being able to leave the Tome of Adventure, Liber Mutatis, and Liber Pestilence (or whatever) at home is very useful.
In retrospect, however, I would just purchase the pdf and print out the pages you need.
Not one of FFG's better efforts.