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Book/game with the best GM advice section?

Started by Aos, October 25, 2006, 09:33:28 PM

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Aos

The best one I have ever seen is CoC d20. Lots of good stuff in there, most of which can be transported into any game.
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Metal Earth

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Casey777

(nods)

Star Wars d6 first edition. Great advice on running a pulpy campaign.

Dominus Nox

Gurps has some good advice on running games of various genres.
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Settembrini

Interestingly enough, the 3.5 DMG has quite some insight in it. Tends to be overlooked, though.
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Lord Hobie

Strike Force for Champions by Aaron Allston.

Lord Hobie
 

James McMurray

I've never seen it, but I've seen people rave about Amber's GM section, which apparently takes up 3/4 of the book.

Caesar Slaad

I was about to recommend CoC d20.

Green Ronin Advanced GMs Guide has some sharp pointers as well, though not quite as "ground up" as CoC d20.
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Quote from: Lord HobieStrike Force for Champions by Aaron Allston.

That one's golden.  I understand that much of Allston's advice from Strike Force made its way into the 5th edition version of Champions.

I really like Ron Edward's discussion of build-as-you-play settings in Sorcerer & Sword.  And if you run comedy games then S. John Ross's Risus Companion is your huckleberry.
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kregmosier

agreed on d20 CoC, and big ups for the RISUS Companion, too.

I also thought Prince Valiant had a fantastic "here's how to play, GM, and create adventures" section.  For all the static it gets for being coin-based, the writing (imho) in these sections was outstanding.

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Quote from: James McMurrayI've never seen it, but I've seen people rave about Amber's GM section, which apparently takes up 3/4 of the book.

That's the one I'd recommend. And do not pay any heed to the True20's or any WW's sections about it.
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