Facts:GameMastery Guide (First Edition)/Sections

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Introduction
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Chapter 1: Getting Started
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* Duties of a GM
  • Tone and Maturity
  • The GM as Host
  • Rules of the House
  • Preparing to Run a Game
  • Creating a Campaign Guide
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Chapter 2: Running a Game
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* How to Run a Game
  • The Art of GMing
  • The Science of GMing
  • GM Considerations
  • Tools for Game Masters
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    Chapter 3: Player Characters
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    * Starting Characters
  • New Players
  • The Life of the Party
  • Player Interactions
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    Chapter 4: Nonplayer Characters
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    * Cast of Characters
  • Making NPCs Unique
  • Life of the NPC
  • NPC Boons
  • Villains
  • NPC Creator's Toolbox
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    Chapter 5: Rewards
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    * The Role of Rewards
  • Starting Treasure
  • What is a Reward?
  • PCs Controlling Rewards
  • Random Item Generators
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    Chapter 6: Creating a World
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    * World Building
  • Detailing Your World
  • Geography
  • Cultural Considerations
  • The Primitive Society
  • The Feudal Society
  • The Rural/Agrarian Society
  • The Cosmopolitan Society
  • Other Societies
  • Technology
  • Time
  • The Cosmos
  • The Planes
  • Parallel Worlds
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    Chapter 7: Adventures
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    * Elements of Adventure
  • Dungeons
  • Planar
  • Taverns
  • Urban
  • Water
  • Wilderness
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    Chapter 8: Advanced Topics
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    * Customizing Your Game
  • Chases
  • Disasters
  • Drugs and Addiction
  • Fortune-Telling
  • Gambling and Games of Chance
  • Haunts
  • Hazards
  • Mysteries and Investigations
  • Puzzles and Riddles
  • Sanity and Madness
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    Chapter 9: NPC Gallery
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    * NPC Gallery
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    Appendix
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    * Recommendations
  • Campaign Tracking Sheet
  • Settlement Tracking Sheet
  • NPC Tracking Sheet
  • Rules Cheat Sheet
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    Index
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    * Table Index
  • NPC Index
  • Open Gaming License