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| GameMastery Guide | 
I hesitated to purchase Paizo's 
GameMastery Guide when it came out last  year. I thumbed through the pages and nothing immediately leaped out at  me. It has a lot of good info for novice game masters and all sorts of  tables and info, but nothing that seemed like I really needed. The  book's authors/designers had consciously tried to make an effort for  their work to offer the kind of catch-all material found in Gary Gygax's  
Dungeon Masters Guide for Advanced Dungeons & Dragons, published  over 30 years ago. I'll say this - they did a great job of marrying that  concept to the conciseness of the D&D 3.X core rulebooks. However, I  felt there was nothing new under the sun for me there. 
Well, I was wrong.
I finally got a copy of the book once I realized it had a full-blown  NPCs gallery - over 50 pages of them. Each page has a NPC archetype -  warrior, knight, bandit, slaver, assassin, thug, cultist, guild master,  pick pocket, etc - with full stats and plenty of suggestions for  tweaking combat abilities and the like. They run the gamut of challenge,  from low to high level, with about three NPCs of various power levels  fitting in with a general theme, such as criminals, aristocrats, city  watch, and crusaders. 
I realized this would be a great tool for a lot of situations, but I  like it most because it would save me time on putting together my  villainous humanoid leaders and followers - ie. orcs, goblins, etc.  These guys, of course, have core stats in the Bestiary, typically as  Warriors (NPC fighting class that is substandard to the more practiced  Fighter). Now with just a few tweaks I can turn those human nefarious  types into monster commanders and champions. 
It's already proven some value in getting me a low-level cleric into our  group of heroes, and on very short timetable. I made a tweak here or  there, but it took me nothing like the time it would to start from  scratch. 
Then of course, there's the treasure tables. This is another time saving  set of tools that has always been a part of the game. You don't really  need the tables to sort out a good treasure mix for your players, but  they make things so easy.
And for advice - well, I haven't read the entire book yet - but I have  already found one gem that suggests really giving a memorable scene to  one particular treasure - either its appearance and/or the circumstances  of its discovery. Description and atmosphere are good for bringing an  imaginary place to life for each player, but too many special events and  they lose their uniqueness. I have to agree, and I used it to good  advantage in the start up of a new campaign. One player discovered a  small bag of garnets inserted into the crack of a cavern wall. That  little treasure comprised about 5% of the total value of the adventure's  haul, but they remember it as much as a truly special (and creepy)  medallion found in the same adventure. 
 I highly recommend the book if you are playing Pathfinder or D&D 3.5 (Pathfinder is backwards compatible).
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| DM's Guide - TSR, 1979 |