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Myth & Magic Game Master's Starter Guide (Final Version)
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ObjectID: 122475
Pg. 1
"Final" Mar 2012 PDF version
Year: 2012
Electronic (PDF, DOC, eBook, HTML, etc.)
Product Code: Book 2 Revised Starter Kit
121 pages
Size: Letter
Link Image
Description Edit | History

From "Foreward:"

Welcome to the Game Master’s Starter Guide of the Myth & Magic Fantasy Role Playing Game!

This was an incredibly challenging book to write - probably more so than the Player’s Starter Guide - because there are so many varied opinions as to what constitutes a well-run campaign that it seemed impossible to create the right way to run Myth & Magic. Sure, crafting the monsters, magic items, afflictions and traps was a blast, but putting it all together and boxing it up with a healthy dose of "this-is-how-you-do-it" proved daunting. Hence the delay.

But, fear not. After many months of toil, we struck a fine medium between mandate and nudging suggestion. If you are masterfully skilled in the art of Game Mastering, you should still find a few pearls of wisdom here. If you are as green as a druid’s glade, we lay it all out in chewable bits to make your first adventure a success. In other words, every GM will benefit in some way from this book's contents and it invariably introduces the true theme of running a Myth & Magic campaign: controlled freedom. Follow the guidelines presented herein and stay true to the maxim that you actually do master the game, and magic will happen.

More Information Edit | History

There were changes from Myth & Magic Game Master's Starter Guide (Beta Version) to the "Chapter 2: Rules":

  • The "Proficiencies" subheading was broken down into "Weapon" and "Nonweapon"
  • The addition of a "Class Talents," "Combat" and "Spells" subheadings

There was also the addition of "Chapter 8: The Shattered Academy," an introductory adventure for 1st or 2nd level characters.

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