The newest in Green Ronin's Advanced Rulebooks for the d20 System, the AGMG is the essential supplement for all Gamemasters. Designed to work with the Advanced Player's Manual and other volumes in the Advanced Series, this book offers new tips, tricks, and options for GMs to improve their d20 games. With advice from the expert pen of Wheel of Time RPG
and Bastards and Bloodlines author Owen K.C. Stephens, the AGMG provides insightful tools to take your campaigns in new directions, such as variant rules for critical hits, quick resolution mass combat rules, expert resources for building memorable villains and adventures, artifact construction and much more.
If you've ever run a d20 roleplaying game, this book is a must-have!
I only just got my copy a few days ago, and after reading through it I'm going to incorporate several of the suggestions and houserules into my home Pathfinder game. A lot of houserules for expanding or simplifying the game, and rules for covering things that normal d20 and Pathfinder don't.
I'd give it 4.5 stars if I could for nitpicky things like a few errors that editors should have caught, but overall the advice, houserules, and crunch are all well thought-out, and even if a GM doesn't use anything as-is it's still very thought invoking. The book has really got me thinking on how I can improve my game, and at $5 it's totally worth checking out. Buy it before they run out.
I have recently purchased this book. It is an excellent source of additional rules for GM's. The information on Adjudicating Play in Chapter 2 is very good for beginner GM's and advanced GM's. Chapter 3 covers using prewritten adventures and homebrews. Chapter 4 covers NPC's. The Chapter I appreciate is Chapter 7 which covers Treasure and Magic Items. Chapter 7 also covers the possibility of changing magic item slots as designed for the different classes. There is a lot of useful information in this book and at $5 it is criminal to miss out on it. As the Old Used Car Salesman said, "Get it while you can".