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