+Campaign basics such as choosing a tone, getting players together (and working together), and guidelines to establish exciting narrative techniques
+An extensive chapter on handling players and their characters, from balancing a party to handling PC death and new characters to common house rules and solo campaigns
+Tips for creating memorable Non-Player Characters, guidelines for followers, cohorts, sages, and hirelings, and more than 100 stat blocks for common NPCs such as guardsmen, knights, bandits, pirates, villagers, and nobles
+Mountains of advice for handling treasure and rewards, from extensive lists of sample treasures to guidelines for nonstandard rewards like NPC favors, adjudicating wish spells, and making magic items
+Rules and suggestions for world building, including community generation, overviews of different culture and technology paradigms, dealing with terrain, building calendars, and planar considerations
4Advanced GM techniques such as fixing a "broken" game, using accessories, converting content from other systems, using props and handouts, when to "cheat," and how to prep a game from scratch in 15 minutes
+Additional advanced rules including chases, sanity, hauntings, mysteries and investigations, research, weather, diseases, hazards, curses, poisons, traps, and much more
+As many idea-generating and time-saving charts and tables as we can manage to fit between two covers!
+…and much, much more!