You've probably seen randomized decks of cards for RPG seeds before. But I doubt you'll find the competition half as useful as the Gamemaster's Apprentice.
Most randomize decks have one or two things on offer in a single draw. A name? Or perhaps a picture? The GMA stores a whopping 14 (!) random elements. Drawing a few of these cards is like reading part of an awesome story all on it's own. In fact, this is how I most often use my deck; as prompts for new directions in short fiction. Plot flagging? Draw a card. Need a name? Draw a card. Did the hero make the jump? Draw a card. How credulous is that guard? Draw. A. Card
Different randomizers have different levels of usefulness, depending on your situation. The Names randomizer alone is worth the price (never run out of NPC or supporting character names again!). As other reviewers have said, I generally prefer to roll dice myself. However, it's nice to know the cards can stand in if you've left your dicebag at home. I haven't made a lot of use of the event generator, the elements, or the Norse runes (yet), but I'm very glad they're there. The Odds and Difficulty randomizers can be great for determining the outcomes of unpredictable events, I use them to throw curveballs at characters all the time.
The sense snippets and belongings sometimes take a few draws before you find the "right" one for the situation, but they're still worth their weight in gold. They can confer instant verisimilitude to a scene, or point you in a new direction to focus the attention of your players.
There's a lot of depth and care here. Too often, a randomizer deck is little more than an excel spreadsheet in card form. Each just an individual selection from a long list. These cards contain world's worth of useful data by comparison.
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