Let me let you in on one of the guiding philosophies of the GameMastery Guide. We didn’t make this book to let you run my game, or a “Paizo-brand” game, or any sort of game anyone here thinks you should run. We created the GameMastery Guide to give you the tools you need to run your game the way you want. For example, let me note a few entries in the index:
Airships
Evil Characters
Extraterrestrials
Gambling
Magic Shops
Parallel Worlds
Ship Combat
Space Travel
Steam Power
Space Travel
Time Travel
Undead Uprising
Definitely some unusual stuff in there, and likely several topics you’ll have no interest in including in your game. But if something on that list does strike your fancy, now you’ve got help on how to make it work. These discussions aren’t all meant to give you in-depth rules on how to do this or that: while several provide a host of new rules content—like ship combat and undead uprisings —others walk you through what you need to consider to include such elements in your game. And even if you’ve never thought about taking your game in an atypical direction, who knows what might inspire you? Maybe it is time to unleash an undead uprising on your campaign, or take your PCs where no one has gone before.
Play what your want: that’s the guiding message of this book. Heck, there’s even a section on personalizing published adventures to make them work better for you and your players. Also, rest assured that the topics presented above are some of the weird stuff—the parts of the book that take the discussions beyond the norm. There’s still plenty for GMs who never get tired of traditional sword and sorcery adventure. But how weird does the weird get? Well, I’ll let these crazy illustrations by Florian Stitz and Eva Widermann show you (at least I think those are the artists… Sarah’s out of town this week).
As for next week’s GameMastery Guide Preview: let’s just say that we’ve got some fantastically interesting toolboxes to open.
I have been wanting to do a Space Opera campaign for a bit, and this may solve the problem of providing a solid rules system [that my players are familiar with] to run it in. :)
What I am *really* interested in is the section on how does technology change a default pseudo-medieval fantasy world. What happens if we drop a printing press ? Steam engine ? Erm, guns ? How do such things alter the conceptual framework of the game world ?
One of my dreams is running a game set in a world of Thief: The Dark Project computer game. A decaying, medieval-meets-Edwardian "early steampunk" setting. Electricity and steam are present, guns are not. No airships, but first submarine is there. I hope that GMG will help me out.
What I am *really* interested in is the section on how does technology change a default pseudo-medieval fantasy world. What happens if we drop a printing press ? Steam engine ? Erm, guns ? How do such things alter the conceptual framework of the game world ?
That is pretty much exactly the discussion you'll get in the Technology section of the World Building chapter. How do common advances, like the printing press, and medicine, and firearms, affect a fantasy world. Great stuff!
Apparently there's a large emphasis on "Space Travel" in the GameMastery Guide, since it's featured in the index twice. ;)
There's several redundancies in the index for ease of reference. Just as you'll see "space travel" under both its own heading and under "travel," you'll see other topics appear by themselves and grouped along with related topics as appropriate.
Man... I don't know who ranks higher on my Badass-o-meter Evil Seelah, or Tech Harsk. I'm leaning towards Harsk; mostly because he has got one of the most awesome glares I've ever seen going on.
Man... I don't know who ranks higher on my Badass-o-meter Evil Seelah, or Tech Harsk.
Nah. It's all about Space Amiri. Finally, an Amiri I can get behind.
On an unrelated note, I'm seeing lots of steampunk and space opera, but no mention of modern settings. I'm assuming it has to be in there somewhere, what with the time travel and all. Either way, I want to see some stats for modern cars and guns. And Cthulhu-era 1920's cars and guns, too.
If you're looking for pages of content on space ship movements and maneuverability, effects of 0 gravity on combat, and the dangers of being exposed to space, don't get your hopes up. This is isn't Pathfinder: Space, or Pathfinder: Pirates, or Pathfinder: Charlemagne's Knights. It's a book about considerations and tools for Game Masters, not a catch-all of wacky rules content. What there is, though - as far as space goes - is a lengthy discussion on creating planets, elements of alien worlds, space travel (via portals, vessels, spells, and such), and extraterrestrials, providing details and advice on what GMs who want to run such games should consider and include should they want to take their games in whatever directions they please. While there are tons of new rules in this book, rather then making its a scatter shot of 50 off the wall topics, the rules in the GameMastery Guide focus on utility and flexibility rather than getting weirdly specific (sorry, no slug chariots and radiation magic herein).
All that being said, if you want to use the space travel section as a springboard, and consider the new ship statistics and combat rules through the lens of space travel, a cagey GM could easily create some pretty interesting (even Spelljammer-like) rules. That's not the specific intention, of course, but then again, the book easily provides a launchpad to build exactly what a GM needs, which, after all, is exactly what the GMG is all about.
Wes, my man, I thought we had a humor based mind meld going on after the "what a twist" blog post! I only asked because it was mentioned twice in the summary.
That said, I do like me some space travel, and appreciate the summary of the rules.
Wes, my man, I thought we had a humor based mind meld going on after the "what a twist" blog post! I only asked because it was mentioned twice in the summary.
That said, I do like me some space travel, and appreciate the summary of the rules.
The listed subjects and the alternate iconic characters are really encouraging and adventure-inspiring. I cannot wait to see where Paizo goes with this.
She still looks like a female variant of a certain president... only this time the PR advisors made suggestions how to address the other half of the populace (I mean evil ones not r....)