Players may be the heroes of the Pathfinder Roleplaying Game, but whole worlds rest on the Game Master’s shoulders. Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines. Whether you’ve run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.
The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.
The Pathfinder RPG GameMastery Guide includes:
Tips and tricks for preparing and running a better game, suitable for beginning GMs and battle-hardened veterans.
Step-by-step walkthroughs for creating campaign worlds, cities, cosmologies, feudal systems, and alternate dimensions.
Difficult player types, and how to handle them gracefully.
New rules for subsystems like hauntings, chase scenes, fortune-telling, gambling games, mysteries, and insanity.
Charts to help you generate everything from interesting NPCs and fantastic treasures to instant encounters in any terrain.
Advanced topics such as PC death, game-breaking rules, overpowered parties, solo campaigns, and derailed storylines.
Sample NPC statistics for dozens of common adventuring situations, such as cultists, guardsmen, barmaids, and pirates.
AND MUCH, MUCH MORE!
The worksheets from the back of the book are available as a free download (3.8 MB zip/PDF).
GameMastery Guide Errata Last Updated - 12/01/2010
As a beginner GM I found this book to be awesome. Read it all the way through.
The content is huge, elaborating on many topics and scenarios you would otherwise need days to research. It inspires to try out new features, manage players and adjust gameplay, has many useful tables, ready to play NPC collection and much more. In short, if you need to ask a dumb/embarrassing question, this book probably has the answer.
While reading through it I found that it’s actually really helpful on storytelling and worldbuilding in general. It helps create a living environment by reminding you of topics that may come up at any time in the future. It’s also strong and weighs a kilogram, good for hitting somebody over the head with. No question that it will make a good gift for any storyteller.
This is a great resource for new GM's! My husband and I started doing Pathfinder with our three teens from the Beginner Box kit and loved it. When we were ready to move from the B.B. we bought the Core Rule Book--which is a great book but for a beginner GM there was a lot of "assumed" knowledge and I had more questions than answers when trying to run our games. I was excited to find the Game Mastery Guide because it simplifies a lot of concepts and goes into more detail than the C.R.B.
I also love the worksheets at the back for running a campaign, keeping track of settlements and NPC development. Great tool for this new G.M. who had multiple pieces of notebook paper with notes all over for a new campaign I was designing!
I think that more experienced GM's probably won't get a lot out of this book if they already have the C.R.B. but it's still a great product!
This book have a great use for you if you are new to the game and gming and the rules... otherwise, stay away from it.
For experienced GM, this one has a town, town-name, tavern-name generator, a useful npcs with boons and some traps and curses and poisons and so (things that an experienced gm knows how to work with, without a book at all).
veredict: buy this one only if youre collecting all the books, or if youre new to the gming system!!
As a relatively new GM I'm finding this an excellent reference. A lot of the things it says might be considered "common sense", but being able to read it is an assurance that you're on the right track. A lot of the material in here also seem to be responses to common questions on the message boards (e.g. how do I deal with a party that goes invisable all the time?) and the advice it gives is sound. I'll certainly be reading this book cover to cover and refering back to it from time to time. I think even an experienced GM can learn a thing or two from it.