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!
ISBN-13: 978-1-60125-217-3
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
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This is exactly the type of thing I was hoping for when it came to the "other" hardcovers for the PFRPG game. Something that is going to be a good toolbox for a GM.
Yeah, despite being a DM/GM/etc... for over 25 years I think I may find this of interest as well, especially since I don't think I come anywhere near doing things as well as Paizo does them.
OK, since the book is apparently in planning phase, here's what I want:
- a chapter on law in D&D. Rules for legal systems would be awesome,
- some sort of magic item purchasing system, to avoid the usual "magic shop" blues,
- chase rules. Yes, it's listed in product description. Chase rules. CHASE RULES !!!
- some kind of quick and dirty mass combat system maybe ?
- more "Ask a Pro". The series is stellar so far !
- the harlot table and "a night in soft company" price list. Please. I can't count how many times I was asked "how much does a night with 2 sexy halflings cost ?",
- Chase rules.
- Some chapter on long distance travel listing all the options with their speeds ? Yes I know the basic rules have that, but perhaps being able to compare shadow walk, air walk, overland flight etc in one place would be swell
By all means post topic requests to this thread, as there is still time to influence the contents of the book (I'll finish the outline in about two weeks, but even after that there will be time to squeeze things in).
Gorbacz wrote:
OK, since the book is apparently in planning phase, here's what I want:
A lot of this stuff is definitely in the book. I know Jason is really interested in doing something with mass combat, so maybe I can press him into putting something together.
I dunno about whore tables. I think to be more inclusive we'd have to include things like charming catamite and desperate addict. And I think it would piss off as many people as it would impress. Not sure.
The long distance travel breakdowns... that's a VERY interesting idea.
The content of this book looks incredible ! If there's anything I would add, it would be a section '' how to deal with a X player ''. For example, how to deal with a new player, a hack and slash player, rule maniac player, etc. A few tips from the pro's could help me deal with the different type of player's I encounter. Maybe a few house rule suggestion for each of those type of player's.
Anyway, it's just a suggestion that crossed my mind.
By all means post topic requests to this thread, as there is still time to influence the contents of the book (I'll finish the outline in about two weeks, but even after that there will be time to squeeze things in).
As far as the designing a campaign world from scratch I'd like to make a recommendation to add to that section. If you haven't seen the rules for Dawn of Worlds, the free world creation game, I'd suggest taking a look. I'd love to see something presented along those lines to provide a way to help get the players involved in world creating and story sharing, easing design for the GM yet providing a fun way to do it. One thought I have is that it could be presented as a way to give epic characters more of a challenge in game, while still being stand alone rules, as they become the gods like in nature, allowing the players to help design their next campaign world with the GM. I like the idea that previously played epic or high level characters becoming the gods of the next campaign world.
A lot of this stuff is definitely in the book. I know Jason is really interested in doing something with mass combat, so maybe I can press him into putting something together.
I promise there will be chase rules.
YES!
Something I'd like to see is a d20/Pathfinder version of the LifePath character building options seen on some Fuzion-based games (Artesia foremost).
While it looks like a bunch of tables at first sight, it actually offers a great way to create colorful PCs for uninspirated gamers (or rookies), teaching in the meanwhile some basic features of the setting.
- the harlot table and "a night in soft company" price list. Please. I can't count how many times I was asked "how much does a night with 2 sexy halflings cost ?",
Should be 2 for 1 deal as far as I'm concerned. ^_^
...
......
...........
................
..................... I am actually a little ashamed of myself right now.
More than 100 Stat blocks, eh? OK, that alone is good enough for me, but the rest sounds like sweet, sweet reading (and useful game reference). As for suggestions, sure, just be sure to hit that 100 stat block promise, OK? ;-)
May I suggest in the 'world building' section, an essay on integrating 3PP material into a homebrew? One of the things I loved about the Stargate RPG was suggestions on how to incorporate Nyambe and Seventh Sea stuff into the Stargate RPG, for example.
Oooh things I'd like to see included.....so many in my head....can't formulate them into coherant thoughts...
1. Guilds, affiliations, trade consortiums, Bardic colleges. In particular what type of groups exist in Golaria. How to create one? What benefits, and problems when you are in one?
2. Building of shops (magic, blacksmith, alchemy), or creation of trade routes. What are the costs of setting one up, maintaining?
3. Mass combat rules....YES PLEASE!!
And I hope that Pett and Logue will do a chapter on "How to DM for kids: Plush Mountain Massacre done easy".
I strongly second this one: being a RPG old-timer (may be not the only one out there on the boards I suspect ;-)), my gamers regularly ask me for an initiation game for some of their 7-8 years old kids (my daughter is only 2+ - she will wait a little bit more for Mr. Logue's wonderful adventures).
Any recommendations (and why not a 3-4 pages scenario as a dowloadable bonus pdf ?) whould be greatly appretiated. I have read exchanges about this on the boards sometimes, but your input - O Paizo Mogols - would be most welcome!
And I hope that Pett and Logue will do a chapter on "How to DM for kids: Plush Mountain Massacre done easy".
I strongly second this one: being a RPG old-timer (may be not the only one out there on the boards I suspect ;-)), my gamers regularly ask me for an initiation game for some of their 7-8 years old kids (my daughter is only 2+ - she will wait a little bit more for Mr. Logue's wonderful adventures).
Any recommendations (and why not a 3-4 pages scenario as a dowloadable bonus pdf ?) whould be greatly appretiated. I have read exchanges about this on the boards sometimes, but your input - O Paizo Mogols - would be most welcome!
Great topic. Is there an existing thread regarding kids and RP? I run a simple campaign for my kids and their friends and they have a great time. I would love to compare notes.
More than 100 Stat blocks, eh? OK, that alone is good enough for me, but the rest sounds like sweet, sweet reading (and useful game reference). As for suggestions, sure, just be sure to hit that 100 stat block promise, OK? ;-)
-DM Jeff
I'm also excited about this book, but too be honest, I don't need 100 NPC stat blocks. I think that 1) this would take away too many pages that could possibly better be used 2) there are NPC-generator outthere that can do this for you. This is not to say, that there should be no statblocks for NPCs, but perhaps cut the number in (perhaps) half. The freed-up pages could be used for stronghold-rules, UA-like rules and options, traits, or expanded envirnmental rules including rules for adventuring on different planes or something like that.
OK, since the book is apparently in planning phase, here's what I want:
- some sort of magic item purchasing system, to avoid the usual "magic shop" blues,
Very interesting. I've been thinking about this recently. The idea of a "magic shop" seems unpalatable to me. I mean, how long could, "Encanters R US" stay open and not be raided, robbed, destroyed and or obliterated by every powerful NPC/monster in a 500 mile radius?
In my mind, aside from treasure or buying a magic item from another NPC, it seems reasonable that each new magic item would have to be commissioned from a wizard/sorcerer, etc.
Sorry, I am new to these forums, and probably off-topic here. Anyone know of a thread that already discusses this topic?
This is not to say, that there should be no statblocks for NPCs, but perhaps cut the number in (perhaps) half. The freed-up pages could be used for stronghold-rules, UA-like rules and options, traits, or expanded envirnmental rules including rules for adventuring on different planes or something like that.
I am a big fan of this book. :) I like NPC stat blocks, chase rules, and would throw my voice behind the movement for mass combat rules.
How about additional class tradeoffs (as we've seen in the Campaign Setting)? Those are neat, and allow further customization of a class.
I think this would be an opportunity to add in a lot of the great suggestions found on the boards that didn't exactly fit the final ruleset parameters as optional rules (a la Unearthed Arcana).
But it does have "NPC favour" tables. I guess they include sexual favours, yes?
Kill an ogre - lapdance by mayor's daughter (we all know mayors' daughters are always easy)
Defeat evil necromancer terrorising forest with undead bunny rabbits and other previously cute critters - threesome with two nymphs
And so on. We really need guidelines for that sort of thing.
We have treasure tables, we should know when a kiss is appropriate, and when a hero can expect to get some play. That's one of the reasons adventurers become adventurers, after all. It's all about money, alcohol and fooling around!
I think some suggestion on improvised use on the environment would be helpful for GMs, such as collapsing a pillar onto a opponent.
As an example, I had a PC knocked into the fish slurry in COTCT: Edge of Anarchy. I quickly came up with a save DC for him to avoid being sickened for one round.
Likewise, a table giving skill check DCs a CR rating might be useful for setting up skill based challenges (if this has not made it into the basic rules).
The content of this book looks incredible ! If there's anything I would add, it would be a section '' how to deal with a X player ''. For example, how to deal with a new player, a hack and slash player, rule maniac player, etc. A few tips from the pro's could help me deal with the different type of player's I encounter. Maybe a few house rule suggestion for each of those type of player's.
Something I'd like to see is a d20/Pathfinder version of the LifePath character building options seen on some Fuzion-based games (Artesia foremost).
While it looks like a bunch of tables at first sight, it actually offers a great way to create colorful PCs for uninspirated gamers (or rookies), teaching in the meanwhile some basic features of the setting.
I think we might hold off on that type of thing for a more player-focused book.
I love the old "Central Casting" books, though, which I think pulled this off best.
I'd like to see "Ye Old Magic Shoppe" concepts addressed.
James has said that the players ability to shop and buy better gear is a basic assumption in any Paizo AP. That is, you have to let players sell magic gear and buy the stuff that they want and need. Or, tailor their treasure exactly.
But usually the dreaded Magic Item Shop makes me cringe because it shatters my own suspension of disbelief, even as the GM. I deal with it as best I can.
But rather complaining about it, Erik Mona, I'd love to see some insight on how to handle "shopping for magic gear" in a way that feels smart and looks good.
I'm also excited about this book, but too be honest, I don't need 100 NPC stat blocks. I think that 1) this would take away too many pages that could possibly better be used 2) there are NPC-generator outthere that can do this for you. This is not to say, that there should be no statblocks for NPCs, but perhaps cut the number in (perhaps) half. The freed-up pages could be used for stronghold-rules, UA-like rules and options, traits, or expanded envirnmental rules including rules for adventuring on different planes or something like that.
We may end up trimming some of these if we need to.
Something I'd like to see is a d20/Pathfinder version of the LifePath character building options seen on some Fuzion-based games (Artesia foremost).
While it looks like a bunch of tables at first sight, it actually offers a great way to create colorful PCs for uninspirated gamers (or rookies), teaching in the meanwhile some basic features of the setting.
I think we might hold off on that type of thing for a more player-focused book.
I love the old "Central Casting" books, though, which I think pulled this off best.
Yup, maybe it's more fitting for a future "PlayerMastery Guide". ;)
Still, mass combat, expanded environmental, stronghold building and management, chase, research, mystery and investigations rules... a big boat full of Paizo-style gaming goodness!
But rather complaining about it, Erik Mona, I'd love to see some insight on how to handle "shopping for magic gear" in a way that feels smart and looks good.
I'd like to see "Ye Old Magic Shoppe" concepts addressed.
James has said that the players ability to shop and buy better gear is a basic assumption in any Paizo AP. That is, you have to let players sell magic gear and buy the stuff that they want and need. Or, tailor their treasure exactly.
But usually the dreaded Magic Item Shop makes me cringe because it shatters my own suspension of disbelief, even as the GM. I deal with it as best I can.
But rather complaining about it, Erik Mona, I'd love to see some insight on how to handle "shopping for magic gear" in a way that feels smart and looks good.
My suggestion.
Very good suggestion, Watcher.
+1
Not that a DM needs to be given the right to deal with magic stuff in his campaign as he wishes, but reading the opinions of some respected designers (or fellow DMs) might comfort him in his ruling on that matter or moderate it somewhat.
Edit : The "OK" of the monoculus above me seems to be a good omen. :)
Edit : The "OK" of the monoculus above me seems to be a good omen. :)
Indeed! :D
And, from a certain perspective its not a hard topic. If you want to, you can boil it all down to "are you going to let them buy stuff or not?"
So yeah- you can reduce it down a yes or no question, for sure.
Its just that there's a lot painstaking detail in many campaign settings, and trying to wrap my head around this image of a little old man in a shop with a handful of +1 swords.. Well, it always makes me cringe. I'm an old grognard from 1st Edition, and "the Magic Item Shoppe" is a legacy where I say that the good old days weren't always great.
Are magic items for sale always salvage? Are they always custom works (and if so, shouldn't that make them inconvenient to acquire mid-adventure)? Does some mage just make Handy Haversacks to supplement his retirement?
Lol
Again, it's easy to just let players buy and sell stuff without thinking about it. What I'm proposing is how you do that and make it fit in your campaign world in a cool way. That's a GameMastery topic I'd love to see a few paragraphs about.
Can you put something in there about creating a sandbox-style game? And please feel free to use existing Paizo adventures to build it.
I'd also like a summary chart that lists (up to the date of publication) all the Paizo adventures (modules and adventure paths) and what type they are (wilderness, dungeon crawl, city, mixed, etc.) and what levels they are for (again, for plug-and-play or one-shot purposes).
Of course, for this last suggestion, a living document that appears on the Paizo website would be fine too. :)