[Product Idea] Advanced Gamemastery Guide


Product Discussion


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As has brought up in the current CotCT Hardcover discussion thread, there has been a discussion over a potential GM guide to cover aspects, such as: modifying APs/adventures for smaller or larger parties, or handling higher level parties and keeping them running smooth.

James Jacobs wrote:
Frankly, a "how to adapt adventures" product is a good idea. A product that helps GMs adjust adventures for more players or to account for new character build options is something I've wanted to do for a LONG LONG LONG time. It'd double down with a "How do you build adventures" handbook and perhaps even a book to help GMs run higher level content, with tips and suggestions for how to keep a game running smoothly at those levels. Unfortunately, I've had no luck (obviously) convincing management that such a book would be a wise idea to put on the schedule, and they are probably right, since a book like this would most likely sell a LOT less than another book filled with character options.

Now, James has voiced an interest in such a book and I can understand and respect Paizo's reluctance in doing such a book. They are a buisness after all, so they need put their resources into products that will sell.

James Jacobs wrote:
What would REALLY help would be if the customer base were vocal about wanting a book.

What do the rest of you think, as a community?

Would something along these lines be of interest?
What would you be interested in seeing covered?

Discuss...

(And yes... I would very much like a new resource for running games and ideas for handling the pitfalls that come up along the way.)


I'd buy this book.


It's not a bad idea or anything, bubt its not something I would probably use. I already do all these things on my own.


As a HumbleBundle newbie, I'm grateful for the Game Master Guide included in the box. (I had actually just acquired a box the week before the Humble Bundle was announced; wanted the pdfs and got the extra box for gift giving). It's well-written and instructive. Not just 'rules' but guidance and advice on how to do this.

I'd love something that would help me transition to four different scenarios
1) Core Gaming
a) Adapting written adventures to core characters when your adult gaming group sometimes varies in size week to week.

b) Learning battlefield strategies for running bad guys well. Thinking like an evil person doesn't come naturally to me.

c) Adapting written adventures to core characters being played by kids. From what I've seen in the forums, many of us HumbleBundle folks are gamers wanting to introduce kids to the hobby.

2) All the non-core material
Arrggh! From here it looks daunting. I got a Core Rulebook for Christmas, but the Beginner Box is where I'm at right now. And at this point, I have no idea how to even approach adding non-core material, much less use it tactically as a GM


CrystalSeas wrote:


1) Core Gaming
a) Adapting written adventures to core characters when your adult gaming group sometimes varies in size week to week.

c) Adapting written adventures to core characters being played by kids. From what I've seen in the forums, many of us HumbleBundle folks are gamers wanting to introduce kids to the hobby.

What do you mean by core when you say core characters?


Milo v3 wrote:


What do you mean by core when you say core characters?

Pathfinder Society Core Campaign

I mean characters that are created using the PFS "Core Mode" rules.
From the Pathfinder Society Roleplaying Guild Guide:
Core campaign players are limited to the following resources for character creation as explained in Chapter 2:
• Pathfinder RPG Core Rulebook
• Guide to Pathfinder Society Organized Play (this document)
• Pathfinder Character Traits Web Enhancement

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I'd love this.


CrystalSeas wrote:
I mean characters that are created using the PFS "Core Mode" rules.

Why would they need different advice to other characters?


I'd buy it. even as a long time DM/online sysop I listen to a lot of podcasts about GMing and still flip through my 1E DMG, Wilderness Survival Guide, Dungeoneer Survival Guide, and the PF GMG.

Like any "professional" if you're not trying to get better, you're going backwards.

Unfortunately, there is a numbers reality when it comes to GM supplements. The average table is 4-5 players and only 1 GM - so if you put Paizo man-hours into a product does player book or GM book make most business sense?

However, that's over simplistic view. GMs are the lifeblood of any game system. Just think of how many posts, etc you've seen (or heard on podcasts) about people who "would love to game but can't find a group". If those people picked up the GM screen - they'd have a group in no time. Support for GM's is just as important to players as giving them another player supplement. From a business standpoint, investing in the future of the game (and future sales) means investing in GMs from time to time.

here's to James being able to convince management its worth the man-hours.


Milo v3 wrote:
Why would they need different advice to other characters?

Because they don't have the same options as other characters. Some options available to other characters cannot be used by them.

The point of using core characters and GMing core games is to use a limited rules set. The advice needs to be usable with those limits.


Pathfinder Rulebook Subscriber

I'd definitely buy this. The existing Game Mastery Guide has helped me a lot as I got started GMing, but further advice on things like adapting pre-written adventures for more players, etc, would be excellent. I'm prepping to run an AP for the first time soon, and will likely have 6 players, and I'm a bit worried about how it will work out...

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