New GM Guide?


GM Discussion


Hello Organized Play GMs,

I humbly come before you today seeking knowledge of how to set up and record the results of a game. I know how to run a game and tell the story but I do not know the proper procedures for the paperwork that precedes and follows a game. I have looked through Paizo's website and the forums here, but have found nothing in the way of an introductory guide for GMs new to this organized play structure. Basically I am looking for knowledge on everything that is not actually running a scenario. If it makes a difference I am particularly interested in Starfinder. Could anyone point me in the right direction? Thanks!

5/5 5/55/55/5

This is why I highly advise people play a few society games before trying to run.

Step 1: Buy a SFS scenario. Some of them are freeeeeee

Step 2: Run it with 3-7 SFS legal characters as written. You're allowed to roll with the oddball weirdness players will throw at you, but you can't decide to just double the number of goblins or change the laser pistols to laser machine guns.

Step 3: Collect the player information Like so.

Step 4 The last page of the adventure is a chronicle sheet, which says "my name is, i played this scenario, i got this much gold and this much fame." The process is spelled out in excrutiating detail in the guide but in practice you'll find most DMs taking shortcuts.

Steo 5: Report . Go to organized play --> Create an event ----> Sign in ---> At the bottom click "create event" ( you can re use the event number to avoid settting it up every time) Fill in the info from step 3.

Folks are on pfschat.com running games and chatting about stuff at all hours of the day if you need a more in depth walk through or to get in an online game or three

Thanks for stepping up.


Hello BigNorseWolf,

Thank you for your response. I have reviewed the Starfinder Society Roleplaying Guild Guide and done my best to extract the following checklist of things to do before and after running the game:

Pre-game stuff:

Check to see if anyone is replaying the adventure
Determine Average Party Level
Determine Sub-tier (if adventure has them)
Determine Player Boons
Start Chronicle Sheets:
-Chronicle Number
-Player Name
-Character Name
-Organized Play Number
-Character Number
-Faction
-Starting XP
-Initial Fame
-Starting Credits

Run the game

Post-game stuff:

Award XP
Award Fame and Reputation
Award Credits
Perform Day Job Checks
Award Special Boons
Allow players to spend Credits/Fame
Deal with afflictions
Finalize Fame, Reputation, Credits, and XP
Report Game to Paizo

Please let me know if I am missing anything or if my order of operations is incorrect.

5/5 5/55/55/5

Pre-game stuff:

Check to see if anyone is replaying the adventure
Determine Average Party Level
Determine Sub-tier (if adventure has them)
Determine Player Boons Only a thing in starfinder, and you do that after the mission briefing.

Run the game

Post-game stuff:

Award XP
Award Fame and Reputation
Award Credits
Perform Day Job Checks
Award Special Boons

Allow players to spend Credits/Fame Standard, nearly universal practice is to let the players total things up at home and shop when there's time.

Deal with afflictions (There's some table variation but I'm fine with the party healing a lot of things with chicken soup and a lot of fort saves)

Finalize Fame, Reputation, Credits, and XP

Start Chronicle Sheets:
-Chronicle Number players fills in
-Player Name player fills in
-Character Name player fills in
-Organized Play Number player fills in
-Character Number player fills in
-Faction player fills in
-Starting XP player fills in
-Initial Fame player fills in
-Starting Credits player fills in.

Report Game to Paizo

1/5 5/55/55/55/5

Starfinder Superscriber
BigNorseWolf wrote:


Step 2: Run it with 3-7 SFS legal characters as written. You're allowed to roll with the oddball weirdness players will throw at you, but you can't decide to just double the number of goblins or change the laser pistols to laser machine guns.

GMs are not allowed to add, remove, or modify combat as written unless the players have provided a strong reason for it (talk their way out, trick them into abandoning their post, attack the station security, etc).

You should also usually read the "red text" verbatim, modify it only if player actions or party makeup is so unusual as to make part or all of the red text block non-sense.

#1-07 The Solar Sortie details:
Example; if in #1-07 The Solar Sortie the PCs beat or drug Envar Tamm to unconsciousness, steal his keycard and remove one of his eyes, stash his unconscious body somewhere, and make a beeline to his mother's office.

At this point the GM has no choice but to improvise, but can still try to steer them on-course such as Razor tracking them down via Envar's keycard access and blackmailing them, or being chased by security up to the observatory.

The red text at the very end should likely be annotated with History-7's complete shock and disapproval, matching the Infamy they all receive.

However, most SFS scenarios as-written leave huge gaps in the narrative that new GMs often find frustrating. Sometimes the scenario includes something that simply makes no sense at all to you, iron it out the best you can without changing the story.

If it doesn't affect combat, mislead PCs, or go beyond the scope of the scenario you should treat the scenario like a coloring book; it provides the lines, add your own color - just try to keep the color inside the lines. This is especially true for repeatable scenrios.

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