Pathfinder Roleplaying Game: GameMastery Guide (OGL)

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Pathfinder Roleplaying Game: GameMastery Guide (OGL)
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Rule Your World!

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

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Last Updated - 1/22/2014

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Essential for New GMs, Handy for Veterans

5/5

Published back in 2009, the GameMastery Guide was one of the early hardcover books released for Pathfinder. I think it's an overlooked gem, as I crack it open before and during sessions as often as any book other than the Core Rulebook. Weighing in at a hefty 320 pages, the GameMastery Guide has advice on the usual topics that new GMs need help with, but it also contains so much more, like little new rules subsystems, a gallery of pre-made NPCs, all sorts of random tables, tracking sheets, etc. It's a very handy compilation of material specifically designed for Pathfinder, and I'd recommend it as an early purchase for any GM getting into the game.

We have to start with a shout-out to that awesome cover, featuring Runelord Karzoug seated on his throne. I'm partial, since I'm running a certain AP at the moment, but artist Wayne Reynolds knocked it out of the park there. There's no way the interior artwork could be as good, and it's true that many of the interstitial drawings are recycled from other products or are forgettable placeholders. However, the artwork accompanying the NPC gallery is solid and fits the feel of Golarion. If I were using letter ratings, the cover art would get an A+ and the interior art and layout would get a C+.

The book is divided into 9 chapters, with multiple appendices and indices.

Chapter 1, "Getting Started", is stuff that experienced GMs will have seen a thousand times before, but that new GMs will appreciate. It covers stuff like a gaming glossary, how to deal with sensitive topics, how to find players and set aside a place to play, developing house rules, etc. It's standard advice, and if I had to quibble with anything it's that the section is so focussed on catering to players' desires that it leaves out a crucial consideration: the GM needs to have fun too! I did like the idea of creating a custom player's guide before each new campaign, and that's something I'll probably do in the future.

Chapter 2, "Running the Game", talks about preparation, presentation (music, handouts, lighting, etc.), building encounters and adventures, and how to handle in-game problems (PCs missing a clue, getting too much treasure, etc.). Again, it's all solid advice (though I don't agree with customising encounters for PC abilities, as that holds the risk of undermining the very advantages they've worked to gain). I think the best bit in the chapter is the "Game Changers" section, with talks about how to handle problems specific to Pathfinder: spells involving invisibility, teleportation, lie/evil detection, flying, auguries, and more. These spells can dramatically change the game and wreck certain types of plots if a GM isn't careful. The section ends with some good tables: fifty different adventure plots, twenty plot twists, and a bunch of macguffins. Good material if you're creating your own adventures and get stuck in the brainstorming.

Chapter 3, "Player Characters," talks about handling metagaming, introducing new players into the game, handling treasure and character death, whether to allow evil PCs, and different types of common players like the "One-Trick Pony" and the "Rules Lawyer". It's a good and useful discussion, as experienced GMs will encounter these various player types sooner or later and knowing what to look out for and handle them is important if groups are going to persist in the long-run. I think what the chapter is missing is the frank advice that some players just aren't right for some groups, some groups are dysfunctional and need to disband, and that the GM (unfortunately) often has to make the hard calls. It's a responsibility that goes beyond preparing and running adventures, since real people, real relationships, and real emotions can be involved. I'd rank the chapter as average.

Chapter 4, "Nonplayer Characters," goes into the basics of giving NPCs personalities and roles in the game. I especially liked the section on traps a GM needs to avoid when running NPCs (such as making them too intrusive, too decisive, too good at combat, etc.). The section introduces a new concept of "NPC Boons," which are special little plot or mechanical advantages that NPCs of different types can give to PCs. We'll see this concept more in the NPC Gallery at the end of the book, but the idea would be that, for example, befriending a local tracker would give the PCs a +2 on Survival checks in the area for one month, or that buying a drink for a down-on-his-luck nobleman could result in a primer on local politics and a +2 bonus on Knowledge (nobility) in the city. Etc. It's a nice way to quantify and reward PCs for good role-playing and encourage those players who are only in it for the bottom line to have more patience with what may at first seem like irrelevant asides. After some fairly mundane advice on villains, the chapter concludes with a great collection of tables: NPC backgrounds, goals, physical characteristics, personality characteristics (some of these are hilarious and memorable, and I wish players were as creative!), occupations, secrets and rewards, and even the surely-delightful "Random Adventuring Party Name Generator". If you want to be cool, join the "Reputable Pearly Kraken Monster-Slayers in the Shadow of Angels"!

Chapter 5, "Rewards," contains an insightful discussion of why rewards manner and the different ways they can be conceptualised and allocated. It goes through the difference between steady small rewards versus occasional big ones, intrinsic vs. extrinsic rewards, and how different players value different things (e.g., is it all about the gold, or is getting on a first-name basis with the barmaid better?). It even gets into little details, such as exactly when XP can be awarded (I forget that some groups do it after every single encounter, while others only do it during true in-game downtime). There's some good advice on how to handle spell research and magic item crafting that makes it clear the whole process needs to be treated more as an art than a mechanical formula. This chapter has a *lot* of random item and random magic item tables, which is really useful when you need to see what a little shop in a small town happens to have in stock, or what that NPC wizard you weren't expecting the PCs to rob from has in his satchel.

Chapter 6, "Creating a World," is for GMs who do something I've never really done in Pathfinder (though I have in science fiction settings): create a brand new campaign setting. It has a nice process of answering a set list of questions to gradually firm up the details of the new world and to simplify (to some degree) the difficulty of conceptualising everything all at once. The geography advice is probably over-ambitious, but the concepts are explained really well. The chapter goes through different types of societies and different technological levels. It's not a chapter I'll use, but it's very good for homebrew GMs.

Chapter 7, "Adventures," has tips for running stories in different environments (dungeons, the wilderness, etc.). It has particularly good advice on dungeons, with a useful key to map symbols that I should use more often. Again, there's a ton of great tables to stimulate creativity, including random tables on where dungeons can be found, what type they are, what's in different rooms, and several random monster encounter tables (which I wouldn't actually roll on, as they have the common problem of spreading CRs from as low as 1 to as high as 13 in the same table!). The chapter has a section on planes and planar traits, which is an important reference for later products that make specific use of the mechanics presented here. Similarly, it has a section on stat blocks for settlements (used in most Pathfinder products) that is quite important in determining what's for sale in a community, the highest-level of spellcaster available, etc. I use the settlement rules a lot, and although I think they're sometimes a bit cumbersome in play, they're important in making sure that a hamlet "acts" differently than a metropolis. This chapter is packed with a lot of other material, including a two-page rules-set for ship combat (it seems worth trying), lots of random tables for ships and sailors, and, one of my favourite things, random tables for tavern names and unique traits. There's a lot here that I'm going to photocopy and keep with my GM screen to help me quickly come up with more flavourful interludes when I'm running games.

Chapter 8, "Advanced Topics," introduces several new little rules sub-systems: chases (elegant, but not completely satisfying), natural disasters, drugs and addiction (happens too quickly and needs a slower progression of effects), fortune-telling (too general), gambling (done well), haunts (one of the best innovations of Pathfinder, great for story-telling), hazards (mostly supernatural ones, but very clever), and sanity/madness (too simplistic, but not bad for just 2 pages). Some of these sub-systems, like chases and haunts, are seen in a lot of other Paizo products, so having the rules on how to run them is really useful. Other topics touched on in this chapter have been developed in far more detail elsewhere, and may be of more limited usefulness. Still, there's enough of enduring value to make the material here worth reading.

Chapter 9, "NPC Gallery", is one of those things every Pathfinder GM needs: full stats (and even pictures and descriptions) for NPCs encountered on short notice: bandits to spice up overland travel, city guards for when the "Chaotic Stupid" PC gets too obnoxious, the bard intended purely as tavern-dressing that the PCs are surprisingly interested in, the shopkeep they want to try to bluff for a discount, etc. There are dozens and dozens of great NPCs here, both low-level "townsfolk" and high-level threats, and all are fully fleshed out with gear and boons (from Chapter 4). In addition, there's really good advice on how to swap out a feat here or a weapon there to create different variations on the stock NPC. I've used this chapter a lot (as have many PFS scenarios). The later publication of the NPC Codex and Villain Codex makes this section slightly less crucial, but I still get a lot of use out of it.

Apart from indices and an appendix (on recommend reading and films), the book ends with a miscellany of tracking sheets--a Campaign Sheet, a Settlement Sheet (something I should actually use, now that I think of it), an NPC Sheet, and a Basic Rules Cheat Sheet (that I'm going to start handing out to new players to ease their transition into the game).

From the chapter summaries above, you can tell the book is just chock-full of useful advice and resources for running the game. Although essential for new GMs, even experienced ones will still find a lot here to make the book worth buying and reading.


Right Next To The Core Rulebook On My Shelf!

5/5

This product was amazing. I was blown away by the advice given to create a world and how to deal with several issues that have come up in recent gaming sessions. The crunchy side of the book was OK, but I really haven't had any need to pull out those rules and use them in my games. I overall really enjoyed this product, and can't wait to see what comes next!


The Essential Tome of GM'ing

5/5

This pearl of GM manuals should be found from every already practising or aspiring-to-be GM's collection. Yes, it's that great, even for folks who don't run Pathfinder. Well written, easy to understand, beautiful to look at... not to mention a well of inspiration it also achieves to be. It's a near perfect package of knowledge how to run smooth, richer, better RPG campaign. Sure, there are chunks of system specific stuff inside, but the most important bits of knowledge of how to run your game are universal and will fit in any system and game table. For juniors, it is essential. For the vets, well, if you're already good at what you're doing, you can always be better, and perhaps you're not perfect and can learn at least one useful new trick out of it.


Great addition

4/5

Read the book cover to cover. Although most of it is repetition for old-time gm's I like the style, flavour and content of the book. It's pure inspiration and also a few goodies that are easily put to work: chases, hazards, haunts - now tried out with success in my current campaign.

A bit to many references to the Core Rulebook annoys a bit.


As a veteran GM thus book left me pining for alot more

3/5

Honestly this book is not at all needed if you have any GM experience at all. Has some good world creation tips but otherwise feels overly simplistic. My opinion would change greatly on this book if I was new to gaming however.


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Hoody Hoo!!!!

Better then a +12 hackmaster.


Pathfinder Adventure Subscriber

Hmmm.. Downloaded last night, but had to sleep.. Now which to read first, Gamemastery guide or Kingmaker Chapter 4.

-- david
Papa.DRB


Papa.DRB, my hard decision exactly. Whether to read the GameMastery Guide, AP 34 Blood for Blood (only the articles), Sargava the Lost Colony, Heart of the Jungle, or From Shore to Sea first. I chose GameMastery Guide. I may be vacant from the boards for a few days.

Owner - House of Books and Games LLC

Asgetrion wrote:
Cydeth wrote:

*dances upon receiving the shipping notice and acquiring the PDF*

52% downloaded...

*GRRRRR*....

You're not the only one, my friend ... I'm always DAYS after the first people gleefully trumpet their receipt of the PDF.


Downloaded!

/giddy


Pathfinder Lost Omens, Rulebook Subscriber

/jealous. I feel like things get added to my downloads days later than everyone else T_T. Any reason why that would be?

Silver Crusade

Pathfinder Adventure Path Subscriber

It's random. Sometimes I get the link on the first day, sometimes later. There's no pattern.

Speaking of patterns ...

F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5 ...


Sparked by a confabulation with my Beloved Spouse (Kobold chorus: "We love you!") I just wanted to confirm something about the Paizo shipping process for pre-orders (hereafter referred to as PSPPO)

So, the PSPPO, as I understand it, is based on the overlap of the amount of similarity of orders. My current is AP, GMG and then randomly, a Runequest book. This means, in my estimation, that if anyone else had this identical order, our orders would get filled, shipped and then PDF'd to us before an order that was LESS similar. But any orders that had larger quantities of orders with overlap would ship before mine and this supposed other person with the AP, GMG and random Runequest book.

Is my current understanding of PSPPO roughly accurate?


Gorbacz wrote:


F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5 ...

F5!


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Forgive my ignorance... so everyone who is saying they have the PDF is getting it because they are subscribers to the core line? or because they have purchased the print book? I see PDF available estimated June 30th when I look at it...

RPG Superstar 2010 Top 32

Subscribers. Non-sub prepurchasers of the print edition don't get the .pdf.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Ugh.


Paizoboard Kenobi wrote:

Is my current understanding of PSPPO roughly accurate?

Basically, yes. The only thing I'd add is that sometimes they have very few unique orders (like your situation with the runequest add-on) that they process these first. Where in the overall queue a particular configuration of ordered material falls is seemingly random from this side of the wizard's curtain, but you are correct that shipments are generally sent out in bulk of like orders.


Pathfinder Adventure Path, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Did the folks who have already downloaded the GM pdf get their shipping notification email before it showed up in the downloads? I'm just wondering if I need to check my downloads occasionally or just wait impatiently for the email to arrive on my droid...

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Starfinder Adventure Path Subscriber

Once the shipping notification arrives in your inbox, you'll be able to download the PDF.


There have been one or two times that I didn't receive a notification email other than "...In a week or so we are.....". So my suggestion is to check your downloads.

Just my 2 cp.


I'll be checking a few things shortly but I'd rather have the physical copy than a pdf. According to what I saw last time I checked I pre-ordered this last year. Just getting anxy for new reading material I guess.


Well, the PDf is there, but now I just need to wait for the personalizer to give me the go ahead to download it.


I just got my notification for the GameMastery Guide and the Heart of the Jungle. Hurrah! A downloading I will go! :D

Dark Archive

Paizoboard Kenobi wrote:

Sparked by a confabulation with my Beloved Spouse (Kobold chorus: "We love you!") I just wanted to confirm something about the Paizo shipping process for pre-orders (hereafter referred to as PSPPO)

So, the PSPPO, as I understand it, is based on the overlap of the amount of similarity of orders. My current is AP, GMG and then randomly, a Runequest book. This means, in my estimation, that if anyone else had this identical order, our orders would get filled, shipped and then PDF'd to us before an order that was LESS similar. But any orders that had larger quantities of orders with overlap would ship before mine and this supposed other person with the AP, GMG and random Runequest book.

Is my current understanding of PSPPO roughly accurate?

Every time I have order extra stuff that month, my PDF's tend to be some of the last. So since they started yesterday normally I won't see mine for 3 days so tomorrow likely. So it seems to be the case the less like your preorder is to others the longer it takes. Least that has been my experience so far.

Paizo Employee Chief Technical Officer

h2ofowler wrote:
Did the folks who have already downloaded the GM pdf get their shipping notification email before it showed up in the downloads? I'm just wondering if I need to check my downloads occasionally or just wait impatiently for the email to arrive on my droid...

We add the PDFs to your downloads at pretty much the exact same moment as your shipping confirmation e-mail is sent to our mail server.


Pathfinder Adventure Path, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber
Vic Wertz wrote:
h2ofowler wrote:
Did the folks who have already downloaded the GM pdf get their shipping notification email before it showed up in the downloads? I'm just wondering if I need to check my downloads occasionally or just wait impatiently for the email to arrive on my droid...
We add the PDFs to your downloads at pretty much the exact same moment as your shipping confirmation e-mail is sent to our mail server.

Thanks for the answer Vic. Info directly from the company. This is one of the many reasons Paizo rocks!


So this means the ones bragging they have the PDF now have the duty of answering questions to the unlucky bunch of us that have to wait until the 30th :P

My 1st question, and this is off the top of my head, how're the Gambling rules? Does it make use of Profession (gambling) skill?


Razz, in answer to your question, yes it does make use of the Profession (Gambling) skill. The section covers a couple of pages with examples of possible games.

Dark Archive

SQUEE! There they are, now if only the site would let me DL them... grr...

Scarab Sages

I am kind of aggravated by the fact that there are a few words on page that I don't know. Damn you Paizo for lifting the bar.

Tam


Dark_Mistress wrote:
SQUEE! There they are, now if only the site would let me DL them... grr...

Hee, well, it is going to be VERY busy. The fact that the site is up at all is a good sign as I remember how much fun there was (not for me, as I had DIFFERENT fun... with Amazon..) on the day of the Core launch.

I don't have it in DL's yet, but the personalizer's in 'wait for it' mode.


h2ofowler wrote:
Did the folks who have already downloaded the GM pdf get their shipping notification email before it showed up in the downloads? I'm just wondering if I need to check my downloads occasionally or just wait impatiently for the email to arrive on my droid...

Droid!

Droidity droid droid!

...

Sorry, I still get happy when I see other people with a droid...


silverhair2008 wrote:
Razz, in answer to your question, yes it does make use of the Profession (Gambling) skill. The section covers a couple of pages with examples of possible games.

Ohh that's good to hear. So is it a set of solid mechanics from the looks of it or is it a loose end of guidelines?

Dark Archive

Attack Kobold #23 wrote:
Dark_Mistress wrote:
SQUEE! There they are, now if only the site would let me DL them... grr...

Hee, well, it is going to be VERY busy. The fact that the site is up at all is a good sign as I remember how much fun there was (not for me, as I had DIFFERENT fun... with Amazon..) on the day of the Core launch.

I don't have it in DL's yet, but the personalizer's in 'wait for it' mode.

Oh yeah I remember that. I think I just waited two days before I even tried.

I do like the picture on page 25 of this book so far. That one made me grin.


Just stumbled upon the 'Words Every GM Should Know' and uh... yeah 759 of them. Just scanning over it there a few I don't recognize. But thats really cool, I like adding new words to my vocabulary.


Not having given it a deep look I would suppose it classifies as a loose end of guidelines. I apologize for not being able to be clearer.

Dark Archive

Illithar wrote:
Just stumbled upon the 'Words Every GM Should Know' and uh... yeah 759 of them. Just scanning over it there a few I don't recognize. But thats really cool, I like adding new words to my vocabulary.

Yeah same here, that's big list of words I should know. Are we going to be tested on this later?

Dark Archive

*LOL* oh my... I guess the poll was right. Poor Lem on page 67.


Dark_Mistress wrote:
*LOL* oh my... I guess the poll was right. Poor Lem on page 67.

That actually startled me a little the first time I came upon it. I also felt a little sad...

Paizo Employee Chief Creative Officer, Publisher

Rest assured that not even Paizo's vaunted editorial pit knew all of the words on that page. They were contributed by a Briton, so take that for what it's worth (a few shillings, at least).

And yes, I did force the editors to look up any words they didn't know, thank you. :)

Liberty's Edge

Blisterthumb Bottomknot wrote:
h2ofowler wrote:
Did the folks who have already downloaded the GM pdf get their shipping notification email before it showed up in the downloads? I'm just wondering if I need to check my downloads occasionally or just wait impatiently for the email to arrive on my droid...

Droid!

Droidity droid droid!

...

Sorry, I still get happy when I see other people with a droid...

I have one, my best friend and his wife both have them. Love it.

(end of hijack)

Jon Brazer Enterprises

Erik Mona wrote:
And yes, I did force the editors to look up any words they didn't know, thank you. :)

You sir have earned the title of "Overlord of all Koboldia". Wear this title with pride.

Liberty's Edge

Illithar wrote:
Just stumbled upon the 'Words Every GM Should Know' and uh... yeah 759 of them. Just scanning over it there a few I don't recognize. But thats really cool, I like adding new words to my vocabulary.

I have to ask, does it give the definitions with the words?


CapeCodRPGer, in answer to your question, no it does not give the definitions for the words. It is just a massive list of words. It is up to you to find the definitions.


silverhair2008 wrote:
Not having given it a deep look I would suppose it classifies as a loose end of guidelines. I apologize for not being able to be clearer.

Well if they mention the skill, I'm sure there's a set of mechanics in there. That'd be sweet. Now my PCs can finally make good use of their gambling skills :D

Paizo Employee Chief Creative Officer, Publisher

CapeCodRPGer wrote:
Illithar wrote:
Just stumbled upon the 'Words Every GM Should Know' and uh... yeah 759 of them. Just scanning over it there a few I don't recognize. But thats really cool, I like adding new words to my vocabulary.
I have to ask, does it give the definitions with the words?

No.


Oxford University Press will take care of all your needs here.

RPG Superstar 2010 Top 32

Razz wrote:
silverhair2008 wrote:
Not having given it a deep look I would suppose it classifies as a loose end of guidelines. I apologize for not being able to be clearer.
Well if they mention the skill, I'm sure there's a set of mechanics in there. That'd be sweet. Now my PCs can finally make good use of their gambling skills :D

Zatoichi will be happy to hear about this. Hopefully Bluff, Sense Motive, Intimidate and friends play a role as well.

(checks downloads. nope, not yet...)


Papa-DRB wrote:

Hmmm.. Downloaded last night, but had to sleep.. Now which to read first, Gamemastery guide or Kingmaker Chapter 4.

-- david
Papa.DRB

I'm reading Savra first! =D


Got the pdfs for Savra and Kingmaker part 4 but no pdf for the GM book. Ah well, as long as it gets to my house before June 24th I'll be happy.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Society Subscriber

Limbo, Purgatory and Utopia - meet the old Maelstrom, Boneyard and Axis under their new name.

Did they slip in accidentaly? (pp. 192-193)

Owner - House of Books and Games LLC

CapeCodRPGer wrote:
Blisterthumb Bottomknot wrote:
h2ofowler wrote:
Did the folks who have already downloaded the GM pdf get their shipping notification email before it showed up in the downloads? I'm just wondering if I need to check my downloads occasionally or just wait impatiently for the email to arrive on my droid...

Droid!

Droidity droid droid!

...

Sorry, I still get happy when I see other people with a droid...

I have one, my best friend and his wife both have them. Love it.

(end of hijack)

My daughter and her boyfriend, too. But I'm a Luddite, I still have my old flip phone.

(we now return to our regularly scheduled, non-hijacked thread)

Shadow Lodge

Lanx wrote:


Limbo, Purgatory and Utopia - meet the old Maelstrom, Boneyard and Axis under their new name.

Did they slip in accidentaly? (pp. 192-193)

I would imagine that it's merely a way to be more world-neutral. The GMG is a part of the Pathfinder RPG, but it is NOT part of the Pathfinder Campaign Setting line.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Society Subscriber
Kthulhu wrote:
Lanx wrote:


Limbo, Purgatory and Utopia - meet the old Maelstrom, Boneyard and Axis under their new name.

Did they slip in accidentaly? (pp. 192-193)

I would imagine that it's merely a way to be more world-neutral.

I don't think so, since they are in the chapter about Golarion's cosmology.

Quote:
The GMG is a part of the Pathfinder RPG, but it is NOT part of the Pathfinder Campaign Setting line.

This is true, but in this context it is not applicable, IMHO.

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