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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Silver Crusade

Pathfinder Adventure Path Subscriber

Mike Godwin Was Right.

Paizo Employee Chief Technical Officer

Stay on target, folks. I don't want to have to remove posts here.

The Exchange

Loving that list of additional rules for likes like sanity and such. Big Ravenloft fan so very interested in seeing things like Fear/Horror/Madness rules for Pathfinder. And this comes out right around my birthday, so thats good timing for me!


Since I cleaned them out of the other thread, I'll clean them out of this one. Please keep (polite) religious discussions to the Off Topic forums. Please do not append your posts with religious-themed quotes that are only going to spark such discussions (whether you intended them to or not). We're all gamers here and we have a vastly different set of political and religious backgrounds between us and the last thing product discussion threads need are arguments on the subject of theism.


Thank you Mr. Frost.

Scarab Sages RPG Superstar 2015 Top 16

Just wondering since there is also an NPC book in the chronicles line, are there still going to be alot of them in this book? I know the description say over 100 stat blocks, but I was wondering if that might be out of date?

The Exchange

Kevin Mack wrote:
Ah well time to sell a kidney.

Seriously... I am really considering it.

Dark Archive

Joshua Gillette wrote:
Kevin Mack wrote:
Ah well time to sell a kidney.
Seriously... I am really considering it.

Why not, it does not have to be your kidney, does it?

Contributor, RPG Superstar 2008 Top 16

Richard Pett and I just sent in our chunk of this book. We had a lot of fun writing it, hopefully you guys will get some use out of it.

I can tell you first hand that all the rumors about Mr. P.** are true.

** I'm still not sure why he insisted that I refer to him as "Mr. P.", or why he chose to call me "Cupcake" but perhaps for someone with his Olympian intellect it all made perfect sense.

Contributor

Enough cupcake, back to your cellar, your work for the time being is done and you have done well.

I am pleased.

Go now and enjoy your feast in the dark, but do not rest too easily, I may need you again soon...

MrP

Liberty's Edge

Probably too late in the development cycle to add my requests but I would like to throw in my 2 cents.

What I need in a Piazo RPG.

A down and dirty adventure / Creature toolkit that I can use to run my adventures. Stats for Guards/ Man at Arms/ Soldiers to throw at my party

Some kind of GM tool kit with common locations with maps. Eg Tavern (Small, Medium and Large) Church. Mannor house.

Environmental Hazards to add to the game and finally a guide to campaign design that breaks it down step by step.

Eg Starting a campaign section. A mid campaign section (How to take what you have built and tie it together into a stronger whole and finally a wrap up thread. Using the information that you gathered in the last step to tie it up so the players feel like they got there money's worth.)

How to customize published adventures (and not just to obligatory one paragraph description of how you can use pre published adventures.)

I would like a guide that takes you through how to take the adventure and make it your own, and also how to take an adventure that was sub par and give it a lift.

In short I want something that after many hours of digesting my players are going to really benefit from my having read this material.

So I may have touched a few things already in progress and if that is the case then I will be happy. I am wishing for the ultimate GM Book that gets so much use that it falls apart. Haven't found the book that hits that beat for me yet

Contributor, RPG Superstar 2008 Top 16

Richard Pett wrote:

Enough cupcake, back to your cellar, your work for the time being is done and you have done well.

I am pleased.

Go now and enjoy your feast in the dark, but do not rest too easily, I may need you again soon...

MrP

Yessir MrP. We've already talked about the codpiece so I understand your feelings on that.

But what about the red satin cape? Do I still need to wear that too?


This book sounds awesome. Im new to PF (just got my PFRPG core rulebook 2 days ago), but im fast becoming a fan.

For my part, I'd love to see haunts covered, magic item shops, constructions, and world building.

Keep up the fantastic work!


Aldoth wrote:

Probably too late in the development cycle to add my requests but I would like to throw in my 2 cents.

What I need in a Piazo RPG.

A down and dirty adventure / Creature toolkit that I can use to run my adventures. Stats for Guards/ Man at Arms/ Soldiers to throw at my party

Some kind of GM tool kit with common locations with maps. Eg Tavern (Small, Medium and Large) Church. Mannor house.

Environmental Hazards to add to the game and finally a guide to campaign design that breaks it down step by step.

Eg Starting a campaign section. A mid campaign section (How to take what you have built and tie it together into a stronger whole and finally a wrap up thread. Using the information that you gathered in the last step to tie it up so the players feel like they got there money's worth.)

How to customize published adventures (and not just to obligatory one paragraph description of how you can use pre published adventures.)

I would like a guide that takes you through how to take the adventure and make it your own, and also how to take an adventure that was sub par and give it a lift.

In short I want something that after many hours of digesting my players are going to really benefit from my having read this material.

So I may have touched a few things already in progress and if that is the case then I will be happy. I am wishing for the ultimate GM Book that gets so much use that it falls apart. Haven't found the book that hits that beat for me yet

Well, for generic Men At Arms and such, there's always TONS of 3.0/3.5 stuff out there. The 3.5 DMG had a lot of generic NPCs available that can be run pretty much as written in 3.75. That's the beauty of Pathfinder, almost all of the 3.5 stuff applies.

If you go to the Gamemastery section of this site, there are tons of maps available already for generic maps and locations and that sort of thing. And DrivethruRPG.com has even more.

(Though a compilation of the Maps of Mystery from Dungeon would be nice...)

Environmantal Hazards are, for the most part, already covered in most of the books (what else do you need, exactly). As for how to bring a campaign together, there are lots of resources for that,m though it sounds like this book will cover a lot of that.

Anything else, ask us here. There are lots of experienced GMs to rely on.

Contributor

Hal Maclean wrote:
Richard Pett wrote:

Enough cupcake, back to your cellar, your work for the time being is done and you have done well.

I am pleased.

Go now and enjoy your feast in the dark, but do not rest too easily, I may need you again soon...

MrP

Yessir MrP. We've already talked about the codpiece so I understand your feelings on that.

But what about the red satin cape? Do I still need to wear that too?

NO!

No capes!

The tiara - bring me my tiara!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Rusty Ironpants wrote:
Just wondering since there is also an NPC book in the chronicles line, are there still going to be alot of them in this book? I know the description say over 100 stat blocks, but I was wondering if that might be out of date?

The final number was actually 112.

112 punishing statblocks, from Village Idiot to Archmage and all points in between.

So.

Many.

Statblocks.

But they're done! Woohoo!

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Jason Nelson wrote:

The final number was actually 112.

112 punishing statblocks, from Village Idiot to Archmage and all points in between.

So.

Many.

Statblocks.

But they're done! Woohoo!

You have done a man's work, sir. <applause>


You Paizo people are just trying to make us fans go bankrupt, aren't you?

*walks off muttering as he puts another title on the 'gotta get it' list*

Liberty's Edge

Erik Mona wrote:

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.

Oddly enough, the first edition DM's guide had such a table! It also had a table for tyes of torture implements in a torture chamber. Wel it pretty much had a table for everything!

Liberty's Edge

Okay back on topic:
1) Add my vote for Mass Combat and Naval Combat (Heck, including Aerial Combat in a fantasy setting would be super cool!).

2) I would also like to add my vote for trade rules as well. Quick Link Interactive's Traveller 20 had great rules for that! I am sure that could be used as a base.

3) Furthermore, I have to agree with others who talked about handling Ye Olde Magik Shoppe and what not.


This is the type of book i always wanted.
MINE ALL MINE


Pathfinder Card Game, Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Where is picture of cover?

I had to go to Amazon to see it!

Kizan


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

Where is picture of cover?

Right here.


I can't see the image, it won't load for me.

Dark Archive

The image link is broken.

RPG Superstar 2011 Top 32

Interesting, I've been able to see the link since I first logged on this morning ... ::shrug::

Silver Crusade

That is one hell of a cover.

thank you for having WAR do the covers on the 3 core Pf rulebooks!!

RM


And I'm pretty sure he's doing the APG, I'll need to have them all for that alone!

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber

Glad to see an old foe reappear. That is a beautiful cover. Can't wait for this book - you can always find something in a book like this, even after 24 years of playing and DMing.


Hahaha :)
yepp looks awsome, and will get one asap !!

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Card Game, Companion Subscriber; Pathfinder Roleplaying Game Charter Superscriber
vagrant-poet wrote:
And I'm pretty sure he's doing the APG, I'll need to have them all for that alone!

I second that!

I just find myself saying "Wow!" to everything he's done for Pathfinder.

The Exchange

Wow that is an awesome cover. amongst all the detail and paraphenalia of an archmage tyrant, I find myself liking one small detail above all the others. By his left hand on a little stand is a tall frosted glass with a straw sticking out of it! I just love that amongst all his power and secrets that his matery of Greed has brought him, he has this small concession to a more basic need/comfort. Really nice touch.

Liberty's Edge

I like!

Sweet cover.

Sean

Paizo Employee Chief Technical Officer

Brakkart wrote:
Wow that is an awesome cover. amongst all the detail and paraphenalia of an archmage tyrant, I find myself liking one small detail above all the others. By his left hand on a little stand is a tall frosted glass with a straw sticking out of it! I just love that amongst all his power and secrets that his matery of Greed has brought him, he has this small concession to a more basic need/comfort. Really nice touch.

But it also shows that he'll only go so far in that direction, as he didn't opt for a bendy straw.

Dark Archive

All i got too say is WHY ISNT IT OUT NOW!!!!!!

Paizo Employee Chief Technical Officer

Dreadnok wrote:
All i got too say is WHY ISNT IT OUT NOW!!!!!!

You mean apart from the fact that's it's still being written?

Paizo Employee Franchise Manager

Vic Wertz wrote:
Dreadnok wrote:
All i got too say is WHY ISNT IT OUT NOW!!!!!!
You mean apart from the fact that's it's still being written?

Always ready with an excuse, aren't you, Vic?


I absolutely cannot wait for this book! So far I'm loving all the optional rules it's going to include for chases, insanity and world building. I'd like to second the motion to take a look at some sort of (Dawn of Worlds style) player cooperative dungeon/world-building rules...and I don't know if this would be better suited for a future "Playermastery Guide" but a plot/personality mechanic like Spiritual Attributes that PC's can use to buff their characters when the story calls for it would be a nice option that would help to facilitate good role-playing.


Yeah XD
mmmhhhh how will i explain this to the wife O.o


*sigh* Ordering now....

Scarab Sages

This looks like another PDF for me...


When to 'cheat'. That's certainly a matter of opinion, since my idea usual opinion is 'don't'. Even as a GM.


Wow! This alone would make the book worth it!

*Tips for creating memorable Non-Player Characters, guidelines for followers, cohorts, sages, and hirelings, and more than 100 stat blocks for common NPCs such as guardsmen, knights, bandits, pirates, villagers, and nobles

Liberty's Edge

Bummer moved to May from Feb. Oh well means they are guaranteeing a quality product.

Sean

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

thenorthman wrote:

Bummer moved to May from Feb. Oh well means they are guaranteeing a quality product.

Sean

And guaranteeing those eventual paychecks will be coming a little later than hoped (since they come AFTER publication). Alas... :(

Liberty's Edge

Is this gonna be the final artwork for the cover? I hope so, Lookin forward to this one!


I am very happy to see that they are going to cover the subject of solo campaigns!

Paizo Employee CEO

Attic whisperer wrote:
Is this gonna be the final artwork for the cover? I hope so, Lookin forward to this one!

Yep, final art!

-Lisa


I love you Paizo!!! and my God everyone is right! You are so good at what you do you ARE gonna leave us all broke! but atleast you won't be releasing the books for a while, so I can save up my money, and soak all this great stuff you've already given!

((Suck up, I know :-P ))

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