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.
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.
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!
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.
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
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.
I know this has been asked before, but I found the replies rather unsatisfactory.
What are this book's main selling points for someone who has both the DMG and DMG2? The product summary covers what seems to be just more of the same, and I don't really care if it has "more" content if "more" content just means that it has some new stuff and the rest is just an updated version of the previous two books' tips and advice. I am also unimpressed by the touted number of tables, as it kinda screams "filler" to me, with the manifold random X generators available out there.
Don't get me wrong: Pathfinder RPG is one of the best things that has happened to this business in a long while, and I really want to support the product. I jumped aboard because it would enable me to make use of my considerable 3.X library without having to buy everything all over again except for the Core Rulebook itself, but this sounds just like the type of overlap I *didn't* want PF to be...
I'd recommend you listen to the latest episode of Know Direction. In that episode, F gives a rather comprehensive description of what the book's about.
I'm really curious where you have Pathfinder haunt and city statblock rules "covered before, some of them twice". Because as far as I know, both of those will be introduced in GMG.
haunt and chase rules are both from the APs. I would imagine there will be more detail though.
I can see viriatoe's point though, and the book won't suit everyone. This isn't a DMG, it's a different beast and some people will want to wait and see.
That's the section Richard Pett and I worked on. I think we turned in something like 120 to 130 pages worth of lists and tables (and nearly 40,000 words).
Wes told us to make these lists useful for both beginners and old hands at running games so there's quite a range of stuff in them. I don't know if I should get too specific before the book actually comes to light but there's some really fun stuff in it.
I'd recommend you listen to the latest episode of Know Direction. In that episode, F gives a rather comprehensive description of what the book's about.
I want to be sold on Pathfinder rulebooks, I really do, but from what is presently known, there's nothing in this book that would lead me to preorder it. Guess I'll be waiting to know exactly what "AND MUCH, MUCH MORE!" is...
For that I can only suggest keeping an eye on, and looking though, the Paizo blog as the release of the Gamemastery Guide gets closer. It might just reveal what you are looking for.
Yep—what he said. We've really only just started to reveal what's between the covers.
quick question, I know that if we subscribe we get the pdf for free, but I was wondering if we get the free pdf if we preorder, (I personally am hoping it is a yes but doubting that will be the case.)
quick question, I know that if we subscribe we get the pdf for free, but I was wondering if we get the free pdf if we preorder, (I personally am hoping it is a yes but doubting that will be the case.)
No but you can as mentioned subscribe and get the PDF for free and then if you really wanted to you could cancel afterwards if you didn't want the Advance Players guide which is the next book.
All of which have already been covered before, some of them twice, *and* in a fashion that's compatible with the current PF ruleset. I'm not saying it can't be done better, but that's the type of stuff one might expect in a rules conversion web enhancement, or the like. I am more than capable of getting my own fluff (not even intended to be a pun), so crunch is what I'm mostly after in a product like this, and thus far it doesn't look like I'll be gaining anything new from it.
Also, remember that part of what we are trying to do with the PFRPG is to keep rulebooks in print so that new players and GMs can have access to this information. We can't make any assumptions that all of our customers have all the 3.5 era books you mention. All of them are out of print and thus not available at retail stores. GMs with huge libraries to draw upon will find more overlap in our rulebooks, but after looking through the GMG this weekend, there is a LOT of stuff that I don't have in my 1,000 book collection. Whether this is enough of a difference for somebody who has a big library to make the new book worthwhile is a decision only you can make. But you will see a mix of new and old going forward as we bring back into print rules that we feel need to be in print for a vibrant game system.
but after looking through the GMG this weekend, there is a LOT of stuff that I don't have in my 1,000 book collection.
Dang, that's a lot of books!
If only I could have afforded to keep all the books I've ever owned throughout my gaming life, an 1k collection would most likely be small compared to what has passed through my fingers.
Oh well, this book will have to make up for what I have squandered away out of necessity.
Stray thought but I wonder how well this will go to recreating aspects of SpellJammer using Pathfinder.
oddly enough I am working on doing just that, with a game I will be running this semester up at my University. there is a site that has space ship combat, and design rules for 3.0, and what I love about pathfinder is it doesn't take long to update everything. Still it would be nice if they did have rules for spelljammer in their as all i have from the site are basics for ship building and space combat.
If only I could have afforded to keep all the books I've ever owned throughout my gaming life, an 1k collection would most likely be small compared to what has passed through my fingers.
If you published RPG books for a living you'd probably have held onto them. =)
Me, I don't have an excuse for my shelves of books...
No but you can as mentioned subscribe and get the PDF for free and then if you really wanted to you could cancel afterwards if you didn't want the Advance Players guide which is the next book.
...except of course that you DO want the Advanced Player's Guide.
My question is will this book present more uses for skills? I've always been a proponent for the players to use their skills more often, but it can get tedious trying to be imaginative all the time and for a GM to come up with an on-the-spot ruling without giving it proper balance. I know my players tend to use their skills for whatever it published. (and WotC's 3.5e books and Dragon Magazine content have new skill uses placed randomly everywhere, had to put them together in one file).
An expansion on new skill uses, particularly with Craft, Profession, Knowledge, and Perform, is always welcome. Uses for Profession (herbalism) has always been a huge topic that needed expansion. Granted, I was happy to see Profession get real good use in DMG2 thanks to the "Running a Business" rules. I now have players willing to invest in Profession. One wants his wizard to run a chain of restaurants with Profession (cook), and another wants her character to eventually settle down and own her own tavern and brew her own alcohol, but would like for it to continue making money as she is out on adventures from time to time. I have another with Profession (gardener), too. I was glad to see Pathfinder RPG Corebook explain that the Profession skill can be used as a more specific use of the Knowledge skill, too.
I pre-ordered mine as well. But now that it's June, it would nice to know when it's going to be released. Are they waiting for the last second???
Last second before what? Since it's the beginning of June, there are still four weeks in which it can be released and still fall within the estimated release date. They've said it will be available for subscribers to pick up at PaizoCon, and that's two weeks away, so chances are good it'll be out before then.
I pre-ordered mine as well. But now that it's June, it would nice to know when it's going to be released. Are they waiting for the last second???
Last second before what? Since it's the beginning of June, there are still four weeks in which it can be released and still fall within the estimated release date. They've said it will be available for subscribers to pick up at PaizoCon, and that's two weeks away, so chances are good it'll be out before then.
From my reading of the PaizoCon pickup post, GMGs won't be shipping before the con...
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Russ Taylor wrote:
From my reading of the PaizoCon pickup post, GMGs won't be shipping before the con...
Actually the way I read it is that the June shipments are going to start shipping a week from today. And it should be all shipped before the Con, thus the requirement to select the pick up option by next Monday.
I pre-ordered mine as well. But now that it's June, it would nice to know when it's going to be released. Are they waiting for the last second???
What I have seen on subscription page has been mid-June. Also, Paizocon attendess can pick up their subscriptions there and that begins on the 18th. So, around Paizocon either just before or just after I would suspect.
I pre-ordered mine as well. But now that it's June, it would nice to know when it's going to be released. Are they waiting for the last second???
What I have seen on subscription page has been mid-June. Also, Paizocon attendess can pick up their subscriptions there and that begins on the 18th. So, around Paizocon either just before or just after I would suspect.
Ah! I didn't check the subscription page. I was was only looking at the GMG page itself. It makes sense to release it on or around Paizocon. I just wish the would put that on the GMG page and not have to hunt around for it. Thanks for the heads-up. Now if I can only get Paizo to nail down a firm date for APG release! <grin>
Ah! I didn't check the subscription page. I was was only looking at the GMG page itself. It makes sense to release it on or around Paizocon. I just wish the would put that on the GMG page and not have to hunt around for it. Thanks for the heads-up. Now if I can only get Paizo to nail down a firm date for APG release! <grin>
On our product pages, we just put the month. Why? Because "release date" means different things to different people. Some people would be looking for the date we'll start shipping out preorders and subscriber copies, and other people would be looking for the date on which they should start looking in retail stores—and those dates tend to run two to three weeks apart. But we don't really have the room to explain all that on every product page, so we just put the month.
Our product schedule page, though, is geared towards subscribers and online purchasers, so we can afford to be a bit more specific, and tell you whether it will ship to subscribers in the early, middle, or late part of each month. (People looking for retail dates can just add half a month to those estimates.)
There are a number of reasons why we can't be more specific than early/middle/late. The big one is that, due to the vagaries of shipping and customs, we often don't know the exact date things are going to arrive until they actually arrive... and the other main one is that is takes several days to fulfill all subscriptions and preorders, so providing an exact date would be misleading anyway.
Now, one time per year, there's an exception to all this, and that's Gen Con. We knock ourselves out to make sure that we have our August products in hand so that we can debut them on the first day of Gen Con each year. So, barring catastrophe, the release date for the APG will be the first day of Gen Con Indy: August 5.
GMs with huge libraries to draw upon will find more overlap in our rulebooks, but after looking through the GMG this weekend, there is a LOT of stuff that I don't have in my 1,000 book collection. Whether this is enough of a difference for somebody who has a big library to make the new book worthwhile is a decision only you can make.
My point exactly, ms. Stevens, which is why I asked for a more precise answer as to what exactly I could expect concerning new content, as the product's description is necessarily vague in its spielishness. "And much, MUCH more" and "a LOT" doesn't really cover it. Even the interview Ravenmantle helpfully pointed me to doesn't really go much beyond "it has tables, lots of tables, tables about everything!" and merely elaborating on what the short product description already says. A superficial overview on the new stuff would be enough for me, but so far it just looks like lots of tables, a helping of common sense, and a couple of new rules or rehashed subsystems.
I guess I'll just have to wait for a detailed review before deciding whether or not the book is worth an investment. Thank you for your reply, nonetheless.
Ohh gambling rules? Is that what I read on the description? I hope it's a good set of gambling rules, I always felt that was lacking in the game was a solid set of gambling mechanics. Especially since I have a few players who have PCs with Profession (gambling) ranks.
Er...it's still mid-June and my subscription page still says I can pick it up at PaizoCon. Not that I'm going to PaizoCon. So yeah, I'm sure they'll start shipping out subscription copies very soon.
Flying out to Seattle is not in the budget. I still need to call a hotel in Pittsburgh about my reservation for Anthrocon. This would be nice to read on the train. And this book sounds like it could help with my thoughts of running either SpellJammer or Dragonstar with Pathfinder.
I know nothing and may be 100% wrong.... so don't sue me.
I'm pretty certain the June 30 date is the date it will be released for general purchase as a PDF. This has no bearing on the ship date / pdf availability date for subscribers.
I know nothing and may be 100% wrong.... so don't sue me.
I'm pretty certain the June 30 date is the date it will be released for general purchase as a PDF. This has no bearing on the ship date / pdf availability date for subscribers.
And is in fact about two weeks after it ships from paizo.
And I just got my "in the next week or so..." e-mail.
Huzzah! That means their in the offices or will be soon! Shipping might start monday!
The "unavailable" status was the result of somebody flipping a switch that shouldn't have been flipped. We are indeed preparing to fulfill subscription copies and preorders starting next week.