Starting as a GM... HELP...


Gamer Life General Discussion

Scarab Sages

Ok, so, the deal is this...

I am getting back into RPGs after some time off (15 years). And Pathfinder is the reason. I've been wanting to get back to gaming, and following the lead up to PF has just gotten me so excited that I'm taking the plunge. So, as I search for players, and get to know the game and read my brains out, I have this plea for advice:

Locating players is always hard - but I have ben able to get some folks willing to play, and I think I can get a couple more. Meaning - I'm the one starting to organize play... Meaning, I'm going to be the GM...

Ok, I'm not only fine with that, but I like the idea. And I've been telling all the players that they will need to be somewhat patient in the beginning. But I thought that it may be a good idea for a thread - as I know I have a lot to learn

What are some core pieces of advice for someone not only new to PF, but also getting started back up in RPGs altogether??? Is such a thing possible????


I might suggest running a published adventure first and reading the whole thing (plus taking notes) beforehand.

Scarab Sages

Loopy wrote:
I might suggest running a published adventure first and reading the whole thing (plus taking notes) beforehand.

Oh yeah... No problem there. I am definitely not taking on campaign building at this time... Or any time soon. In fact, my subscription to the adventure path series and the modules just went in. So, I assume that I will have plenty of good stuff to run.

Dark Archive

Bibliomane74 wrote:
Loopy wrote:
I might suggest running a published adventure first and reading the whole thing (plus taking notes) beforehand.
Oh yeah... No problem there. I am definitely not taking on campaign building at this time... Or any time soon. In fact, my subscription to the adventure path series and the modules just went in. So, I assume that I will have plenty of good stuff to run.

That's a good start. I would also check out the campaign setting, as sometimes the campaign will reference things, that a chronicles will have more information on. I had a curse of the crimson throne campaign that used the Breaching Festival, which is NOT one of the encounters. It was still a blast.

Remember, that an adventure path is the outline of the building. You still have opportunity to put whatever you need to within its structure.


Take some time with your players and explain them in simple words what roleplaying games are about.
Use your own words and explain from your own experience, as it will sound true and your friends will relate, knowing you, from the other things you share.

Don't really refer to rules or technical stuff. The most important thing in RPG is not the rules, that's the experience with friends around the table.

After that, you might also ask them to read the introduction to roleplaying at the beginning of the book.
Actually of any book, as they usually explain things in a pretty simple way.

Scarab Sages

Seldriss wrote:

Take some time with your players and explain them in simple words what roleplaying games are about.

Use your own words and explain from your own experience, as it will sound true and your friends will relate, knowing you, from the other things you share.

Don't really refer to rules or technical stuff. The most important thing in RPG is not the rules, that's the experience with friends around the table.

After that, you might also ask them to read the introduction to roleplaying at the beginning of the book.
Actually of any book, as they usually explain things in a pretty simple way.

That's definitely great advice. But I think I have a slightly different problem. The players I will have will be experienced... I'm just the one who'll be the GM... I volunteered, and I want to do it... Just a little nervous is all...


Oh... Sorry i misunderstood.
Well, explain to your friends what you just did here and i am sure they will be comprehensive.
Tell them you want to run adventures for them, that you have some great ideas, better than from any book, as they come from you and you know what they like and what they want in a game.
Be open with not being so sure about managing the rules. They will understand and will help you.
Nobody is supposed to know all the rules by heart. Not even the game master.
And if it makes it easier for you, start with a light system, with a minimum of races, classes, feats and spells. Stay core.
You can even get in a lighter version if needed, like in the D&D box.

Scarab Sages

Seldriss wrote:

Oh... Sorry i misunderstood.

My explanation was a little fuzzy, no worries.

I agree with picking a more rules light system, but Pathfinder it is. Everyone is excited about it. Most of all me. And I think I have enough RPG background to plow in...

But I will be leaning on the message boards for advice... This being the first such thread...


Bibliomane74 wrote:
I volunteered, and I want to do it... Just a little nervous is all...

Don't be. Chances are, you'll screw a whole bunch of stuff up but it doesn't really matter as long as everyone has fun. Heck, there's still rules from 3.5 that I find that I'm doing wrong even after playing and DMing it for almost 10 years. Holy crap, has it really been that long?


Welcome to the boards, Bibliomane! *Hands off a fresh-baked loaf of zucchini bread to the new guy.*

Running adventure paths and modules will help greatly in cutting your teeth on GMing. Getting cooperative players will be a great benefit - and it's pretty fun watching some one new (as it were) to being a screen monkey (GM) starting out. New players and GMs almost always "think outside the box", and the enthusiasm for the game is often contagious.

Have fun above all else! :)

Scarab Sages

Turin the Mad wrote:

Welcome to the boards, Bibliomane! *Hands off a fresh-baked loaf of zucchini bread to the new guy.*

Mmmmm... Zucchini bread...


From your posts, it sounds like you and your players are new to Pathfinder and that will make if really fun for everyone as you learn the game system TOGETHER - should make for some great gaming.
I'll echo what some others have said.
I'd start with a single Pathfinder module - not a six-book adventure path or even a series of connected modules - just start small and simple and go from there.

Do you have the new PF core rulebook? The big fat one? :)
If your budget allows, get a print copy of it, and encourage your players to at least invest 10 bucks for the PDF. That way you can have a hard copy around the table and your players can peruse the PDF at home in their free time.

But yeah, start simple and have fun - Pathfinder IS the future of D&D!


For someone getting back into the fold, I would say grab a blank character sheet and walk through the first chapters of the book. Presumably you have the shiny PFRPG book or PDF, so let's start a tour. It might take longer than three hours though.

Blank character sheet. That's right. Create a character. (Save it for later. It's going to grow up and be an awesome NPC for you.) Familiarize yourself with the basic terminology in Chapter 1. This stuff will become old hat soon enough, but this is the foundation for the rest of the book.

Chapter 2 covers PC races. While you're only selecting one for your Future NPC, it's helpful to know what your players might select. Will they select the dwarf? The elf? The half-orc? Knowing that elves generally dislike orcs is future fodder for your game, and a potential useful hook to get your players' attention.

Chapter 3 will be much like Chapter 2. You're only selecting one for your Future NPC, but again - useful to know what your players might select. No fun being the rogue with a pocketful of lockpicks if they don't get a chance to use them.

At this point, you might have a clear idea of what Future NPC will be. Or not. "Elven Rogue" isn't very descriptive or exciting - yet. Chapter 4 and 5 will make Future NPC stand out (mechanically speaking) and provide you with those tidbits to make that character come alive. Equipment will too, to a certain degree.

Chapter 7 adds onto your NPC, but Chapters 8, 9, and 12 is where the chewy bits are. (No I generally don't include Chapter 10: Spells in this. There are a lot of them, and it's a lot of information to absorb. Take those one at a time as you need them. Same goes for Chapter 15: Magic Items.) I would start with Chapter 12, then go back to 8 and 9...and then read Chapter 12 again. It's got some great info in there that I wish I had when I was starting.

Your brain might be mushy by this point, but do not despair! Keep your first sessions simple, then gradually work in some of the more complicated stuff (difficult terrain, aerial/3d combat, summoned creatures, etc.)

My personal tip to you is Keep It Simple Silly. No one will remember in five years that you forgot to add a modifier to AC or damage because two characters were flanking on a stairwell, but they will certainly remember bringing down the guy that set them up for the mayor's assassination. Good NPC characterization is also a good thing (remember Future NPC). You may not ever need all of Future NPC's stats, but you might decide that Future NPC is a relative of PC Number One, and needs their help. Or thinks that PC Number One is too good to be hanging out with PC Number Two.

Good luck! If you ever need assistance, be sure to keep posting or you can drop by my unofficial Paizonian chatroom and ask for advice. :)

Scarab Sages

Lilith wrote:

For someone getting back into the fold, I would say grab a blank character sheet and walk through the first chapters of the book. Presumably you have the shiny PFRPG book or PDF, so let's start a tour. It might take longer than three hours though.

Your brain might be mushy by this point, but do not despair! Keep your first sessions...

Wow, thanks so much. I do have the shiny new hardback, and love everything about it. One of the most beautiful books I own. Currently I'm doing exactly what you said, and I plan on following your advice exactly. Sounds like a perfect way to get into the game. Luckily, I've found a Society game going on nearby and am going to play a little too... Starting this weekend actually. Nothing better than playing to learn some new stuff...

I will be posting away ad nauseum.

Thanks again for the help.

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