
Algus Vordhosbn |

Hello,
Well, the title says everything, heh. I'm trying to create a Role-Playing group with friends, and such, with me GM'ing. anyways, they are all entirely new to tabletop Role-Playing, and while I'm not exactly a complete newbie (have not really played a session, but have been interested for 2 years or so; in that time I've gobbled a whole lot of sourcebooks, and rulebooks, mostly from D&D 3.5.), I am new to running a game, be it a full on campaign or a standalone session.
My plan, currently, is to go through the PFRPG module trilogy: Crypt of the Everflame, Masks of the Living God, and City of Golden Death, I think? I would feel it's a good start for a fully beginner group, but I don't exactly have a solid plan yet.
I write this topic in hope that seasoned GMs/DMs may be generous enough to provide some basic pointers on all this. it does seem...like a rather tough endeavor to me, but it definitely sounds like an enjoyable one.
Quick Edit <_<: if this is the wrong place to post this, I understand. just didn't find a good place to put this topic, and since it concerns Pathfinder and whatnot...yeah.

Rezdave |
just didn't find a good place to put this topic, and since it concerns Pathfinder and whatnot
You might consider searching the archives. This and similar topics come up all the time. There is a chance it might get moved to the OGL or Gamer Life forums, since your "New GM Seeks Advice" issues are generic.
Just remember that there is no such thing as Wrong Bad Fun in RPGs. You said you're getting a group of friends together, and that's a great start. Keep the focus on friendship and having fun, whatever that might mean to your group.
You know your friends, so you're the best one to say whether they will prefer immersive RP or hack & slash battling, fast-&-loose mechanics or rules lawyering. While you may be friends outside of Gaming, be aware that as your group evolves you may find that members develop different tastes. Don't let that get in the way of having fun or ruin past friendship.
I only skimmed over the article mentioned above, but it looks pretty good.
As a new DM, I suggest you limit the books to just the PF-CR and keep the game pretty "clean" until everyone is more familiar with the rules.
HTH,
Rez

DeathQuaker RPG Superstar 2015 Top 8 |

Welcome and enjoy your foray into Pathfinder and RPGs!
I don't run from modules as a rule, but Crypt of the Everflame I have actually used and it really is a fantastic starting point. If you've got a couple extra bucks, buy the Dungeon flip-mat as it works with the adventure and that's less prep time for you if you are using miniatures (plus, it's a really nice flip mat).
The module has some good advice for the GM too, and is nicely detailed on the town and what's going on. You don't need to worry about its sidebars about "what's different from 3.5" because you haven't played 3.5, although it does point out some useful mechanics you should pay attention to.
I have noticed that Crypt can be a somewhat tough campaign for newbs (I used it as a basis for a demo at a small con, and saw that first level characters got beat up pretty fast), but that leads me to the a piece of advice:
1. If the story as written isn't working out, or if you see your first level adventurers struggling after a fight that went scary due to some bad die rolls, don't be afraid to adjust things to suit your party make up and the situation at hand (for example, suggest maybe they rest before they move on, or remove a couple creatures from the next encounter, or add a potion of cure to the next treasure pile). I'm not saying that you should go easy on the players either ;) but if you and everyone else are learning how to play, you don't want to easily end up at a "Total Party Kill" (TPK) because someone hadn't gotten used to the rules and forgot they could have used an ability or something. If players feel frustrated off the bat, it can make it hard to sell the experience down the line.
It's not always easy to wing it, but relax, and if things don't go according to the plan--welcome to roleplaying games. That's par for the course, and you didn't do anything wrong. Don't be afraid to ask your players to give you a minute to think if you need it. I've been running for several years now (and playing for much longer) and sometimes I still need to say, "Okay guys, I didn't expect that idea to come along, give me a minute to come up with what would happen."
2. While avoiding TPK in your first game is a good idea, if someone does something foolish (or at least very risky)--while you should NOTE that something is risky, don't be afraid to play out those consequences.
3. Don't worry about learning "all the rules" at once. You have a 576 page rulebook at hand, you're bound to forget something and THAT'S OKAY. Work it through, and just make note of what you forgot. If a rules argument is slowing down gameplay, make a call--that's your job as GM--and resolve to look it up after the session.
4. Players should not feel overwhelmed by the rules either. Advise them to focus first on the mechanics of playing their character class(es), and the basics of combat (action types, flat-footedness, attacks of opportunity). You can look up the rest when the situation calls for it.
5. Crypt of the Everflame is good for providing a story hook for bringing your party together, but if you end up not using that or need to re-emphasize it, I find it's very helpful to start the campaign establishing that the party members already know each other. This helps enable roleplaying and establishing a good spirit of teamwork with your party.
6. If you remember nothing else, remember this: If everyone's having a good time (including you! Especially including you!) then all is well.

Aaron Bitman |

I have noticed that Crypt can be a somewhat tough campaign for newbs...
Only somewhat? I hesitate to say this, because so many people rave about Crypt of the Everflame, but I think that while it might be a good module for 3.5 veterans to learn Pathfinder RPG, a group that's new to RPGs will get TOASTIFIED in that Crypt!
Take, for example, the...
And so, Zyirth Vordhosbn, if you're going to put newbs through that module, I would suggest making it a LOT easier. For instance, you could...

Doug's Workshop |

One other item that should be mentioned for new GMs is a post-session discussion.
As you're packing up your stuff, engage the players so that you learn what went well, what didn't go so well, what they liked, and memorable moments.
Feedback is a good thing, so solicit it.
Oh, and if a player comes up with an idea that you don't immediately know the rules for, just make something up to keep the game going. Be fair, but know that the STORY is the important thing. An example: Our halfling ranger decided to throw himself into the feet of a evil minion who was trying to run away. After thinking for a second, I said "Roll a d20." The number rolled became the Dexterity Check the evil minion had to beat. Was it within the rules? Probably not, but it kept everyone engaged and kept the game moving. Plus, it encouraged the players to act like heroes. (DeathQuaker said it, but I'm reiterating it because it's important.)

andrew dockery |

My advise would be to pick up one of the PF adventure path series (all 6 books) they give a pretty simple and easy to follow campaign then as you get more comfortable start adding in little "side-adventures" between books and plot hooks and eventually you will work your way up to writing your own material.
Also if you are playing 3.5 make SURE to limit the # of allowed books for your first campaign. I suggest going bare bones (PHB and DMG only) for the first campaign. Remember the less books available the less memorization and headache for you. As you get time you can thoroughly read the other books and decide which ones work for you. In PFRPG this really isn't as much an issue as 3.5 since there are less books available.
Also delegate authority IE put a player in charge of inish. rolls another for looking up combat rules this will speed up your game.
Gming is a lot of trial and error don't expect your first campaign to be spotless you will get better over time.

Evil Lincoln |

Oh, and if a player comes up with an idea that you don't immediately know the rules for, just make something up to keep the game going.
This is great advice... after the first few sessions.
In the very beginning, a little reading from the rulebook isn't so bad. Encourage your players to look up the rule and read it aloud so everyone knows how it works. Do this only for the first few sessions though. After that, unless it's really important and you need guidance, just ad-lib, let the players know you're ad-libbing, and agree to look to rule up afterward.

Rezdave |
2. While avoiding TPK in your first game is a good idea, if someone does something foolish (or at least very risky)--while you should NOTE that something is risky, don't be afraid to play out those consequences.
Remember that Death will Happen. It's probably a good idea to run some one-off or short-arc adventures in the short term just to get everyone familiar with the rules before you dive into a campaign. They won't be terribly attached to their characters so deaths of a TPK won't be an issue.
It's entirely possible that after a couple sessions or an adventure several Players will decide that they are more interested in a different class or race or character concept than the first one they started with. Playing a series of short adventures and story-lines lets people play around a bit with different concepts and characters and rules before you dive into a AP that will have them living with the same characters for months or even years of real-time.
However, your Players are your guide. If they love their characters from the start then roll-with it. Just be aware, with entire-newb Groups, TPKs will happen.
R.