First time GM psyched for Carrion Crown!


Carrion Crown


Pathfinder Adventure Path Subscriber

After weeks of schedule conflicts my group finally was able to get together today and begin character builds and stories for this AP. Now that I think about it this group is actually full of first-timings. I've never GM'ed before, one player is completely new to the game, one has been playing D&D almost as long as another has been alive.

So far we have a human Ranger, a half-elf Druid (Wolf Totem archetype), a changeling Rogue, and I'm planning on a dhampir Sorcerer (Undead Bloodline). We'll be starting up in two weeks when our schedules permit again and I really have high hopes for this campaign!


The best advice I can give is to first know/understand your players and then do your best to work with them. If you haven't already, give them the Player's Guide and ask each player what they expect or hope to get out of the AP. Take notes, and it will be easily to tailor things to fit your party. Some people GM as it were a GM vs. players game, but the best GM's run things as if a cosmic tour guide.

If you have questions, I'm sure there's a variety of opinions to be had in this forum. And if it's mid-session or a computer is unavailable, use your best judgment, make a ruling, and move on; if some element of rules or munchkining/twinking/optimization breaks suspension of disbelief and common sense, don't be afraid to call someone out (hence in both cases known as "Rule 0"). On the flip side, if a character's abilities fit the adventure well and make sense in-context, let them shine and don't unfairly penalize them for being creative in the spirit of the game.

That said, good luck, have fun, and enjoy the AP!


Pathfinder Adventure Path Subscriber
Daviot wrote:

The best advice I can give is to first know/understand your players and then do your best to work with them. If you haven't already, give them the Player's Guide and ask each player what they expect or hope to get out of the AP. Take notes, and it will be easily to tailor things to fit your party. Some people GM as it were a GM vs. players game, but the best GM's run things as if a cosmic tour guide.

If you have questions, I'm sure there's a variety of opinions to be had in this forum. And if it's mid-session or a computer is unavailable, use your best judgment, make a ruling, and move on; if some element of rules or munchkining/twinking/optimization breaks suspension of disbelief and common sense, don't be afraid to call someone out (hence in both cases known as "Rule 0"). On the flip side, if a character's abilities fit the adventure well and make sense in-context, let them shine and don't unfairly penalize them for being creative in the spirit of the game.

That said, good luck, have fun, and enjoy the AP!

Thank you so much for the advice! I wish I had already asked them about what they want out of the AP, but I'll definitely put it into action. I'm planning on starting a campaign journal to record the adventure and improve my skills as a GM in the future as well.

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