What books should a new DM get?


Advice


tittle says it all, not BMG, PG, APG, or bestiarys would you sugest, can be AP's


Core, start with Bestiary one, maybe gamermastery guide.


Everything under Pathfinder Roleplaying Game. also Crypt of the Everflame... and the First Steps series under PFS

The Exchange

If you and your group are really new, I would suggest not getting any new book if you already have the Core Rules and the Bestiary 1. There is so much in both of those books that you can do whatever you can imagine for a long time. Too many options can cause things to lose focus.


pipedreamsam wrote:
Core, start with Bestiary one, maybe gamermastery guide.

Seconded. These give you the basics of the game. If you are actually brand brand new (to rpgs as well) I'd probably mention the beginner box as well.


pipedreamsam wrote:
Core, start with Bestiary one, maybe gamermastery guide.

I'll second this in lieu of my sarcastic comment of "everything, duh!" ;)

Enjoy!


Aleron wrote:
pipedreamsam wrote:
Core, start with Bestiary one, maybe gamermastery guide.
Seconded. These give you the basics of the game. If you are actually brand brand new (to rpgs as well) I'd probably mention the beginner box as well.

Best answer you'll get. Figure out the Core first. And absolutely rely on the free, online Public Resource Document

The last couple characters I've created, I've solely used it. Haven't even cracked open the Core Rulebook.

I thoroughly enjoyed reading the GameMastery Guide. It's not essential for starting out, but there is a lot of helpful advice.


Waffle_Neutral wrote:
If you and your group are really new, I would suggest not getting any new book if you already have the Core Rules and the Bestiary 1. There is so much in both of those books that you can do whatever you can imagine for a long time. Too many options can cause things to lose focus.

We have played for a long time I just want to try to DM, I do have crypt of the ever flame.


HolmesandWatson wrote:
Aleron wrote:
pipedreamsam wrote:
Core, start with Bestiary one, maybe gamermastery guide.
Seconded. These give you the basics of the game. If you are actually brand brand new (to rpgs as well) I'd probably mention the beginner box as well.

Best answer you'll get. Figure out the Core first. And absolutely rely on the free, online Public Resource Document

The last couple characters I've created, I've solely used it. Haven't even cracked open the Core Rulebook.

I thoroughly enjoyed reading the GameMastery Guide. It's not essential for starting out, but there is a lot of helpful advice.

Use pfsrd and have GMG


I would stick with the core rule book and bestiary I. It's insane but I still haven't fought half the stuff in that book. Also I thought that "Horror at dagger Rock" (free AP) was a decent introduction to the game.
If I were you I would also have a laptop on your Dm table with these message boards and www.d20pfsrd.com open. This will allow you to quickly look up items, effects and rules or pose questions to the boards.

Before you start make sure that you have some ground rules with your group. Don't spend the session arguing and looking up rules have a 30 second rule. If it can't be solved in 30 seconds make a rule up and write down what you were questioning then look it up the next day and write the answer down.


Aleron wrote:
pipedreamsam wrote:
Core, start with Bestiary one, maybe gamermastery guide.
Seconded. These give you the basics of the game. If you are actually brand brand new (to rpgs as well) I'd probably mention the beginner box as well.

Thirded, or fourthed, or wherever it's at now. The GMG is a very helpful read, although it's not 'necessary', strictly speaking...


The GMG was a big help to me (I'm only 19 and been DMing for just over a year). Aside from all of the awesome helpful info in there I have two words of advice:

Chase Scenes. And now two more: F**k yes.


I have the GMG and have sticked pgs to use.


Get the Core Rulebook, Bestiary 1, and Gamemastery Guide. Starting with core is a good idea, so the CRB and Bestiary 1 are a must, and the GMG is filled with useful advice for GMs, so you definitely want a copy. I'd also suggest a published adventure or two if you can find any you like. They are good for practicing basic adventure running.


I'd get the Beginnger Box.

The PDF is only $10 bucks and it's a great intro. Then go ahead and get whatever.


anything not in the psfrd, GMG or guide to the inner sea?


Listen to these folks, my young DM friend. Since you're a new DM, stick to, as they said, the Core Rulebook and Beast 1. The GMG is invaluable for pulling NPC stats out on the fly as well as settlement stats and such. Stick with those until you feel comfortable with the core mechanics.


Theos Imarion wrote:
anything not in the psfrd

I can't think of anything that isn't on that site besides AP's. If it's significant or important, it is on there.


ok so should I just run an AP and then use only bestiary 1 and core rulebook (might be hard to use just core rulebook because many of the players use AP classes and I want to at least start on their good side.)


Asphesteros wrote:

I'd get the Beginnger Box.

The PDF is only $10 bucks and it's a great intro. Then go ahead and get whatever.

Does it give you anything the core rulebooks and GMG does not?


Best thing to do is restrict your players to CRB classes only and tell them that you're trying to learn how to DM the core stuff before you plunge into all the variations and alternate classes.


Theos Imarion wrote:
ok so should I just run an AP and then use only bestiary 1 and core rulebook (might be hard to use just core rulebook because many of the players use AP classes and I want to at least start on their good side.)

I believe the APs assume reasonably experienced players and a GM - some of the modules are aimed more at beginners, but I don't know which.


Yea, I'd get a module, not an AP, at least until you have more experience. I'd also suggest restricting yourself and your players to the CRB, and making use of only the CRB, Bestiary 1, and Gamemastery Guide until you have the hang of running things.


ok


3 essential books: the oddesy, Peter Pan, and any spider-man graphic novel. Also get all the stuff these other people have said.

Seriously though - go pick up at least a module or an old copy of ANY dungeon mag and grab someone else's adventure. I think Hollow's Last Hope (free adv, intro to the kobold adventures) is a good way to kick off a campaign; gives you a nicely fleshed out locale, a few different hooks and a great opportunity to be heroes right out of the box saving a town from a plague!

A final great book to own: a thesaurus. Mine is near wore out from all the times I've looked up synonyms for blackness, darkness, or horror. My fave? Abhorrence. It's the kind of word you can hear Vincent Price saying. If you don't know who that is look it up.

Sovereign Court

I found the D&D 3.5 Dungeon masters guide II to be of great value when I started. So if you can find one at reasonable price I would highly recommend it even if its not Pathfinder.


There are 4? low level modules where you can download the pdf for free.


Theos Imarion wrote:
Asphesteros wrote:

I'd get the Beginnger Box.

The PDF is only $10 bucks and it's a great intro. Then go ahead and get whatever.

Does it give you anything the core rulebooks and GMG does not?

Better writing style and format for the purpose of teaching someone new. It also gives you some game-aids that don't come with the core rules, pawns, some short starting adventures (with the set and free download). The core book was written more as a reference work for people who already know how, the beginnger's box was written to teach people how. It focuses on the fundemental concepts, kind of like the core rules of the core rules. So, the core book has more advanced content the basic set doesn't have, but there's nothing in the basic rules that isn't also in the core book (though some of it is explained better in the basic set than in the core rulebook).

Shadow Lodge

Theos Imarion wrote:
HolmesandWatson wrote:
Aleron wrote:
pipedreamsam wrote:
Core, start with Bestiary one, maybe gamermastery guide.
Seconded. These give you the basics of the game. If you are actually brand brand new (to rpgs as well) I'd probably mention the beginner box as well.

Best answer you'll get. Figure out the Core first. And absolutely rely on the free, online Public Resource Document

The last couple characters I've created, I've solely used it. Haven't even cracked open the Core Rulebook.

I thoroughly enjoyed reading the GameMastery Guide. It's not essential for starting out, but there is a lot of helpful advice.

Use pfsrd and have GMG

This and the GM screen.


I suggest the Pathfinder Gamemaster guide, Pathfinder Gamemaster screen, Paizo combat mats, erasable markers, and the GameMastery Combat Pad Initiative Tracker. Figures, and markers help too, it's just all about how far you want your game to go.


SuperSlayer wrote:
, Paizo combat mats,

I'm managing fine with a sheet of A3 paper marked into 1" squares and overhead projector sheets or cellophane sheets that I draw the maps on with erasable markers, though I keep looking at blank battle maps or generic ones like woodland. I'd get bored with the same fort over and over, so for me it wouldn't be worth the cash.

I use chess pieces and draught pieces a lot for creatures.


How essential is the Gamemaster guide? I skipped that book but haven't found too much of an issue running games and APs.

RPG Superstar 2015 Top 8

Theos Imarion wrote:
ok so should I just run an AP and then use only bestiary 1 and core rulebook (might be hard to use just core rulebook because many of the players use AP classes and I want to at least start on their good side.)

Note: AP=Adventure Path; APG=Advanced Player's Guide. Two different thing. APs normally don't have classes (though they might have archetypes and prestige classes). APG has 6 base classes. I am assume you're talking about the latter.

The Advanced Players Guide classes are called "Advanced" for a reason. They have a lot of class features that are complex and easily misinterpretable. Most of the "Broken" builds I've seen (usually built wrong) come from Advanced Players Guide classes (summoners and alchemists especially). As a new GM, I would not touch the Advanced Players Guide classes with a standard issue adventurer's 10 foot pole.

The players I would hope are reasonable people who understand you are a new GM and be willing to work with you by playing core only classes for your first game. Don't do anything that makes it harder on yourself -- the folks advising you to stick with the CRB and Bestiary are doing so for a reason.

As for running Adventure Paths... those are long campaigns. You might want to stick with a short module first; the other posters have good suggestions.

Crimson Sword wrote:
How essential is the Gamemaster guide? I skipped that book but haven't found too much of an issue running games and APs.

It's not essential, but it's got some very useful stuff in it. The random treasure generator tables, the section on hazards, and the NPC Gallery are especially useful. There's also some great guidelines on the planes and on running games in atypical settings.

The first part is a lot of basic advice about gamemastering and player types to look for and look out for. I wish I'd had such guidelines when I was a newbie GM; as a more experienced one I skipped through a lot of it, but it does have a lot of advice.


DeathQuaker wrote:
Theos Imarion wrote:
ok so should I just run an AP and then use only bestiary 1 and core rulebook (might be hard to use just core rulebook because many of the players use AP classes and I want to at least start on their good side.)
Note: AP=Adventure Path; APG=Advanced Player's Guide. Two different thing. APs normally don't have classes (though they might have archetypes and prestige classes). APG has 6 base classes. I am assume you're talking about the latter.

Whoops my finger must have been to light on the G


Look kid...ALL you need is Core Rulebook & Bestiary 1 and here is adventure NO# 1

http://paizo.com/products/btpy82r0?GameMastery-Module-D0-Hollows-Last-Hope

www.d20pfsrd.com

Then when you feel comfortable, buy more stuff. Paizo is AWESOME!


kk


gnomewizard wrote:

Look kid...ALL you need is Core Rulebook & Bestiary 1 and here is adventure NO# 1

http://paizo.com/products/btpy82r0?GameMastery-Module-D0-Hollows-Last-Hope

www.d20pfsrd.com

Then when you feel comfortable, buy more stuff. Paizo is AWESOME!

The Gamemastery Guide is helpful, too.


Chief Cook and Bottlewasher wrote:
SuperSlayer wrote:
, Paizo combat mats,

I'm managing fine with a sheet of A3 paper marked into 1" squares and overhead projector sheets or cellophane sheets that I draw the maps on with erasable markers, though I keep looking at blank battle maps or generic ones like woodland. I'd get bored with the same fort over and over, so for me it wouldn't be worth the cash.

I use chess pieces and draught pieces a lot for creatures.

I'm mostly talking about the blank grided lamenated maps where you can draw and erase your own dungeons and wilderness areas. Of course you can buy those more detailed maps, I'd use those for base campaign areas.

I highly recommend getting the Gamemaster guide before anything else I've listed and reading the whole thing. It will only make you smarter, and a better Gamemaster in the end. Also it helps Paizo release more products.


Ivanhoe!

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