
| HolmesandWatson | 
 
	
 
                
                
              
            
            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.

| Theos Imarion | 
 
	
 
                
                
              
            
            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.

| Theos Imarion | 
 
	
 
                
                
              
            
            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

| Mage Evolving | 
 
	
 
                
                
              
            
            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.

| synjon | 
 
	
 
                
                
              
            
            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...

| Kelsey MacAilbert | 
 
	
 
                
                
              
            
            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.

| Chief Cook and Bottlewasher | 
 
	
 
                
                
              
            
            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.

| Mark Hoover | 
 
	
 
                
                
              
            
            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.

| Asphesteros | 
 
	
 
                
                
              
            
            Asphesteros wrote:Does it give you anything the core rulebooks and GMG does not?I'd get the Beginnger Box.
The PDF is only $10 bucks and it's a great intro. Then go ahead and get whatever.
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).

|  CFet | 
 
	
 
                
                
              
            
            HolmesandWatson wrote:Use pfsrd and have GMGAleron 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.
This and the GM screen.

| Chief Cook and Bottlewasher | 
 
	
 
                
                
              
            
            , 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.

| DeathQuaker RPG Superstar 2015 Top 8 | 
 
	
 
                
                
              
            
            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.
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.

| Theos Imarion | 
 
	
 
                
                
              
            
            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

| SuperSlayer | 
 
	
 
                
                
              
            
            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.
 
	
 
     
     
     
	
  
	
  
 
                
                 
	
  
	
  
	
  
 
                
                 
	
  
	
  
	
 