General PFS GM advice?


GM Discussion


Hi all,
I have volunteered to run some PFS sessions at PAIZOCON 2009. I have downloaded and read the guide and bought and downloaded one of the modules (#14 The Many Fortunes of Grandmaster Torch). I won't know what I'm running at the show until early June.

I'm just looking for some general advice on running PFS scenarios, especially at conventions. I know pacing is going to be important, since there's only a 4-hour window. What else? Here are some specific questions (some are perhaps naive, or are covered in something I DIDN'T read):

1) I'll have minis on-hand for the scenario. Should I make sure to have a selection of minis to represent the PCs? Do people generally bring their own?
2) Any reason to create pre-gens? Do most people come with their own characters or are there a lot of first-time players? Is there time for them to create a character at the beginning of the session (I'd guess not, but it's good to know)?
3) I tend to roll dice openly and let the chips fall where they may - unless it's a roll players shouldn't know the results of. Does anybody roll them in private so they can 'fudge' if necessary? Is this frowned upon in PFS play?
4) I assume things like crit hit/fumble decks are out? I actually wouldn't use them on my own - but the players in my 'home games' always outvote me and I usually end up using them.
5) Is it customary to have a break during the session? Four hours is a long time to sit and concentrate - and I'd tend to give a break during a session that long. Is there even time for this?
6) Do I need to print out forms and things or are these usually provided? Does the organizer usually provide handouts from the scenario (things like the faction mission briefings)?

I'm sure there's lots of stuff I haven't thought of - so please feel free to point out anything I might have missed. I am a relatively experienced DM but this is completely new to me. Thanks in advance!
M

Liberty's Edge 2/5

mearrin69 wrote:

Hi all,

...

Thanks in advance!
M

Hi! 1) If you want to go ahead! 2) Helps first timers, if you want to go for it! 3) You're the GM, I'm generally ruthless. 4) No go by law. 5) Not during, but between there's usually time, especially if you run 3.5 hours and get the paperwork done quick. 6) I suggest printing out any handouts you'll need. This may be difficult depending on Mod, but bring a few copies of faction missions.


Paizocon UK has a page full of advice for DMs wanting to run a pathfinder game. You can find ithere.

Lantern Lodge 4/5

mearrin69 wrote:

Hi all,

I have volunteered to run some PFS sessions at PAIZOCON 2009. I have downloaded and read the guide and bought and downloaded one of the modules (#14 The Many Fortunes of Grandmaster Torch). I won't know what I'm running at the show until early June.

Congratulations! I'm green with envy, PAIZOCON is going to be a blast! Alas, it's just a little too far to commute from Australia.

mearrin69 wrote:

I'm just looking for some general advice on running PFS scenarios, especially at conventions. I know pacing is going to be important, since there's only a 4-hour window. What else? Here are some specific questions (some are perhaps naive, or are covered in something I DIDN'T read):

1) I'll have minis on-hand for the scenario. Should I make sure to have a selection of minis to represent the PCs? Do people generally bring their own?

Players expecting to play at a con should be prepared and bring their own minis, but many don't. I usually bring along a bag of excess commons which players can choose one and keep if they don't already have a figure, but you're certainly not required to do so.

mearrin69 wrote:
2) Any reason to create pre-gens? Do most people come with their own characters or are there a lot of first-time players? Is there time for them to create a character at the beginning of the session (I'd guess not, but it's good to know)?

Highly recommended! Again, presumably players are coming to PAIZOCON with the intention to play Pathinder Society scenarios, they really should come prepared with their own character, and if they've played Pathfinder Society before, they'll most certainly bring along their existing character(s).

However, like many of us, busy family life or work schedules along with packing for travel may edge out time for character creation prior to arrival, or realising you left your character sheet in your other folder.

I've found printing full-page character images from the Paizo blog page in full-colour on parchment-style paper with character sheet on the reverse have been a big hit, it gives new players without any prior knowledge of Pathfinder, or even D&D, something visual to base their character choice on. But again, you don't need to be so elaborate.

Though I think I recall Josh mentioning in another thread that they'll provide pre-gen characters if needed for adventures? (though I've set a pretty high bar for Paizo pre-gen sheets to strive for ;-)

mearrin69 wrote:
3) I tend to roll dice openly and let the chips fall where they may - unless it's a roll players shouldn't know the results of. Does anybody roll them in private so they can 'fudge' if necessary? Is this frowned upon in PFS play?

I roll openly and honestly, for good or bad. I find if the players find themselves in dire need, there are usually other ways to turn the tables, like offering a strategic tip when required, such as "you don't seem to be penetrating it's armour class, maybe team up with flanking and aid another instead of making individual attacks would help?" (even if that strategic tip is "get the hell outta there!")

Also, if the GM makes his rolls in the open, it encourages the players to do likewise, and fosters trust between the GM and players, thus reducing problems at the table.

mearrin69 wrote:
4) I assume things like crit hit/fumble decks are out? I actually wouldn't use them on my own - but the players in my 'home games' always outvote me and I usually end up using them.

No - they're not included in organised play rules.

mearrin69 wrote:
5) Is it customary to have a break during the session? Four hours is a long time to sit and concentrate - and I'd tend to give a break during a session that long. Is there even time for this?

Four hours is a long time if you're in need of a toilet break! And sometimes a short break helps re-focus wandering attention spans, especially at a sleep-deprived event such as a con! Allow players to break when required, but keep such breaks to a minimum and timed ("okay, five minutes guys, and then we're back to the game, oh and grab me a Pepsi while you're there, thanks!").

mearrin69 wrote:
6) Do I need to print out forms and things or are these usually provided? Does the organizer usually provide handouts from the scenario (things like the faction mission briefings)?

Running scenarios at local conventions, you pretty much have to print everything out yourself. However, as Paizo will be assigning which adventure you'll be running at PAIZOCON, probably wait for more info from them.

mearrin69 wrote:
I'm sure there's lots of stuff I haven't thought of - so please feel free to point out anything I might have missed. I am a relatively experienced DM but this is completely new to me. Thanks in advance!

When I started GMing at conventions only last year, I was a bundle of nerves. But after a few games, you realise it's just another game, and you relax and have a lot of fun!

My only advice is to run a couple of scenarios with your home group if you can, to practice pacing the four-hour session, and familiarise yourself with the scenario format, eg looking up information, how statblocks are re-used for different tiers, sometimes you need to flip back and forth between pages to get the whole encounter. And if you get assigned your scenario enough ahead of time, read it through cover-to-cover at least twice before running it the first time.

Best advice: just run with your instincts, and you'll do fine :-)


Pathfinder Roleplaying Game Charter Superscriber
Zombieneighbours wrote:

Paizocon UK has a page full of advice for DMs wanting to run a pathfinder game. You can find ithere.

Nice site, and great advice.


Thanks for all of the advice guys. Most helpful. Going to check the site now.
M

The Exchange 5/5 Regional Venture-Coordinator, Mediterranean

Elorebaen wrote:
Zombieneighbours wrote:

Paizocon UK has a page full of advice for DMs wanting to run a pathfinder game. You can find ithere.

Nice site, and great advice.

Thanks.

I'd also add that I generally expect players to bring along nothing at all so I make sure I have a small box of minis for use as PCs, printed out pre-gen characters (there are some on the Paizocon UK site linked above) etc. For the GM, remember that Pathfinder Society scenarios don't include stats for monsters in the Monster Manual so bring that along or print them out from the SRD. The most important thing though is make sure you've read through the scenario a few times so you know where it is going, what the enemies can do and where PCs can fulfill their faction missions.


Whatta buncha slackers :) J/K. I snagged the pre-gens from that site...great advice there BTW. I'll bring some of everything to make sure we don't have any delays getting started. That 3.5 hour window makes me sweat a bit. ;)

In a home game I'd compress/drop or expand/add scenes as needed to fit an adventure to our alloted time but we rarely have a firm start/end deadline and *never* have "required" content. In the one PFS scenario I have read it's pretty clear that none of the content is optional - you have to go through it all to give an opportunity to accomplish all of the faction missions.

Hopefully during the next couple of weeks I can get my group to let me run a PFS scenario on a schedule to see how it works out. It'll be a good dry run.

Thanks again for the advice.
M

4/5 *** Venture-Captain, Arizona—Tucson

Some scenarios have scenes that can be omitted without much damage to the plot, while others don't. If you find yourself running behind, there are several ways to expedite encounters, ensuring that the party reaches the climax.

I've run some battles without miniatures, verbally describing the scene and describing the PCs' relative positions as they go. ("From the doorway, you see Hervold and the assassin grappling at the edge of the balcony, 20 feet away from you.") If you have strong "storytelling" gifts, this style of play is very effective.

If necessary, "simplified initiative" can dramatically accelerate fights. Everyone rolls, then the high roll goes first, with everyone taking their turn clockwise around the table. The NPCs go after the slowest PC to beat their initiative.

Needless to say, such shortcuts should be saved for times when you're "running long" and everyone at the table likes the idea. If anyone seems the least bit uncomfortable, play things absolutely "by the book". The players have a right to get the game they expected and shouldn't have to compromise to get it.

Lantern Lodge 4/5

Sir_Wulf wrote:
Some scenarios have scenes that can be omitted without much damage to the plot, while others don't.

Silent Tide actually has a good example of this, there is a sidebar that suggests omitting a particular scene if time is running short.

I think you become more efficient each time you run a scenario you've already run, because you know what to expect from it. However, sometimes despite your best efforts, a late start, newbie players, players debating tactics at every turn, a fight turned bad, etc all can slow a game down, and it's useful having a less important scene as a possible throw-away. Though I'd regret doing it, it's a pity that more scenarios don't contain sidebars with this advice.

I have run Silent Tide five times now, and only had to cut the scene once due to insufficient time. In this case, I asked if the players wanted to skip the scene to make time for the final encounter, and they agreed. So I read aloud the scene, so they knew what they were rushing past, and continued with the final scene.

There have been other times where a fight has dragged on. This sometimes happens with creatures with high AC or DR, such as constructs. Only your toughest warrior is getting through it's AC, and it's DR is reducing the amount of damage dealt to only a few points per round. However, the creature also has a poor attack, or has been grappled, and isn't causing much of a threat to anyone. You know the party will defeat the creature in the end, but it's likely to take another dozen rounds to do so. This is an exercise in tedium, and eats up valuable time that could better be spent on a more memorable encounter. Suggest to the players that they have the situation in hand, the creature is as good as defeated, and do they wish to fast-forward and move on? This could save you valuable time later on.

Scarab Sages

Apologies if I say anything already said--I only skimmed the responses.

1) I'll have minis on-hand for the scenario. Should I make sure to have a selection of minis to represent the PCs? Do people generally bring their own?

I do, though I use tokens, because they're cheaper and easier to customize. I have one for each iconic Pathfinder character, and I use tokens for my enemies (or, from my collection of tiny plastic animals...the ducks usually illicit pretty hilarious comments).

2) Any reason to create pre-gens? Do most people come with their own characters or are there a lot of first-time players? Is there time for them to create a character at the beginning of the session (I'd guess not, but it's good to know)?

In the 6 months I've been running locally, I've used pre-gens only once, but I bring them every time, anyway. When I was first introduced to PFS at GenCon last year, me and my friend only found out the night before we needed to come with characters. One player at our table had to make one up on the spot. Just in case, bring your own. If you're interested, I have a zip file containing Dragonmoon's pre-gens (with associated tokens) of the iconics. (Edited to add...my email addy: zarffyn "at" gmail "dot" com)

3) I tend to roll dice openly and let the chips fall where they may - unless it's a roll players shouldn't know the results of. Does anybody roll them in private so they can 'fudge' if necessary? Is this frowned upon in PFS play?

I roll behind a DM screen always. I occasionally fudge things, but rarely. I do it more for fake rolls to throw the players off track.

4) I assume things like crit hit/fumble decks are out? I actually wouldn't use them on my own - but the players in my 'home games' always outvote me and I usually end up using them.

Yeah, they're out.

5) Is it customary to have a break during the session? Four hours is a long time to sit and concentrate - and I'd tend to give a break during a session that long. Is there even time for this?

I do a 10-minute break half way. This lets everyone run to the bathroom, or grab a smoke break. I also don't mind if people jump up while we're playing, and make a mad dash for the bathroom. But, I'll also say that MOST scenarios don't run the full 4 hours, either. I do Silent Tide in a solid 2.5 hours.

6) Do I need to print out forms and things or are these usually provided? Does the organizer usually provide handouts from the scenario (things like the faction mission briefings)?

Usually, it will be provided. If you know and have access to it before hand, you might want to print it out anyway. Mistakes happen.

Scarab Sages 1/5

Hello all!

I will be GMing at CanGames May 15th, and I foresee many newbies at my tables there. Think I should download PFS Society membership cards with "reserved" PFS numbers.

Does that mean that I will need to register the characters of every newbie player?

If I let the newbies register themselves, can we get into "reporting problems" if some of them just "disappear" and never register his PC?

Thanx for any advice...

Scarab Sages

ESSEL wrote:

I will be GMing at CanGames May 15th, and I foresee many newbies at my tables there. Think I should download PFS Society membership cards with "reserved" PFS numbers.

Does that mean that I will need to register the characters of every newbie player?

If I let the newbies register themselves, can we get into "reporting problems" if some of them just "disappear" and never register his PC?

If they show up with a PFS number, great! All your need are those 5 digits, plus a little bit of other info. If they don't have a PFS number, hand them one of those cards. They have a number, and a confirmation code. You need to record that number, but they will complete the registration on their own, using that confirmation number at the PFS site.

Some people may not want to join PFS, or may take the card and never register. It happens. Just do your part--not much you can do about the rest.


Thanks for that tip...I didn't know about reserving numbers. That's a good idea.
M

Liberty's Edge 4/5

mearrin69 wrote:

Thanks for that tip...I didn't know about reserving numbers. That's a good idea.

M

Josh I was going to run some games at a local gaming store? can we get 'cards' with PFS numbers from Paizo?

can we make pre-gens for new players?

thanks

Mike

Community / Forums / Organized Play / GM Discussion / General PFS GM advice? All Messageboards

Want to post a reply? Sign in.
Recent threads in GM Discussion