New to GM would like Help


Advice


i just started being gm i am not to sure about some things with. like the assassin class (apparently need a assassins guild), werewolf and vampires (have a couple people that want to be them), and Factions (havent been able to find them anywhere)
i like doing the story line type stuff we have about 6-10 people in our group and im not to sure what im doing any tips and hints will help alot


It's tricky to have races like werewolves and vampires in the party, but in the end it could be easily houseruled to make them not too powerful or they could have some character level disadvantage compared to the others.

Assassin class needs an assassin guild? I don't think it's so strange to have a character 'working' alone and having some assassin levels...

About factions I don't know, if you like to do the story and stuff you could create your factions and character!

The most important things in being a DM, I speak from my personal experience, is to be fair and to do things with good sense. Don't get too lost in rules if you see the game is crippling, maintain the same meter of evaluation for every character and situations. Imagine when you describe things if there was in real life such a monster / device / view whatever how would it look like!
Same thing, when you write things for example factions, imagine how they would work in real world and they could be like, what interests they have etc... The main point is to bring to the player a verosimil, even if fantasy, world where they can play / explore etc.

Good luck!


Well, the first thing is, you don't need references for those things. As a GM, you can and should invent things. Just be impartial and well-documented, don't surprise your players with too many unexpected changes, and listen to critical feedback.

Assassin's Guild
An assassin's guild is pretty much a bunch of NPCs that are totally under the GM's control. Use your imagination and a little creativity, and don't let what's written in the books obstruct or annoy you. The books are a starting point, that is all.

Playing Horrors
A player race for a vampire or werewolf requires you to turn the power down a bit, just so it doesn't overshadow the other PCs. In Pathfinder, they are designed as monsters first, which means that they aren't what you want for PCs; not without a little work, anyway. You could use a book like the Advanced Race Guide to design a new PC race for those things, or you could write your own, or you could try and make due with the ones from the bestiary but adjust the non-vamp/were PCs up in power to match.

Your best bet is the ARG rules, though, which can be found here, legally, and free. This is the best option because it keeps the power levels down, which makes the game easier to run. Work with the players to make these races, at 9 or 10 points. Consider letting them add a few more powers as they gain levels. Don't let them push you around though... if they want more than you're comfortable with, remind them that it makes the game harder to run, which means everyone plays less when you eventually burn out on GMing.

Factions
Factions are fun, but totally optional. You can learn about them in the various Golarion Setting books and the Pathfinder Society books. There's the Faction Guide, the PFS Field Guide, and Magic of Golarion, to name a few. Honestly, you're probably better off just roleplaying the NPCs of a faction.

Party Size
6-10 players is a huge party. You will need to think carefully about how to challenge them, because the normal challenge metrics (CR, etc) go right out the window. It is also just a lot of people to manage.

See if one of those 10 people might be willing to start a second game that you can be a player in. Then you have two GMs who can bounce ideas off each other, two groups that are optimal size and easy to run for, everyone's happy.

I've been playing the game for almost 25 years now and I would flat-out refuse to GM for more than 6 players. It's just too much to manage, the turns are too long, and any real balanced encounter requires too many NPCs.

GMing is an awesome decision, and although it is more work you will one day come to enjoy it more than playing. Treat the campaign (including the PCs) as you would treat a beloved player character, and you can't go wrong.

If you have other questions, or want more detail on something above, just post!


thanks for the help yall. it helps alot.


lol looking back on old posts the 6-10 players were way too much now starting a new game with just 3 one being me

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