PFS noob GM - with a few questions


GM Discussion

Liberty's Edge

Been considering doing some PFS from behind the GM screen for our home game. If the group is open to the idea. I have a few procedural and advice questions.

  • Need to buy the scenario (or download one of the free ones). I have questions on this later.
  • Run it as written (depending upon if they play up or down might change some of the encounters).
  • For home game, I don’t need to worry about going over time (my group tends to be slow).
  • Fill out the chronicle sheet for each player.
  • Report it to the website in a ‘timely manner’ after the session. I haven’t looked up how to do it yet, but I was told it isn’t hard.
  • As GM, then I also get a chronicle sheet for the scenario to apply to a character of mine. (More questions on this later.)

Is all that correct? Seems fairly simple.

Questions on the scenarios.

  • For a GM (who is possibly not terribly confident), which scenarios are easiest to run? Or flip side, which should I stay away from?
  • Do some fit together better as a storyline than others? A couple that I have played through really seem to be expecting the characters to ‘remember’ things that already happened.

Questions on the GM chronicle sheet.

  • I always get the lower tier even if they played the higher tier. Meaning if the scenario was a Tier 1-5 and the party played on 4-5 then I would get a chronicle sheet for 1-2. Is that correct? Seems kinda hosed since I can never get the special items on the higher tier. Oh well, not that big a deal.
  • Can I only apply these chronicle sheets to a new character or can I put them on the 3rd level sorc that I have been running?
  • If I have a character that I assign the sheets to and I have GM’d 12 times before I run the PC, does that mean it starts as 5th level?
  • If most of those 12 times were 1-2 scenarios, seems like I would be way behind on cash. If they were a lot of high level scenarios, I would be way ahead on cash. That doesn’t seem right, but is it?
  • All else being equal, this GM character could be ahead on cash and prestige points since he won’t have paid for any used up expendables.
  • Seems like I would NOT want to use a wizard, witch, or magus for the GM character since I would not have the opportunity to exchange spell books with other players. So my spellbook could be considerably thinner. That make sense?
  • I can’t see any significant downside for other types of characters. Am I missing anything?

Silver Crusade 4/5

My PFS Lavode De'Morcaine wrote:

Been considering doing some PFS from behind the GM screen for our home game. If the group is open to the idea. I have a few procedural and advice questions.

  • Need to buy the scenario (or download one of the free ones). I have questions on this later.
  • Run it as written (depending upon if they play up or down might change some of the encounters).
  • For home game, I don’t need to worry about going over time (my group tends to be slow).
  • Fill out the chronicle sheet for each player.
  • Report it to the website in a ‘timely manner’ after the session. I haven’t looked up how to do it yet, but I was told it isn’t hard.
  • As GM, then I also get a chronicle sheet for the scenario to apply to a character of mine. (More questions on this later.)

Is all that correct? Seems fairly simple.

One minor thing: It's all run as written. The scenario will change the stats (and sometimes types and numbers) of the bad guys depending on the subtier being played. So a level 1-5 adventure might have the players fight 3 first level guards at subtier 1-2, but at subtier 4-5, maybe they fight 4 third level guards. Either way, the stats are all in the scenario, and you don't decide the changes, so it's still "run as written".

My PFS Lavode De'Morcaine wrote:

Questions on the scenarios.

  • For a GM (who is possibly not terribly confident), which scenarios are easiest to run? Or flip side, which should I stay away from?
  • Do some fit together better as a storyline than others? A couple that I have played through really seem to be expecting the characters to ‘remember’ things that already happened.

The First Steps adventures are the easiest to start. I also like Assault on the Kingdom of the Impossible as relatively easy to run. There have been a few threads where people have asked that, so hunt around a little, and you'll see lots of suggestions.

There are a couple of ongoing storylines, and I think people have compiled the lists of the specific adventures that make them up, so again, check around for threads that relate to that.

My PFS Lavode De'Morcaine wrote:

Questions on the GM chronicle sheet.

  • I always get the lower tier even if they played the higher tier. Meaning if the scenario was a Tier 1-5 and the party played on 4-5 then I would get a chronicle sheet for 1-2. Is that correct? Seems kinda hosed since I can never get the special items on the higher tier. Oh well, not that big a deal.
  • Can I only apply these chronicle sheets to a new character or can I put them on the 3rd level sorc that I have been running?
  • If I have a character that I assign the sheets to and I have GM’d 12 times before I run the PC, does that mean it starts as 5th level?
  • If most of those 12 times were 1-2 scenarios, seems like I would be way behind on cash. If they were a lot of high level scenarios, I would be way ahead on cash. That doesn’t seem right, but is it?
  • All else being equal, this GM character could be ahead on cash and prestige points since he won’t have paid for any used up expendables.
  • Seems like I would NOT want to use a wizard, witch, or magus for the GM character since I would not have the opportunity to exchange spell books with other players. So my spellbook could be considerably thinner. That make sense?
  • I can’t see any significant downside for other types of characters. Am I missing anything?

To answer your first and fourth questions above, you get the GM credit at the level of your character. So if you run a tier 1-5 adventure, and you apply the credit to a level 1, 2, or 3 character, you get the rewards from subtier 1-2. If you apply the credit to a level 4 or 5 character, you get the rewards from subtier 4-5. It doesn't matter what subtier you actually played the adventure, or how well/poorly the players did.

You can apply a GM credit to any PC you in the level range of the adventure. Or you can apply it to a lower level character, and the credit will be applied once you hit the lowest level of the adventure.

Yes, assigning 12 GM credits to a new PC would mean you would be level 5 before playing that PC for the first time.

Yes, a GM credit only PC would save money on expendables, but they also won't have had the opportunity to ever "play up" and get a bigger reward, which is how some PCs end up with higher wealth than average, but at greater possible risk. In the end, there's plenty of variance, but it all kinda averages out.

Don't worry about trading spells with other PCs as a wizard, witch, or magus. There are occasional opportunities to do that, or to grab an enemy NPC's spellbook, but they don't happen often enough to be a big deal. Most of your spells will come from other sources.

Grand Lodge 5/5

It is best to create an event on Paizo.com for your game before you run it. This will give you an Event number that goes on the Chronicle sheet.

If your event is private, be sure to check the box indicating this when you create the event or it will be listed in the public Event listing on Paizo.com

The only time you may change anything in the adventure is if you do not hand out Chronicle sheets and are only playing the adventure for fun.

Liberty's Edge

Fromper wrote:
... One minor thing: It's all run as written. The scenario will change the stats (and sometimes types and numbers) of the bad guys depending on the subtier being played. So a level 1-5 adventure might have the players fight 3 first level guards at subtier 1-2, but at subtier 4-5, maybe they fight 4 third level guards. Either way, the stats are all in the scenario, and you don't decide the changes, so it's still "run as written". ...

Even better. Once, the GM had mentioned that the encounters where tougher since we were playing up. I didn't realize it was already done for him.

Fromper wrote:

... The First Steps adventures are the easiest to start. I also like Assault on the Kingdom of the Impossible as relatively easy to run. There have been a few threads where people have asked that, so hunt around a little, and you'll see lots of suggestions.

There are a couple of ongoing storylines, and I think people have compiled the lists of the specific adventures that make them up, so again, check around for threads that relate to that. ...

Thanks, I will look for those. however, my search-fu is not usually that great.

Also good news on the GM chronicle sheets. That makes more sense than what I was thinking.

Liberty's Edge

Don Walker wrote:
It is best to create an event on Paizo.com for your game before you run it. This will give you an Event number that goes on the Chronicle sheet...

Thanks, I will remember to do this.

Liberty's Edge 4/5 5/5

My PFS Lavode De'Morcaine wrote:
Fromper wrote:
... The First Steps adventures are the easiest to start. I also like Assault on the Kingdom of the Impossible as relatively easy to run.
Thanks, I will look for those. however, my search-fu is not usually that great.

Here you go:

Pathfinder Society Scenario Intro 1: First Steps—Part I: In Service to Lore
Pathfinder Society Scenario Intro 2: First Steps—Part II: To Delve the Dungeon Deep
Pathfinder Society Scenario Intro 3: First Steps—Part III: A Vision of Betrayal

Pathfinder Society Scenario #33: Assault on the Kingdom of the Impossible

Silver Crusade 4/5

Paz wrote:
My PFS Lavode De'Morcaine wrote:
Fromper wrote:
... The First Steps adventures are the easiest to start. I also like Assault on the Kingdom of the Impossible as relatively easy to run.
Thanks, I will look for those. however, my search-fu is not usually that great.

Here you go:

Pathfinder Society Scenario Intro 1: First Steps—Part I: In Service to Lore
Pathfinder Society Scenario Intro 2: First Steps—Part II: To Delve the Dungeon Deep
Pathfinder Society Scenario Intro 3: First Steps—Part III: A Vision of Betrayal

Pathfinder Society Scenario #33: Assault on the Kingdom of the Impossible

I think he meant that he was having trouble finding the other threads I mentioned where people have asked pretty much the same question and gotten lots of good suggestions.

Liberty's Edge 4/5 5/5

You may be right...

Liberty's Edge

I downloaded the 3 first steps last weekend, though I haven't read them yet. I will check out #33 in the next couple of days.

And yes, I was talking about the discussion threads. I haven't looked for them yet. I have to use care with how much time I spend on sites like this at work. So I probably won't be able to really search much for anything until this coming weekend.

Scarab Sages 5/5

One that would be easy to run is "Slave Pits of Absalom" (Season 0). It is very straightforward, has some rping opportunities, and the bad guys are just core classes.

3/5

What do you mean with creating an event on the paizo page? Like registering the game beforehand? I thought that was done through chronicle sheets? Are there any benefits of this? Can you create just any event anywhere? Even online games?

Grand Lodge 4/5

Hayato Ken wrote:
What do you mean with creating an event on the paizo page? Like registering the game beforehand? I thought that was done through chronicle sheets? Are there any benefits of this? Can you create just any event anywhere? Even online games?

I believe that there is/wasa sticky on how to do this, but, to answer some of your questions:

Creating an event is setting it up in advance on the Paizo site, so that it can be searched in the Events area for locals to find. This is if you check the Public box, so it is visible.

The chronicle sheets are the PCs' record of what they did, more than having anything to do with teh event itself.

Benefits: Public events can draw in new players. Having a registered event means that you can download a set of 10 PFS numbers to give out to new players, so they can be included in reporting, and have a PFS number for whatever else that is worth.

Usually you want to create an event at a specific location, at a sopecific time, and select (check) the scenarios, modules and/or APs you plan on running at this event.

And, yes, there is a checkbox now to show whether the event is online or face-to-face.

Sovereign Court 1/5

Hayato Ken wrote:
What do you mean with creating an event on the paizo page? Like registering the game beforehand? I thought that was done through chronicle sheets? Are there any benefits of this? Can you create just any event anywhere? Even online games?

On the Paizo.com website - go to your account where your characters are listed, look for the events tab. Click it. It will walk you through registering the event. You HAVE to do this or it is not official PFS. MAKE SURE you check the spot for a non-public home game, or you may have some random wierdo from Austin, Texas show up at your door wanting to play their 15th level Bunny Killer from Mars.

The adventures are very straight forward, just make certain you read the module in its entirety before you run, at least once, the more the better. Look up the terms you do not understand, and read through the mobs notes because they will tell you to "use the following tactics." Easy Peasy!

Stay with low level adventure, that way you have less to control/think about. Explain to the players ahead of time that you are a virgin and be gentle with you. Most folks will grin and think "Fresh meat"! and take it easy on you. Be fair and do what the rules say. If your not certain, look it up, if "looking it up" takes a while make a reasonable, non-binding call and play on.

GMing is a lot of fun. Pretty soon you'll want to do more of it. PFS is a GREAT way of breaking your screen in.

If you get a chance pick up a copy of "Knights of the Dinner Table" a comic book which spoofs DND. it is a lot of fun to read, (you'll have tears coming from your eyes you'll be laughing so hard!) It also has some amazing story ideas for your own campaign.

But for now sit back, RELAX and have fun - remember-We play games to have fun!

3/5

Mh, i´m already pretty sold to OOTS, Oglaf and lately Standard Action^^

But thanks for the hints. Didn´t know i have to register a online PFS game beforehand. Will start one in some weeks for the first time. I already like GMing ;)

Silver Crusade 4/5

You don't have to register the PFS game beforehand. You can do it afterward.

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

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But if you don't do it beforehand, you won't have an Event # to put on the chronicle sheets...

Grand Lodge 5/5

Fromper wrote:
You don't have to register the PFS game beforehand. You can do it afterward.

You don't have to, but you're supposed to.

Liberty's Edge

This may be a non-starter. I brought up the subject of me running a PFS event at the home table. The group was not terribly enthusiastic. But they said they will think about it.

Erosthenes wrote:
... GMing is a lot of fun. Pretty soon you'll want to do more of it. PFS is a GREAT way of breaking your screen in ...

Well for me, being GM is just rying to be fair. Our group has a 'regular' GM for most of the time. But after a while he gets tired of it and want to run a PC. I'm the only other one in the group that seems willing to GM.

But I admit, I'm not the greatest at it and I sometimes find it difficult to set aside the time to prepare.

Sovereign Court 1/5

Lavode,

I understand how you feel. But I would bet real money you are better than you think. In any event, it is like any other skill - practice makes you better.

PFS Modules are well balanced and, for the most part, pretty well written. The adventures that are in multiple parts can make for a mini campaign. They are intended to be run as written, so a lot of judgement is removed, making them easier to run. The biggest challenge is knowing all the rules, but if you play regularly you probably have that covered already.

My favorite part of GMing is setting up a swashbuckling situation and then let the players run with it. I love the laughter and silliness that ensues. Last session, I had a guy jump headlong out a window, he was being chased by thieves guild, and landed in a honey wagon. None of it was planned, but the players creativity and my screwy imagination combined for a really good time. (The feces in the wagon actually helped him get away from the bad guys because it masked his scent - yup--lol)

Think about the Fantasy/Period movies you enjoy and let your imagination take over. Of course, free forming PFS adventures is not allowed, but there is always room for imagination and fun for both the GM and the players.

Enjoy and good luck!

Liberty's Edge

Erosthenes wrote:
... I understand how you feel. But I would bet real money you are better than you think. In any event, it is like any other skill - practice makes you better...

Oh, I'm not saying I'm the worst GM in the world. I've encountered quite a few that were completely abysmal.

But I don't think on the fly too well. Every so often the players decide to do something out of character that never occurred to me. I find that very difficult to deal with. I do ok with things I can anticipate being even unlikely possibilities that I've put a little thought into. No I don’t plan out everything, but I at least think about it some. “Ok they usually fight to the last, but if they decide to surrender I can…”

Ex1: The party of 5th level mercenary PC decided to NOT go on the mission that they had already accepted. Instead they are trying to bring down the kingdom that allows slavery. They are currently in the capitol city and are going to try to kill all the slavers (without really trying to cover their trail). I was not sure how to handle that without it becoming a quick TPK.

Ex2: The group that has previously investigated everything mentioned (to the point where it was really slowing down the campaign) suddenly chooses to not investigate anything and head directly at the main bad guy stronghold (which they absolutely can NOT handle at their level) to rescue the hostages. There were several side adventures in the module where they are supposed to learn weaknesses of the enemy, gain levels, and acquire better gear. Now they are approaching the underground complex, know little, have less, and can handle nothing in the cave.

Most of the GM advice I see on these boards is to:
Plan little …
Just go with whatever comes up…
Free flow ideas…
Let your players thought direct the play and just adlib…

Most people that I know simply don’t have a mind that works like that. I know mine certainly does not.

5/5

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I think the most important advice I can give anyone ... know your stuff.. that is .. know the scenario, know as much as you can about the backstory within the scenario and pull in bits from outside resources if you think it's going to make a difference in how you present the information in the scenario

The problem is that you cannot plan for what the players are going to do. This was a hard thing for me to learn as well. I tend to become a control freak at time, and not being to "converse" the whole game in my head so I knew what I was going to say ahead of time absolutely killed me. I had to let that piece go and know that my prep work would be recalled at the right time.

Once I mastered that for gaming, it was a skill I was able to carry over into real life for my internship --- I had my list of things I needed to get for the reports, but I couldn't plan that I would be doing my two weeks during some intense meetings regarding ramping up to the new coding system, or upgrading their computer system. So while I've had to change the flow of what I thought was going to happen, I went open minded enough and not rigid and so focused on what I had before, that I'm able to adjust how I'm writing things.

So to amend your list above...

Prep a lot, like a lot alot
Be able to go with whatever comes up
Allow yourself to be flexible
You direct the story, but let the players determine the flow

Scarab Sages 5/5

Like Fluffy said, know your scenario or module and the lore surrounding it. The better you know it, the easier it will be for you to improvise on the crazy situations your players will surely put you in. It doesn't matter if you think of every possible scenario, players will always surprise you.

If players come up with some crazy solution to a problem, try to go with the flow. Players tend to enjoy it more when their half-baked, Hail Mary plans work.

4/5 *** RPG Superstar 2008 Top 16

My PFS Lavode De'Morcaine wrote:
But I don't think on the fly too well. Every so often the players decide to do something out of character that never occurred to me. I find that very difficult to deal with. I do ok with things I can anticipate being even unlikely possibilities that I've put a little thought into. No I don’t plan out everything, but I at least think about it some. “Ok they usually fight to the last, but if they decide to surrender I can…”

Since improv isn't your forte, you're fully in your rights to ask players what they plan to do during their next game session and expect them to (approximately) stick to their decisions. If they go "off the rails" in the middle of a home game session, you might want to take a brief break so you can plan their next encounters.

Most PFS scenarios are a bit more 'linear' than that, as they are intended to be run in a structured setting, within a limited timeframe.

My PFS Lavode De'Morcaine wrote:

Most of the GM advice I see on these boards is to:

Plan little …
Just go with whatever comes up…
Free flow ideas…
Let your players thought direct the play and just adlib…

Most people that I know simply don’t have a mind that works like that. I know mine certainly does not.

For a freewheeling home game, don't plan out your plots in detail, but make a roster of potential encounters, a few maps, and some treasures or McGuffins. As an example, suppose that the party is in a small town, investigating a thieves' guild that operates out of the area. I'll preplan stats for various rogues and prominent townsfolk, but I won't assign which stats and maps go to each area. When the party decides (on a whim) to instead overthrow the corrupt local mayor, I just retask some of the maps and stat blocks to serve as his guardsmen and the local town hall.

3/5

What really gave me headaches in my first home game modules i gmed were using mid game level foes abilities and especially spells right. Since my players came from D&D and me too, there were some differences and also i didn´t have that much experience with magic users. Always needed to look them up or read through again, what made some and especially one slightly difficult player moan about "lags" in the game world.

Having spell cards just like you maybe would as a player with the summarized spells at hand is something very handy. There should be several oportunities on the net to receive some.
Prepared area and cone and spell effect patterns can also help a lot and speed things up if you are using maps with minis, what is in itself a great help.
Also insist on having PC stats on a sheet, so you can make "secret" rolls or something and don´t have to ask for AC or things like that all the time. Players should also prepare their turns ahead and not roll every dice individual. If things go fluent, immersion is better and fun too.

Then through playing on the boards i lately figured that a GM could a D20 for every player in a fix color, so you can make fast group perception checks and stuff or initiative. Something like a initiative board is cool to have too.

Then at last if you have problems with telling the story fluently make yourself cheat cards and a mind map of the different steps with connections for what leads to what.

Probably all old stuff, but good to remember.

Liberty's Edge

Ya know, it’s kinda odd. I do use spell cards for all my PC’s, but never for NPC’s. Why? I’ve no idea. I will in the future. Thanks.
I do use an initiative board.
I don’t usually roll dice very often for the players. I usually say something like “Everyone make a perception check, but it’s for later not right now.” But if I find I am, then yes different colored dice is a decent idea.

----------------------------------------------------------------

Looks like I will be GM’ing some PFS scenarios. Even if my home group doesn’t want to go that route, our local is having difficulty coming up with enough GM’s. So I will be volunteering a bit.

It has been suggested I run the 3 ‘First Step’ scenarios. But I don’t know if there are enough people at our local that are not bored with them (actually I haven’t played them). I will ask around to see if there is enough interest. If there is, I will probably start with those. The other suggestion I’ve heard several times is ‘We be goblins.’ So that will probably happen.

After that, I don’t know. Any suggestions? Personally, I particularly like the ones that give something unique in the rewards. It seems like every sheet has a potion of cure moderate or lesser restoration that anyone could buy anyway. But when it is something different help helps me to remember what happened during the scenario.
Examples I have seen are: a 1 time +1d6 damage to a dragon, a unique herbal item, an item that gives a +5 to sense motive, partially charged wand with a rare spell, bonus to identify shadow lodge, etc…

Sovereign Court 4/5 5/5 ** RPG Superstar 2014 Top 32

You should consider God's Market Gamble. It has a reasonably interesting boon at the end. It's also a great scenario with a minimal amount of "weird stuff" for the GM to deal with,

Shadow Lodge 3/5

Don Walker wrote:
Fromper wrote:
You don't have to register the PFS game beforehand. You can do it afterward.
You don't have to, but you're supposed to.

Why? This is news to me.

Liberty's Edge 4/5 *

Avatar-1 wrote:
Don Walker wrote:
Fromper wrote:
You don't have to register the PFS game beforehand. You can do it afterward.
You don't have to, but you're supposed to.
Why? This is news to me.

I would imagine that Paizo and the PFS team like to know what scenarios are being run, when, and where. It would help them decide how to devote resources in the future.

Silver Crusade 4/5

The Great Rinaldo! wrote:
Avatar-1 wrote:
Don Walker wrote:
Fromper wrote:
You don't have to register the PFS game beforehand. You can do it afterward.
You don't have to, but you're supposed to.
Why? This is news to me.
I would imagine that Paizo and the PFS team like to know what scenarios are being run, when, and where. It would help them decide how to devote resources in the future.

Yes, that explains why sessions should be registered. But it doesn't answer the question of the registration timing. The question is why sessions should be registered before they happen, rather than waiting until after.

The only benefit I can see is using the Paizo web site to advertise your session. But in the case of a home session with your friends, that isn't a factor.

Liberty's Edge 4/5 5/5

One big benefit is that it gives the GM the event code in advance, so it can then be written on the chronicle sheets. If a player has an issue with the chronicle, he then has some degree of traceability to get it resolved, without having to hope that the GM gets round to recording the session results (correctly) afterwards.

Grand Lodge

If you haven't yet, DO download the Campaign Guidelines which just got upgraded to 4.3. There's a lot of must have information in that PDF which is a free download. Read up on what's assumed for judges.

Liberty's Edge

I will get 4.3 this weekend.

I have read through 4.2 a few times.

Shadow Lodge 3/5

Paz wrote:
One big benefit is that it gives the GM the event code in advance, so it can then be written on the chronicle sheets. If a player has an issue with the chronicle, he then has some degree of traceability to get it resolved, without having to hope that the GM gets round to recording the session results (correctly) afterwards.

I've always used the same event code, same event. New session dates/times being reported each time.

Liberty's Edge 4/5 5/5

Avatar-1 wrote:
I've always used the same event code, same event. New session dates/times being reported each time.

Then you've registered the game beforehand, so you're good to go.

Shadow Lodge 3/5

Paz wrote:
Avatar-1 wrote:
I've always used the same event code, same event. New session dates/times being reported each time.
Then you've registered the game beforehand, so you're good to go.

Gotcha.

It's the event schedule that I don't really update beforehand. The event itself is registered though.

Sovereign Court 1/5

Registering beforehand also gives your players an idea what adventures are running. The event code can be placed on Chronicle sheets ahead of time. It is easy to register the event, so there is no adequate reason NOT to register the event ahead of time.

If you think most folks "fly by the seat of their pants" they are deluded or trying to mislead, LOL. I sound that way but in reality I put hours of prep into a scenario before I run it, on avg probably 2 hours of prep per hour of expected game time. I draw all the rooms on 1" graph paper, so I can tack them down (using some blue tack from Wal-Mart - not pins, btw) and save a lot of table time drawing rooms. At the table I use Dungeon Tiles for the hallways, but I have gone through my collection and set aside the tiles I need for halls to connect the rooms. I thoroughly read all the monsters in the encounter and research any special abilities to remind myself the rules relating to them. I read the adventure 3-4 times to try and remember all the detail, or at least as much as I can, being a bear of little brain, I have to do this. I use 4 color highlighters to organize my thoughts on the information in the encounter. I look at encounters and try and determine how I would handle them as a player, and "game" out how I would handle it.

On game day I find that most of my prep is made worthless by players who come up with an approach that never occurred to me. My prep allows me to handle these things "on the fly" and I try very hard to reward and encourage clever players the best I can. The thing is, when I highlight the faction missions, and note in margin "Sczarni Faction mission" I can refer back to it quickly if I need to. If I have made an error and missed something, I try to include it in another encounter, so the players have a shot at accomplishing whatever I missed. No, it is not RAW, but sometimes I have to fix screw-ups I have made to give the players the breaks they need to get their Prestige. I try to keep game-related crap to a minimum, like referring back to rules. It happens, because I cannot seem to remember everything.

My number one goal is to present an adventure that is FUN TO PLAY. That is my job as a GM. Arguments are kept to a minimum and always resolved as fairly as I can. I am the final arbiter of my game. I make "non-binding rulings that are scenario specific". Keep it light, and when you have players tell you "That is the BEST adventure I have ever played", "Man, that was great! You had me on the edge of my seat for the whole session" etc then it builds your confidence for the next time. Bottom line, do the best you can, try not to be too hard on yourself. Again, I am sure you are better than you make yourself sound.

Silver Crusade 4/5

What does adventure prep have to do with registering an event in advance? I won't GM any adventure I haven't thoroughly prepped in advance, but that doesn't mean I know which one I'll be running before I get there.

Just this past Monday, our local weekly game day was short a GM, so I brought along a few adventures I know well enough to run from having prepped them in the past. Until I got there and talked to the players about who had or hadn't played these adventures before, I wasn't sure what would be running, or even if we'd have enough players actually show up to need me to GM. Since I create my own events for each table I run at the local game days, and I didn't even know until a couple of hours before hand that I might be needed to GM that day, that one didn't get created in advance.

Liberty's Edge

Fromper wrote:
What does adventure prep have to do with registering an event in advance? ...

I believe that is two separate subjects. He is refering to up thread where a lot of the GM advice I get in these forums is to not prepare hardly anything, just go-with-the-flow of whatever any one thinks up, and fly-by-the-seat-of-my-pants.

Liberty's Edge 4/5 *

Fromper wrote:
Since I create my own events for each table I run at the local game days

I'm curious about this ... why not have a single event code for the local game days (especially if they happen on a recurring basis at the same location), and every GM uses that? It does require one person to be the focal point for recording, but it does simplify things immensely, in my experience.

Scarab Sages 5/5 5/5 **** Venture-Captain, Washington—Spokane

The Great Rinaldo! wrote:
Fromper wrote:
Since I create my own events for each table I run at the local game days
I'm curious about this ... why not have a single event code for the local game days (especially if they happen on a recurring basis at the same location), and every GM uses that? It does require one person to be the focal point for recording, but it does simplify things immensely, in my experience.

The one event code has worked for my group since we started. It makes a one stop shop for reporting, error control, and issue resolution. Granted, it does put the burden of responsibility on the event coordinator or whoever they designate for reporting but it makes things easier. I would hate to try to figure out who GMd a game back from when we started 6 months from now to resolve an issue that occurred way back when.

Silver Crusade 4/5

The Great Rinaldo! wrote:
Fromper wrote:
Since I create my own events for each table I run at the local game days
I'm curious about this ... why not have a single event code for the local game days (especially if they happen on a recurring basis at the same location), and every GM uses that? It does require one person to be the focal point for recording, but it does simplify things immensely, in my experience.

I'm actually not sure, but it seems to work for us. We have about 4-6 tables every Monday evening, and a rotating cast of organizers (including me sometimes these days). The first time I GMed after moving up here, I asked if I should turn in my sign in sheet to an organizer for reporting. I was told that someone could enter it for me if I gave them the sheet, or I could do it myself if I wanted. Having done them myself for my previous group, I already knew how easy it is to enter them here on the Paizo site, so I just went with it.

For advertising purposes, there is a single event code that's listed here on Paizo.com, but we don't tie the sessions to that. That event says that we meet every Monday at that store location, and it lists every scenario, since we'll run them all eventually. :P If someone wants more detail about what we're playing on a particular week, we do signups using a local web site that lists the offered scenarios for each Monday at least a few weeks in advance.

And then we occasionally throw together an extra table at the last minute, since we get at least 3 or 4 walk ins every week. Or we have what happened this week, where we had 3 tables of players sign up for an adventure, but only 2 GMs, so I ended up GMing something else at the last minute, because I don't know the adventure that was actually on the schedule.

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