Adamantine Dragon |
1. A play group that has agreed to play in your campaign.
2. Ditch the critical hit/miss deck
3. Lots of dice (players tend to forget theirs)
4. A small hand-held white board and some dry-erase markers
5. Either a good bunch of miniatures or lots of tokens that are almost as good as miniatures.
6. Lots more free time than you at first will think is needed.
7. Patience, wisdom and a sense of appreciation that friends will allow you to do this.
8. Aspirin. Or booze.
Adamantine Dragon |
If you're new to GMing or to pathfinder, I recommend starting with a module or adventure path before creating your own campaign. Unless you're in your 90s, you've got plenty of years of gaming left to make your own game. Start slow.
Might be good advice. I'm glad nobody ever gave that to me though. I was GMing less than a week after I picked up and rolled my first d20.
If you really have the bug, you're not going to let advice like that above stop you anyway. :)
Scaleclaw |
bookrat wrote:If you're new to GMing or to pathfinder, I recommend starting with a module or adventure path before creating your own campaign. Unless you're in your 90s, you've got plenty of years of gaming left to make your own game. Start slow.Might be good advice. I'm glad nobody ever gave that to me though. I was GMing less than a week after I picked up and rolled my first d20.
If you really have the bug, you're not going to let advice like that above stop you anyway. :)
Well i really did love dming in 3.5 but i found players wanted to use 1000 different references and to much 3rd party stuff, besides that i made some mistakes on plot but i really enjoyed it i like pathfinder more and hopefully it will help me. i am debating on trying a free journey thing i did win a beginners box at a con i was at.