First Time Pathfinder DM


Pathfinder First Edition General Discussion


I am a old school DM (AD&D 1e and Basic D&D) but as of recent I have moved to a new town. Last night I went to try to run Temple of Elemental Evil for a group at my local game store using 1e AD&D. I put up flyers at the store of what module/adventure I was running along with that it was 1st edition. I had people call me asking if they could get into game. Well game time came and no one showed other than the two friends of mine that rode to the store with me so we made up characters in hopes that maybe some more players would show. It got around closing time for the store and it was still me and the other two player's so I packed up and went and asked the store owner if anyone had inquired about the game he said, "20-30 people asked about your game but when they found out it was 1st edition they didn't want to play. He also said, "People just do not want to play older systems anymore they want to go with whats new on the shelf aka Pathfinder, FFG Star Wars etc."

So I took the cash I had and bought copies of Pathfinder Roleplaying Game Core Rulebook (OGL), Pathfinder Roleplaying Game Bestiary (OGL), Pathfinder Roleplaying Game GM Screen (OGL), Pathfinder Roleplaying Game: GameMastery Guide (OGL), Pathfinder Roleplaying Game: Advanced Player's Guide (OGL), Pathfinder Roleplaying Game: Bestiary 2 (OGL), Pathfinder Roleplaying Game: Ultimate Magic (OGL), Pathfinder Campaign Setting: The Inner Sea World Guide (PFRPG), Pathfinder Roleplaying Game: Ultimate Combat (OGL).

I was wondering if this is my first time DMing Pathfinder what books should I use that I have and also what is a simple module to start with?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Since you're not new to GMing, you have a bit more flexibility in what books to use, but since you've not had experience with 3.x or Pathfinder, I'd suggest starting with just the core rules and Bestiary 1. Those are more than sufficient to play a game, have a variety of character options available, and have a decent mix of monsters available to you (many of which you will be somewhat familiar with). Beyond those, the Inner Sea World Guide gives a fantastic overview of Golarion, and the GameMastery Guide is packed full of useful suggestions and things to make the GM's life easier. Next on my personal list would be Bestiary 2, to expand your monster selection, and I'd then work on Advanced Player's Guide, followed by Ultimate Combat and Ultimate Magic. Those last three seriously ramp up the options available in the game, so I'd avoid them for a first go.

I can't offer any suggestions on modules to run, since I play homebrew, rather than official, adventures.


Chemlak wrote:

Since you're not new to GMing, you have a bit more flexibility in what books to use, but since you've not had experience with 3.x or Pathfinder, I'd suggest starting with just the core rules and Bestiary 1. Those are more than sufficient to play a game, have a variety of character options available, and have a decent mix of monsters available to you (many of which you will be somewhat familiar with). Beyond those, the Inner Sea World Guide gives a fantastic overview of Golarion, and the GameMastery Guide is packed full of useful suggestions and things to make the GM's life easier. Next on my personal list would be Bestiary 2, to expand your monster selection, and I'd then work on Advanced Player's Guide, followed by Ultimate Combat and Ultimate Magic. Those last three seriously ramp up the options available in the game, so I'd avoid them for a first go.

I can't offer any suggestions on modules to run, since I play homebrew, rather than official, adventures.

Thanks Chemlak.


Hola Mageye

I just started GM'ing Pathfinder after running 2nd edition D&D games for many years.

I highly recomend the Game Mastry Combat Pad, it does make things a lot easier.

http://paizo.com/products/btpy8bkr?GameMastery-Combat-Pad

If you have an IPad there is an app for the same thing (and a lot more) called Initiative Board

I prefer homebrew but used the module Crypt of the Everflame to beta test the Pathfinder system. I would recomend it. It's easy and has a nice pace.

Wish you well.

-MD


Mageye wrote:


So I took the cash I had and bought copies of Pathfinder Roleplaying Game Core Rulebook (OGL), Pathfinder Roleplaying Game Bestiary (OGL), Pathfinder Roleplaying Game GM Screen (OGL), Pathfinder Roleplaying Game: GameMastery Guide (OGL), Pathfinder Roleplaying Game: Advanced Player's Guide (OGL), Pathfinder Roleplaying Game: Bestiary 2 (OGL), Pathfinder Roleplaying Game: Ultimate Magic (OGL), Pathfinder Campaign Setting: The Inner Sea World Guide (PFRPG), Pathfinder Roleplaying Game: Ultimate Combat (OGL).

Wait you paid cash for all that? Thats alot of cash to have on hand.

Quote:

I was wondering if this is my first time DMing Pathfinder what books should I use that I have and also what is a simple module to start with?

My personal favorite starting kit would be the core rules, the bestiary 1 and the advanced players guide. You have to use the core rules, and the advanced players guide is what made pathfinder pathfinder and not just dnd 3.75. It is where paizo introduces their own ideas and moves the game in the direction they envision instead of just updating the previous edition as they did in the core rules.

In terms of a module, pathfinder literally has the best in the business. You have an excellent module line, which has a whole new larger format just starting up. Dragons demand seems like a great way to get into gming pathfinder with a classic dragon quest (starts at level one gets to level 6).

If you are looking or something a little shorter, Crypt of the Everflame is designed to introduce people to some of the new elements of pathfinder (as compared to 3.5) and is thus a good starter module. It also has 2 follow up modules if you decide you like it and want to continue the storyline.

Or after you play your first module (which I recommend first) you can cut your teeth on paizo's flagship product, the adventure path. There is now quite a solid selection of adventure paths to choose from. These are complete campaigns that come in 6 parts. Each one hits on a different theme, so you can decide which one best fits the kind of game you want to play. I personally love kingmaker(build and rule your own kingdom), skull and shackles(who doesnt want to be a pirate), and the classic, ride of the runelords which I have recently started running.

I have also run council of theives, which I liked but didnt love, though the second part of it, the six fold trial is probably my all time favorite adventure.

All of the adventure paths have lots of supporting products from paizo, from minis, to face cards, to maps, to setting material specific to the adventure. And you have the back up of what I like to call the 1000 gm army. Each adventure path has its own subforum in the Adventure Path Section of the forums. This is probably my single favorite part of running a paizo adventure. There you can freely discuss the adventure you are running, ask questions without too much worry about spoiling it for someone (people going there are generally dms looking to discuss the adventure), and there is already a wealth of information and ideas for the older adventure paths there for you to peruse.

For instance for rise of the runelords, someone had come up with games for the swallow tail festival at the opening of the rise of the runelords adventure that I used, not only to add some fun roleplay and get people introduced, but also to introduce the players to some of the town (Sandpoint) and setting.

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