Newbie GM


Advice


Hey there. I'm starting a Pathfinder game in the next month.
I've ordered the Beginner Box, have my original world map drawn out, have some basic scenarios, original NPCs, and a rudimentary storyline written out as well as some quick-reference tables. These are all being kept in a binder to help me stay organized.
I've made some props to help make my game unique and fun, such as a "satchel of surprise" to draw items from after encounters or when PCs stumble across an abandoned chest or stash.
I've been brushing up on my math skills (never been my strong suit), and have a few friends coming over during the next few weeks to run mock scenarios with me to help me understand appropriate CRs, trap/monster numbers, and gauge player reactions.
I'm spending my nights studying the Pathfinder books, and it feels a lot like studying for a (very fun) high school exam again, lol.

This is the first game that I've ever taken charge of. Second tabletop overall, though I do have some experience playing in LARPs (where the STs did all the math and thinking for us).
I have no idea what to expect, and it's a whole lot more challenging that it looked to begin with. I think it'll be we'll worth it, both for me and my friends.

Does anyone have any suggestions for a GM-in-training?
So far the one thing I'm being told is never expect the players to do what I expect them to, one of the main reasons for my pre-game scene run through a with my friends.
Any other suggestions on how I can keep the game fun, engaging, and challenging (but not too difficult for either my players or myself), any tips on keeping organized, or any suggestions you wish someone had given you before your first game?
Any and all help is appreciated!
Thanks in advance :)


Hi there! Welcome to the boards.

I'm a relatively new GM for Pathfinder as well (been running a weekly game for the last year), but I used to run 3.5 games about 6 years back as well.

Getting the Beginner's Box is a good start, it presents a stripped down version of the rules that will allow for simple adventures while you're all learning the basics.

There's a few tricks I've found helpful during the current campaign. Hopefully they'll be of some use to you.

  • First up, sit down with your group and have a chat about what sort of game you're all interested in playing. There's a lot of different ways to run an RPG, so it's good to get everyone's expectations straight first. You don't want to start running what is intended to be a serious story and have players start showing up with joke characters.
  • I'd suggest using the box to get a grip on the basics of the game, then start looking at transitioning over to the full game. When you do that, start with a few low level modules. The prewritten ones are a good start as they give you a ready made story so that you can concentrate on running the game. The We Be Goblins! free modules are good introductory adventures, and pretty simple to run. The Price of Immortality trilogy (Crypt of the Everflame, Masks of the Living God and The City of Golden Death) if you'd like a more serious game to learn the new rules with.
  • Read, read and read some more. This goes for the rules, the characters your players make, and any adventures you plan on running. You want to have as clear a grasp on the capabilities of your players as possible, and be very familiar with the challenges you're throwing at them.
  • Limit options to what you're confident you can handle easily. If you're not comfortable with some of the expanded options in the books beyond the Core Rulebook, then don't let them be used in your game until you've looked into them properly.
  • Be ready to change things on the fly. There's a simple truth in all RPGs. No matter how carefully you plan a storyline, no matter how well thought out everything is, odds are it won't survive first contact with players. Don't rely on them taking one specific route, you need to be able to rework things. Whether this means providing alternative routes to the original destination, or if you just make up a whole new event on the spot is up to you. Just be ready to think fast.
  • Lastly, make sure it's fun for everyone. That means you too. The GM is as much a player as the rest of the group. One of the things I make sure to do is have regular chats with the group, normally just after a session, to make sure that everyone's having fun and nobody feels like they were getting the short end of the stick in the game.

Anyway, as I said, hopefully you'll find some of this advice useful. If you ever need help, just post and the boards will normally get you plenty of answers. Whether or not they're the answers to your actual question is another matter, but hey, that's the internet for you :)

Just a heads up too, the Pathfinder Society is actually the Organised Play campaign for Pathfinder. This thread probably belongs in the advice section of the boards. I've flagged it to be moved to another location by the mods.

Anyway, have fun, and I hope the game goes well. Let us know how it goes :)


Thanks! :)
First meeting, character building BBQ, and exploration of the starting point town is set to be Aug 10th.
Hopefully that gives me enough time to prepare. :)

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Newbie GM All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice