
hotsauceman |

So, my area is lacking for GMs as of late. Know, im a quick learner, but i have only ever played and i only have been playing Pathfinder for bout a year and a half know. I know much of the core rule. but im not that familiar with them all.
What are some things I should do to get myself situated? I got a Combat pad, Im thinking maybe a deck of condition cards and other things.

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Inevitably becoming a GM is a necessary step in Pathfinder. There are just not enough modules to play without GMing. Essentially you can "redo" a number of scenarios in the order you wish, so in order to keep playing pathfinder, it is what I have done. Do what you like to have fun.
To your main question: What do I need.
1. initiative trackers - helpful / paper works
2. monster minis - helpful / cardboard works
3. flip maps - invaluable / you can also draw out any relevant maps.
4. condition cards - helpful
5. poker chips to handle large size - helpful
6. My suggestions
a. monster prep
> pull out relevant monsters from mod onto 3x5 cards
> or print them off on 1 page.
b. map prep
> print a little cheat sheet map to refer to during play.
c. gm screen - paizo's gm screen is A#1.
> hide prep items behind it.
d. collection of dice (helpful)
> enough for most standard spells (10d6, 5d4, 5d8)
> matched d20's with d6's, d8's, d10's. d12's
e. check on any relevant NPC discussions
> see if you can play the character more than reading the text.
f. read through the intro section 3-4 times. It may be me, but I like to fully know where things are headed in case of changes.
g. Mini's - I found a bunch of cheap commons and I use them to DM.
Most of them cost me 10 to 25 cents.
Have Fun!
Righty

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Sord Pf is an invaluable rules reference to have on hand.
Also, be sure to check the GM Shared Prep Google Drive for any helpful documents relating to the scenario you're going to run that other GMs have uploaded.

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I was thinking confirmation.
Also, Should I invest in the bestiary box?
One question. Would reading the GM guide in the Begginer box be a bad idea?
Reading anything is never a bad idea.
See if you can get information on the GM101 training I have heard talk of (I have not seen it, but I'm an old coot so ...)
I would wait about buying the bestiary box...
Also, The Confirmation has more "moving part" than First Steps part 1, and allows PCs of 2nd level. First Steps is actually simpler, requires a little less of the Judge (I think) and only allows 1st level PCs... (and most of the hard monsters in it are PC classes, so you are more likely to be familiar with them).
But run what you feel comfortable with... and what your players want to see.

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Start by running one that you have played. Running first steps or the confirmation greatly increases your chances of gaming for new players, which can be difficult as you have to teach and run. Contact your area venture officers for tips. They should be very encouraging of new gms and may be able to let you borrow some GM tools or offer specific advice. Try to schedule your first game with plenty of time so you aren't rushed, have time to look things up, etc. A lot of the older scenario us run shorter, but avoid season 0s as they were written for 3.5 rules. You can't really over prep, look up every monster ability, potential spell, Npcs class ability etc.

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I would personally avoid running Confirmation as one of your first attempts at GMing. Don't get me wrong: I love the scenario and found it to be exceptional for teaching new players mechanics, but there are a LOT of different mechanics you as the GM are expected to be familiar with and the random / variable encounters add a significant amount to the preparation.
I would second the recommendation of "run something you've played", preferably a tier 1-5. It's a lot easier to prepare a scenario when you've already seen it doled out over the course of 4 hours. "Dungeon Crawls" also tend to be easier to run than scenarios with a lot of specific mechanics.
One thing to throw in for preparation: I've found I need to go over the combat encounters and highlight the Before Combat, During Combat, and Equipment for notable things. There have been several times when I'd start the combat and read that on *this tier* the npcs are supposed to drink their potions of invisibility, or that the alchemist NPC that doesn't have ranged weapon in their combat line has 6 different types of alchemical weapons in their Equipment.

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The We Be Goblins(1 and 2) are fun, light scenarios to start off and are fairly short. The only thing you'll need to deal with is a few scenario specific rules and being able to roll with some potentially outlandish goblin RP. The free RPG Master of the Fallen Fortress is also fairly short and can be a good point to start off GMing.
If you want to run Mists of Mwagi, be aware that it's a season 0 scenario that will need some conversions. Check out the GM Shared Prep folder to find the conversions.

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So, do you think Master of the Fallen fortress can be done in four hours with a newb GM?
Easily.
Free downloads I point curious would be DM's towards.
-Master of the Fallen Fortress
-First Steps Pt 1
-We Be Goblins
-We Be Goblins Too!
-Dawn of the Scarlet Sun
All are 'Free Game Day' modules or other free swag. Definitely a good 'portfolio' of stuff to get. Free PDFs with everything you need to run, get the scenario sheets and reporting sheet done up and you're good to go. :d

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Sord Pf is an invaluable rules reference to have on hand.
This is neat. Some questions for you, if you know the answers.
I ask because I'm very skeptical of relying on a 3rd party source as your main rules reference.
I imagine GMs will over-rule whatever is listed in there on the basis of it being 3rd party and take the time to look it up in the Core anyway. If it does list reference pages, then it could be used as a quick-look guide, which has value in it's own right.

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This is neat. Some questions for you, if you know the answers.
How up to date is this with erratas to the Core? Is it updated frequently?
"Extensive details on EVERY weapon in the text." — Is this just the Core, or other books too?
How does this handle existing conflicts on rules issues? Does it side with RAW, RAI, or posts from the Ask JJ thread?
Are there reference page numbers to the resources used for the rules in the pdf? I ask because I'm very skeptical of relying on a 3rd party source as your main rules reference.
I imagine GMs will over-rule whatever is listed in there on the basis of it being 3rd party and take the time to look it up in the Core anyway. If it does list reference pages, then it could be used as a quick-look guide, which has value in it's own right.
Just to try and dispel any confusion: this is not a rules compendium. It's a quick reference for skill DCs, which actions are swift/move/standard, which provoke AoOs, what each of the named conditions does, etc.
It is core only, doesn't list page numbers, and has not been updated recently, but I still don't regret carrying it with me to every session.