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Silver Crusade 3/5

jtaylor73003 wrote:
My local GM just mention last session he need a break from GMing. I would volunteer, but I am quite new to Pathfinder. As of today I only played 4 sessions.

Give it a go! There are now several scenarios/quests that are designed to be run by novice GMs.

If your regular GM is getting burnt out, tell him that you want to try your hand at GMing, but you want his help. Ask him to show you how he preps a scenario, and ask him to co-GM a game. You will run the game as the GM, he is just there to help if you get into a bind. Assure him that if he does this once, you will GM solo at least twice for him so he can play.

Dark Archive 1/5

3 people marked this as a favorite.

I also think it is a good idea to feed your GM. Preferably tacos. All GMs, everywhere, appreciate tacos, and this helps them to properly distinguish a '20' from a '2'.

So please, give your GM tacos. It's the right thing to do.

1/5

Walter Sheppard wrote:
jtaylor73003 wrote:

Well I haven't seen it. So I will suggest it.

Players should try their hand at GMing to give the GM a chance to play a character once and a while.

My local GM just mention last session he need a break from GMing. I would volunteer, but I am quite new to Pathfinder. As of today I only played 4 sessions.

Good on you for offering to step up! That's the kind of attitude I like seeing from new players.

I stated I would volunteer, but I don't think I am able to do the job. I was only making the suggestion because the GM mention that he was getting tired. Thanks but I haven't volunteer.

Dark Archive 1/5

jtaylor73003 wrote:
I stated I would volunteer, but I don't think I am able to do the job.

Only you know for certain, but don't sell yourself short, either. GM'ing can be a rewarding experience. It *really* helped to teach me the rules of the game, and it did it much faster than being a player did.

Meaning, please don't think that you must know every rule there is before you GM - you just don't. Most PFS players are happy to lend their own expertise in helping to adjudicate rules decisions, and overall I very much enjoyed the experience. It does help to have a solid foundation with the game first, but no one should assume that a GM knows everything.

So, consider it :)

The Exchange 4/5

Hollister wrote:

I also think it is a good idea to feed your GM. Preferably tacos. All GMs, everywhere, appreciate tacos, and this helps them to properly distinguish a '20' from a '2'.

So please, give your GM tacos. It's the right thing to do.

.... this so much this.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

1 person marked this as a favorite.
Hollister wrote:

I also think it is a good idea to feed your GM. Preferably tacos. All GMs, everywhere, appreciate tacos, and this helps them to properly distinguish a '20' from a '2'.

So please, give your GM tacos. It's the right thing to do.

Yes, it is the safe thing to do. GMs don't kill players, players who fail to feed their GMs kill players ^^

Grand Lodge 4/5

Sebastian Hirsch wrote:
Hollister wrote:

I also think it is a good idea to feed your GM. Preferably tacos. All GMs, everywhere, appreciate tacos, and this helps them to properly distinguish a '20' from a '2'.

So please, give your GM tacos. It's the right thing to do.

Yes, it is the safe thing to do. GMs don't kill players, players who fail to feed their GMs kill players ^^

NPCs who get really hot dice rolls kill PCs.

Feeding the GM can cool off his dice.

Just make sure you know what kind of food the GM is into. I, for instance, am not a fan of tacos. Chocolate, on the other hand.....

4/5

1 person marked this as a favorite.
redward wrote:


*Call out natural 1s and 20s. You don't need to calculate your save on either.

Call out the result of all of your dice rolls, definitely make natural 1s and 20s clear, and if you rolled something so low you're sure won't hit, at least say something like "I rolled a 3, I don't think I have enough modifiers to hit with that." I've seen a lot of players shortchange themselves because they roll low and simply say "I miss" instead of adding up their attack, especially players who are used to playing at low levels and without a lot of buffs. (I've seen other players' PCs almost killed because of this, because the damage that was foregone would have been enough to significantly shorten a fight.) I've also seen crit threats miss.

--Make up some notes on what your attack bonuses are in certain situations. It speeds your math up immensely, and makes you more confident in your result.

--If you aren't good at math, get a calculator. It's better at math than people who are good at math. =D

Let other people make rolls. If someone asks to make a knowledge or perception check, let them make the roll initially and wait until the results are announced before making your own roll. They thought of it, you didn't, let them have the recognition for their good work.

4/5

kinevon wrote:
Sebastian Hirsch wrote:
Hollister wrote:

I also think it is a good idea to feed your GM. Preferably tacos. All GMs, everywhere, appreciate tacos, and this helps them to properly distinguish a '20' from a '2'.

So please, give your GM tacos. It's the right thing to do.

Yes, it is the safe thing to do. GMs don't kill players, players who fail to feed their GMs kill players ^^

NPCs who get really hot dice rolls kill PCs.

Feeding the GM can cool off his dice.

Just make sure you know what kind of food the GM is into. I, for instance, am not a fan of tacos. Chocolate, on the other hand.....

Choco Taco?

Grand Lodge 4/5

redward wrote:
kinevon wrote:
Sebastian Hirsch wrote:
Hollister wrote:

I also think it is a good idea to feed your GM. Preferably tacos. All GMs, everywhere, appreciate tacos, and this helps them to properly distinguish a '20' from a '2'.

So please, give your GM tacos. It's the right thing to do.

Yes, it is the safe thing to do. GMs don't kill players, players who fail to feed their GMs kill players ^^

NPCs who get really hot dice rolls kill PCs.

Feeding the GM can cool off his dice.

Just make sure you know what kind of food the GM is into. I, for instance, am not a fan of tacos. Chocolate, on the other hand.....

Choco Taco?

Snarf!

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber

If you're going to do the taco route, though, do *real* tacos from a *real* taco place. Don't do some faux tex-mex wannabe chain(I'm looking at you, Taco Bell!). Back your conviction with the cash.

This all aside, though,

Keep an eye on the time as a player but not in an obnoxious sort of way. Pathfinder sessions tend to run pretty quick at conventions (in my experience, limited as it is) and you can forget to do essentials like take a break every couple of hours to walk around, stretch, whatnot. Taking a five or ten minute stretch/bathroom break does wonders for GM AND player morale and focus.

If you find yourself falling asleep at the table, let the GM know politely. It may not be their style but rather your six-drink bender the night before that is causing the drowsiness, but the impression they will get at the screen is that they are being boring, and that is decidedly NOT fun. Also, a player just passing out at the table is a potentially unhealthy situation.

Refrain from smoking at the table. This includes vaping. For all the arguments that it isn't the same as smoking, it can still close up breathing passages for sensitive people.

Have fun with the adventure. It sounds somewhat counter-intuitive given the typical adventure is *rush rush rush rush GOALLLLLLLLLL Chroniclesheetsplzthx*, but have fun with what you're being presented with. If you as a player are having fun, then your GM will have fun too, by nature of gaming osmosis.

If you have a GM that is being given a 'cold' start, be respectful and understanding of that. If you can offer any pointers to help without ruining play, do so. After all, they just stepped up on the spot to run this adventure for you, help them have at least some of the fun they aren't having as a player instead as a GM.

Explore, Report, Cooperate is not a straightjacket. It's a living, breathing thing. When a table can work with that framework, it's amazing how fun and easy it is for all parties, including the GM

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Wei Ji the Learner wrote:
Have fun with the adventure. It sounds somewhat counter-intuitive given the typical adventure is *rush rush rush rush GOALLLLLLLLLL Chroniclesheetsplzthx*, but have fun with what you're being presented with. If you as a player are having fun, then your GM will have fun too, by nature of gaming osmosis.

This is a good one. Sometimes you get so focused on "I'll play this, then that, and then I'll be level X so I can play Y when Z runs that next week", and you're not really enjoying the thing you're doing today.

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber
Ascalaphus wrote:
Wei Ji the Learner wrote:
Have fun with the adventure. It sounds somewhat counter-intuitive given the typical adventure is *rush rush rush rush GOALLLLLLLLLL Chroniclesheetsplzthx*, but have fun with what you're being presented with. If you as a player are having fun, then your GM will have fun too, by nature of gaming osmosis.
This is a good one. Sometimes you get so focused on "I'll play this, then that, and then I'll be level X so I can play Y when Z runs that next week", and you're not really enjoying the thing you're doing today.

Case in point, I was one session shy of 4th level when I showed up to a local convention, played with tons of fun the first session, leveled, had even more fun in the next session, and then with the next two sessions the next day was suddenly 5th and going "..." "Already?"

Grand Lodge

Sammy T wrote:

Re: Paying Attention Box text

I feel like there's a confluence of factors here.

1) Players may be still be settling down and dialing into their full-on gaming mode and may not be 100% mentally present.

2) Some GMs are atrocious box text readers (droning tone, mumbling, etc).

3) Some box texts are overly long and overstuffed with information.

As a GM, I make a point to have the NPC recap the main takeaways at the end of the briefing ("Just to be clear, Pathfinders, find the Foozle, save Sir Wooble and DON'T HARM THE NATIVES.")

As a player, I make a point to ask the GM if I understood the briefing correctly ("So, we need to find the Foozle, save Sir...uh...who again? Wooble. Gotcha. And don't kill the natives. Oh, "harm"? What exactly does "harm" entail?")

Given the kinds of things PFS scenario writers love/are paid to stick in immediately after box text for rooms, and making a great deal of briefing venture captains condescending inconsiderate blowhards, box text problems look a lot like Paizo leaving GMs to reap what they (Paizo) sowed.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

2 people marked this as a favorite.

I think it's good practice for GMs to ask everyone if they're ready, before launching into box text. Sometimes people really do need a moment to settle, if only to grab a sheet of paper so they can take notes. That's just being practical.

The flip side is of course that when box text begins, players actually should pay attention, rather than continuing finalizing details on their character sheet and so forth.

It takes both sides to do it well, although it's usually the players doing the poorest job.

Dark Archive

Sammy T wrote:
As a player, I make a point to ask the GM if I understood the briefing correctly ("So, we need to find the Foozle, save Sir...uh...who again? Wooble. Gotcha. And don't kill the natives. Oh, "harm"? What exactly does "harm" entail?")

Getting the VC to define the rules of engagement/limits to permitted harm has lead to some funny RP on a couple of occasions, especially when the PCs have a decidedly different definition of Reasonable Force than the VC does :)

1/5 5/5

1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Akari Sayuri "Tiger Lily" wrote:
Sammy T wrote:
As a player, I make a point to ask the GM if I understood the briefing correctly ("So, we need to find the Foozle, save Sir...uh...who again? Wooble. Gotcha. And don't kill the natives. Oh, "harm"? What exactly does "harm" entail?")
Getting the VC to define the rules of engagement/limits to permitted harm has lead to some funny RP on a couple of occasions, especially when the PCs have a decidedly different definition of Reasonable Force than the VC does :)

"Mister Valsin, when you say 'make nice' with the natives, and 'do what we can to get back into their good graces' does that include offering them the backing of the Society with your name on it?"

Valsin: *blank stare*

The Exchange 3/5

1 person marked this as a favorite.

As a GM the only thing I want is for player participation. I am doing this because I enjoy GMing and being social in this respect but it really peeves me when people aren't participating in the scenario or are on their phones(and my wife is guilty of this as well). Even if the scenario is being completely derailed and I've set the scenario down and am flying by the edge of my seat I am at least happy because it means the group is doing something proactively.

Liberty's Edge 4/5

nosig wrote:

use dice everyone can read - even from across the table. that way everyone can enjoy your rolls too (cheer on the 20s, cry on the 1s)

I played a LOT of Living Greyhawk and there was a gentleman that had an odd reputation. When I GM'd him once his dice were old and worn. He was rolling 2 d20s that had just single digits on them. I said "here use mine" and gave him a newer d20.

Mike

The Exchange 5/5

Qstor wrote:
nosig wrote:

use dice everyone can read - even from across the table. that way everyone can enjoy your rolls too (cheer on the 20s, cry on the 1s)

I played a LOT of Living Greyhawk and there was a gentleman that had an odd reputation. When I GM'd him once his dice were old and worn. He was rolling 2 d20s that had just single digits on them. I said "here use mine" and gave him a newer d20.

Mike

sorry - I don't understand. could you please expand on this?


Very old dice were printed 1-10, twice. The color of the number was how you told the difference between a 4 and a 14. Basically, the other color meant "add 10".

4/5 *

3 people marked this as a favorite.

Often you had to add the color yourself, with a marker, and fill in the indented numbers with crayon so you could read them.

And since the earth's crust hadn't yet solidified, we lost a lot of dice into the moten lava... ;)

Sovereign Court 1/5

1 person marked this as a favorite.

I hear that was the same time period when roleplaying meant you had to join a witch cult and cast real spells!

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Anonymous Visitor 163 576 wrote:

Very old dice were printed 1-10, twice. The color of the number was how you told the difference between a 4 and a 14. Basically, the other color meant "add 10".

Actually you can still buy those "special" D20s with nonstandard numbes, a friend of mine recently got one as a surprise gift.

God save the player if I ever catch him with one of these ^^

Grand Lodge 4/5

GM Lamplighter wrote:

Often you had to add the color yourself, with a marker, and fill in the indented numbers with crayon so you could read them.

And since the earth's crust hadn't yet solidified, we lost a lot of dice into the molten lava... ;)

I think they are (were?) referred to, by some, as mud dice...

For those ones, the real old ones, they were made out of a really soft plastic, and would quickly wear down to almost perfect spheres after a while.

And the crayon would wear away even quicker....

Then again, god help anyone caught using either a spin down die (Migic life counter), or Formula D dice (most of which have non-standard numbering), in my games.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

kinevon wrote:
GM Lamplighter wrote:

Often you had to add the color yourself, with a marker, and fill in the indented numbers with crayon so you could read them.

And since the earth's crust hadn't yet solidified, we lost a lot of dice into the molten lava... ;)

Then again, god help anyone caught using either a spin down die (Migic life counter), or Formula D dice (most of which have non-standard numbering), in my games.

What is so bad about the life counter ones, they do roll just fine.


They are very simple to rig, Sebastian.

Silver Crusade Venture-Agent, Florida–Altamonte Springs

Anonymous Visitor 163 576 wrote:

Very old dice were printed 1-10, twice. The color of the number was how you told the difference between a 4 and a 14. Basically, the other color meant "add 10".

And some of those dice are/were as round as marbles.

Grand Lodge 4/5

Sebastian Hirsch wrote:
kinevon wrote:
GM Lamplighter wrote:

Often you had to add the color yourself, with a marker, and fill in the indented numbers with crayon so you could read them.

And since the earth's crust hadn't yet solidified, we lost a lot of dice into the molten lava... ;)

Then again, god help anyone caught using either a spin down die (Migic life counter), or Formula D dice (most of which have non-standard numbering), in my games.
What is so bad about the life counter ones, they do roll just fine.

Because all the large numbers are on the same hemisphere, they can be easy to do a roll on that leaves that side (or the other side) of the die on top.

Side spins and such, instead of a true roll.

Bad enough I had a player when I was organizing LFR that was known for "dropping" a d20 with an unwanted number on it off the table, so he could put another one down with the number he wanted to have rolled showing...

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Another technique other than coloring the die was to roll a d6 with it. If the d6 came up with a 4, 5 or 6 then you added 10 to the other die. Or you just use chits.

Grand Lodge

"We can rebuild this game, we have the technology."
"Sir! We can't print a '16' on our dice."
"F***."

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Anonymous Visitor 163 576 wrote:
They are very simple to rig, Sebastian.
kinevon wrote:
Sebastian Hirsch wrote:
kinevon wrote:
GM Lamplighter wrote:

Often you had to add the color yourself, with a marker, and fill in the indented numbers with crayon so you could read them.

And since the earth's crust hadn't yet solidified, we lost a lot of dice into the molten lava... ;)

Then again, god help anyone caught using either a spin down die (Migic life counter), or Formula D dice (most of which have non-standard numbering), in my games.
What is so bad about the life counter ones, they do roll just fine.

Because all the large numbers are on the same hemisphere, they can be easy to do a roll on that leaves that side (or the other side) of the die on top.

Side spins and such, instead of a true roll.

Bad enough I had a player when I was organizing LFR that was known for "dropping" a d20 with an unwanted number on it off the table, so he could put another one down with the number he wanted to have rolled showing...

Well I have used them for years to determine who starts in MTG, but then I usually use a dice cup.

I think the dice with only the numbers 11-20 are easy to catch, but the ones with 2 20s are quite insidious. I really hope it never comes up. I might declare the character irredemably evil just right then and there and await whatever judgement comes down the pipeline (actually just kicking the player out of every Game I GM might work just as well, and I would avoid the wrath of my VC)

1/5

Ms. Pleiades wrote:

"We can rebuild this game, we have the technology."

"Sir! We can't print a '16' on our dice."
"F***."

While it is funny now those dice date back to the very earliest days of RPG's, the D&D basic set that came out in 1977 first included those uninked soft dice. It could not have been easy to get a company to get into manufacturing polyhedral dice back then.

Liberty's Edge 1/5

Crazily the reason the game includes certain dice is that they were already in the set of dice that TSR had purchased to include with a boxed set, so rather than spend time removing the dice that were not in the rules from the set, they rewrote the rules to include those dice. I believe it was 12-sided dice, but I can not remember which for sure.

So in fact someone was making polyhedral dice before D&D.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Well, from a regular polygon kind of viewpoint, the d10 is the freak, not the d12.

4/5 *

This thread has been very useful in determine the approximate ages of various forum posters... glad I'm not the only fossil!

Scarab Sages

For the old "Mud Dice", there were also the ones that simply had 1-10, and 1+-10+ on the other half. So a 1+ would be 11, and a 10+ would be 20. I personally never had the ones that needed colored in, but I've had everything since then, including a set of irregularly shaped stone dice.

Liberty's Edge 1/5

Ascalaphus wrote:
Well, from a regular polygon kind of viewpoint, the d10 is the freak, not the d12.

As my wife is a math person and is now making stuffed plush dice to sell at conventions, I am well aware of that fact.

Grand Lodge 4/5

WiseWolfOfYoitsu wrote:
For the old "Mud Dice", there were also the ones that simply had 1-10, and 1+-10+ on the other half. So a 1+ would be 11, and a 10+ would be 20. I personally never had the ones that needed colored in, but I've had everything since then, including a set of irregularly shaped stone dice.

Oh, and the mud dice were numbered from 0-9 twice...

4/5 5/5

When I started playing D&D (the original box with the three, little books), polyhedral dice were next to impossible to come by. I believe I recall seeing ads for them in The Strategic Review, but the only FLGS I knew of at the time didn't stock any. We used numbered chits drawn from Tupperware bowls. The first set of polyhedral dice I ever saw (and purchased) was at Lou Zocchi's vendor table at a local con.


graypark wrote:
When I started playing D&D (the original box with the three, little books), polyhedral dice were next to impossible to come by. I believe I recall seeing ads for them in The Strategic Review, but the only FLGS I knew of at the time didn't stock any. We used numbered chits drawn from Tupperware bowls. The first set of polyhedral dice I ever saw (and purchased) was at Lou Zocchi's vendor table at a local con.

Sir, I yield to your experience.

Shadow Lodge 1/5

Don't make rude comments about other characters and assume you know all about them.

I know one person who publicly told new players how weak their rogue is because it's a rogue. Don't expect my beloved apg summoner to frontline for you because I 've deliberately not made my eidilon a frontliner.

Basically, keep your judgements until you see the characters in action.

4/5

1 person marked this as a favorite.

Pretend that the other tables don't exist (unless you're in an interactive special).

Some examples of what I mean by this:

Keep your focus on your own table and your own game. I realize your friend just wailed about his character dying at the table behind us, but please, please wait to ask him about it after the game is over!

Be aware that other tables might still be playing. If your game is done and you're walking past your friend's table, don't stop and chat. Your friend is still playing.

Let your GM be the one to ask for help from other tables. I don't care if your favorite GM is at that table; I don't care if a 5-star GM or the VC is at that table. When you as a player ask someone at another table for clarification or help with a ruling, you've just interrupted two games to show your GM a serious lack of respect. If your GM needs help, your GM will ask. If your GM is new to the area and seems to be floundering, you might point out someone at another table who might be able to help, but let your GM decide whether they need help.

4/5

1 person marked this as a favorite.

If it is clear that your GM made effort in making a nice map, or providing appropriate minis (especially if they painted some just for the scenario) make a comment on how much you appreciate his efforts to increase your sense of immersion.

And please, don't complain if the GM does not have the perfect mini. I have one player that never fails to to this, and it really diminishes my experience as a GM.

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