Syries
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I'm a fairly experienced GM for PFS, which has pretty strict rules on how to run the written scenarios, but I'm about to start a roll20 home game as GM with a few friends, and could use some advice on GMing. My work has left me with very limited time to prep original material, so this group gives me the chance to practice GMing a little more on the fly.
A few details: I'm fairly rules-oriented but the players are not, so I'm trying to be a little lax on the RAW, for the most part. For example, I'm allowing Slashing Grace to work with a magi's spell combat because he doesn't want to be stuck with a scimitar and dervish dance. Little things like that. So far, no homebrew equipment or class features.
This is my first time GMing a home game. There are three players, two of whom are fairly new but know the rules of the game well enough, and 1 that is brand new to Pathfinder but is coming from 5e so familiar with the general idea of tabletop. It's also why I've been a bit more relaxed with the rules, as I don't want to lawyer them over stuff they might not know about and take away the fun.
Because it's three players, and only one that I would consider optimized, I'm going to regularly introduce NPC companions to help. I'm thinking their primary job can be to distract the mooks while they take on the BBEG?
These guys want to play a pretty relaxed, not so serious game. Work constraints make it so I don't have the ideal time to prep, so I'm looking into just having a general plot and rolling with it. As of right now, I'm introducing them as mercenaries who get hired by a guy who needs to stop an "organized" group of goblins trying to burn down a local library. I have a warpriest of Nethys that will hopefully be a reoccurring character to accompany them in order to ensure I don't kill them in the first session. Wand of cure light wounds and bless are in his inventory, and he'll gift the cure wand after the quest with a small number of charges remaining. The players are starting at level 2 and the first boss they're going to face is a 3rd level pyrokinetic goblin (purposefully nerfed- not ideal stats, and no precise shot, but if they get hit they're getting fairly seriously hurt). After the fight they'll have to put out the fire that has started. I was thinking climb checks to prevent the books on high shelves from catching on fire, acrobatics or CMB checks to snuff out flames, and perception checks to snag the important and unique looking books first.
Thoughts? One thing I do want to do, especially early on in the game, is to have a wide variety of challenges, from chase scenes to intrigue, that can be encounters, not always combat. I'm also looking for advice on filler- I'm hoping they'll role play enough that a few goblin fights and a trap or two will be enough to last a first session, but with them being fairly new I can't be too sure how they'll be playing. General advice will be welcome as well. Thanks in advance!
Oli Ironbar
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You should consider what is the challenge each PC is looking for. I GMd a game briefly and never put in a dinosaur when our Ranger had favored enemy (dinosaur). That was a sign looking back.
Also, plan out two encounters in detail. People remember the high point and the ending so if they are strong, the game will be enjoyed.
| Ryze Kuja |
One of the best things you can do for quick and seamless improv is to have lists of back-up names. This is by far one of the most valuable tools (at least for me it is) in the GM's improv arsenal. When the PC's meet someone at a tavern that you didn't expect them to go to, you're going to need a list of names for human, elf, dwarf, gnome, tiefling, etc. or whoever they might meet. This doesn't take more than 10 minutes of prep to complete (See Fantasy Name Generator). You can still generate names even while you're in-session too. It's super quick and easy to use.
Another great resource is the Donjon Treasure Generator. Found a chest? Party ransacks a rich bad guy's house? Random loot drop.
You can create random dungeons almost instantly using the Donjon generator as well.
| Meirril |
Instead of having 1 NPC tag along every time, maybe just throw some NPC adventurers around the regular stomping grounds of the players. They could get to know the NPCs and invite them to come along. Give the NPCs enough background that you have an idea what they want and what they do when the PCs aren't trying to get them killed.
Don't have the NPCs level with the party. Have them level slower so they fall behind and occasionally introduce new higher level NPCs. The party may still ask the lower level NPCs to help, but it will encourage them not to depend on one all of the time.
Also make some random encounters that you can throw in anytime you like. Some animal encounters, some minor monster encounters, some bandits, some really evil people, someone that just needs a bit of help, maybe a scam, run in with pickpockets, a magical experience, an encounter with a dragon (maybe in disguise). You can use them as random encounters, but usually as you go along you'll just insert them when appropriate.
Also think of non standard loot. Little, non-magical stuff. Or minor magical stuff. Things like finding perfume, or fine toiletries. A collection of silk handkerchiefs. A finely made lacquered box containing a mysterious wax (box is worth 10gp, wax is for grooming mustache and beards and worth 10gp to the right dwarf or gnome). A rolled up painting obviously cut from its frame. The picture shows a family standing around a mantle. The painting itself is a fine piece of artwork worth 100gp but none of the local merchants are interested in it unless they own an art gallery. If the players ask around quite a bit they can eventually find the family it was stolen from who offer 10gp and are willing to sell the PCs some family heirloom at half price (like a +1 weapon, or a magic ring). Something that is more interesting than 'you found a pouch containing 100gp'.
| Guardianlord |
Instead of having 1 NPC tag along every time, maybe just throw some NPC adventurers around the regular stomping grounds of the players. They could get to know the NPCs and invite them to come along. Give the NPCs enough background that you have an idea what they want and what they do when the PCs aren't trying to get them killed.
Don't have the NPCs level with the party. Have them level slower so they fall behind and occasionally introduce new higher level NPCs. The party may still ask the lower level NPCs to help, but it will encourage them not to depend on one all of the time.
Also make some random encounters that you can throw in anytime you like. Some animal encounters, some minor monster encounters, some bandits, some really evil people, someone that just needs a bit of help, maybe a scam, run in with pickpockets, a magical experience, an encounter with a dragon (maybe in disguise). You can use them as random encounters, but usually as you go along you'll just insert them when appropriate.
Also think of non standard loot. Little, non-magical stuff. Or minor magical stuff. Things like finding perfume, or fine toiletries. A collection of silk handkerchiefs. A finely made lacquered box containing a mysterious wax (box is worth 10gp, wax is for grooming mustache and beards and worth 10gp to the right dwarf or gnome). A rolled up painting obviously cut from its frame. The picture shows a family standing around a mantle. The painting itself is a fine piece of artwork worth 100gp but none of the local merchants are interested in it unless they own an art gallery. If the players ask around quite a bit they can eventually find the family it was stolen from who offer 10gp and are willing to sell the PCs some family heirloom at half price (like a +1 weapon, or a magic ring). Something that is more interesting than 'you found a pouch containing 100gp'.
I am seconding this. I roll up random road encounters off a table based on the ranger favoured terrains. Pre-listed terrain appropriate monsters, NPC's, weather and travel delay events. But adding a few story based finds among them, kill a bear in a forest. Track its den to find a mauled human mother and her child. they have little loot except a silver holy symbol of pharasma and a silken doll (20+gp). Valuable loot for a lvl 2 party, but the players might not want the loot.
I also have a wildcard table, anything goes. This is CR appropriate or not. Like a sudden tornado (Save the camp or everyman for himself), a colossal creature out of place (dinosaur in the frozen wastes). A travelling merchant with an unusual mount/cart/bodyguard that is either good (+2 for the price of a mwk), neutral (replenish supplies for a fair price), or evil (everything is just prestigitated, forged fakes, or cursed and overpriced).
If you are concerned about a smaller party needing help, rotating NPC casts are also a good idea like Meirril suggested. Or animals and small constructs as "free" loyal sidekicks.
As for more general advice: Knowing the party playstyle and expectations is key!
Session 0 - ask them what kind of game they want (serious, silly, hardcore, RP, RollP, epic, softball, etc).
For everyone, let them play for a bit then offer a single, one time character redo. Once they know the players, style, and world they may desire to change some fundamental aspects of their characters before they get too far along.
Know their backstories and how they relate to one another. Then use those in future social or combat encounters. This can be a subtle as a signet ring on a goblin finger, or as complex as a characters deceased mother returning alive and well. This can really get the players invested in the game and in each others characters. And they will give you directions with their speculations.