What is “needed” for a GM created Player's Guide?


Starfinder Adventure Path General Discussion

RPG Superstar 2009 Top 32

This is not so much to replace a Session 0, as to fill in for what the AP Pathfinder Player's Guides normally do.

But, given that Paizo has proven reluctant to create Player's Guides for Starfinder APs, what in people's opinions should a GM include in any Guide that a GM would make for his players?

For example, GM evilmonkey uses the pseudo player's guide from the intro to The Reach of Empire to create one of his own.


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1) What the campaign is about

2) What kind of characters might work well here. If its an intrigue or stealth campaign, the heavy armor vesk soldier with an 8 int may want to look at a different concept.

3) what kind of players this is for. If bob only rolls dice when there's something to kill, the dinner party at the end of the universe campaign may not be for him.

4) What kind of bad guys you're going to face. IE, if you're an operative you may not want to take anything that requires a fort save in the second half of dead suns or Robot Uprising IV, the circuiting.


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Starfinder Superscriber

What BigNorseWolf said. You do not want to give away all your tricks, but saying things like "you are going to be fighting a lot of outsiders, plan around that" is more helpful that "This AP uses a ton of Genies, so plan for fighting efreeti". I would say go generic vs. specific for players.


BigNorseWolf wrote:

1) What the campaign is about

2) What kind of characters might work well here. If its an intrigue or stealth campaign, the heavy armor vesk soldier with an 8 int may want to look at a different concept.

3) what kind of players this is for. If bob only rolls dice when there's something to kill, the dinner party at the end of the universe campaign may not be for him.

4) What kind of bad guys you're going to face. IE, if you're an operative you may not want to take anything that requires a fort save in the second half of dead suns or Robot Uprising IV, the circuiting.

I think you could just combine 2 & 3 together and just give a campaign focus...if it is combat heavy...intrigue heavy...if it is city based or wilderness..,etc.

Sovereign Court

I don't think #2 and #3 are quite the same thing. They're related, but not the same.

For example, I'm playing Against the Aeon Throne with some people who really do enjoy the occasional heist and infiltration game. But the blurb for AtAT doesn't really tell you much. So they came up with a Shobhad and a Bantrid. Suffice to say, we're not doing all that great at the whole Disguise aspect.

RPG Superstar 2009 Top 32

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Ascalaphus wrote:

I don't think #2 and #3 are quite the same thing. They're related, but not the same.

For example, I'm playing Against the Aeon Throne with some people who really do enjoy the occasional heist and infiltration game. But the blurb for AtAT doesn't really tell you much. So they came up with a Shobhad and a Bantrid. Suffice to say, we're not doing all that great at the whole Disguise aspect.

Thank you for illustrating the reason I wanted to discuss GM created Player's Guides. In this case, informing the players that the AP puts a premium on characters that can "pass for humans" (with disguise) before they become invested in a character concept.

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