| CrystalSeas |
| 1 person marked this as a favorite. |
First, read pages 442-481 (Chapter 9, Playing The Game) in the Core Rule Book to get an idea of the rules basics.
Paizo has its own YouTube channel, where you can watch experienced GMs run games. Once you have the basics in mind, watch a few of these to see how the rules transform into a live game.
I'd suggest you start with Jason Bulmahn's "Knights of Everflame" series
Episode 1
You'll get a good feel for what to do. Your boyfriend might even want to watch it with you so you both have an idea of what to expect.
Next, read pages 482-589 in the Core Rulebook, which is a basic chapter on Game Mastering.
Then you can watch the video again to catch some of the ways that the rules are being used.
rkotitan
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There are a few things I tell folks when hey ask me this question:
1.) Don't get too attached to your plot line. Be flexible. If the party does something that doesn't go the way you wanted it to go with the flow. They will almost always go their own way. Somehow I've gotten out of this the last few years with Adventure Paths but it's always a good thing to remember.
2.) Rule of Cool. If someone asks if their character can do something ask whether it falls too far outside the rules and if it doesn't let them do it. "I want to jump onto the back of this flying creature and drive my sword into it's back!" The rules may not have strict rules about how to accomplish that but let them give it a shot with whatever roll seems appropriate. Acrobatics? Athletics? (A CMB roll in 1E?). People love it when they get to do cool and memorable stuff.
3.) There are all kinds of players out there and a lot of different perceptions on what qualifies as a strong character. People can and will find some build on the internet that might frustrate you. Instead of letting that frustration build up maybe have a word with them outside of the game and ask whether toning down their character or more extremely making a new character wouldn't be out of the question. You are playing to have fun and if you aren't then what's the point?
4.) Look at the encounters your players are likely going to be having in the next session before game time. Take notes. Make strategies to challenge them.
5.) I would recommend starting out with some PFS scenarios as they are short so you and the group can get a good feel for play style before starting a long campaign.
rkotitan
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Oh, and this isn't necessarily a popular opinion, but in an online game if one of your players wants to make a summoning heavy character make sure all the stuff they want to summon regular has a token (or in an offline setting they have flash cards or sheets) in advance. When they jump out with, "I want to summon this!", and have failed to be prepared for what the creature can do it can grind the game to a halt and things can be frustrating.
| Crivens |
Matt Colville running the game serries
You don't need to watch everything to get started. Just plan one session and see how it goes.
Good luck, welcome to the GM club and most importantly... have fun!