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GameMastery Guide (First Edition)

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This article covers the Pathfinder First Edition GameMastery Guide. For the Pathfinder Second Edition equivalent, see Gamemastery Guide (Second Edition).

The GameMastery Guide, a Pathfinder Roleplaying Game rule book written by Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steve Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Amber Scott, F. Wesley Schneider, Sean K Reynolds, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Doug Seacat, Mike Selinker, Lisa Stevens, and James L. Sutter, was released in June 2010.

Rule Your World!

Players may be the heroes of the Pathfinder Roleplaying Game, but whole worlds rest on the Game Master's shoulders. Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines. Whether you've run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.

The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

The Pathfinder RPG GameMastery Guide includes:

  • Tips and tricks for preparing and running a better game, suitable for beginning GMs and battle-hardened veterans.
  • Step-by-step walkthroughs for creating campaign worlds, cities, cosmologies, feudal systems, and alternate dimensions.
  • Difficult player types, and how to handle them gracefully.
  • New rules for subsystems like hauntings, chase scenes, fortune-telling, gambling games, mysteries, and insanity.
  • Charts to help you generate everything from interesting NPCs and fantastic treasures to instant encounters in any terrain.
  • Advanced topics such as PC death, game-breaking rules, overpowered parties, solo campaigns, and derailed storylines.
  • Sample NPC statistics for dozens of common adventuring situations, such as cultists, guardsmen, barmaids, and pirates.

AND MUCH, MUCH MORE!

Contents

Introduction
p. 4
Chapter 1: Getting Started
p. 6
  • Duties of a GM
  • Tone and Maturity
  • The GM as Host
  • Rules of the House
  • Preparing to Run a Game
  • Creating a Campaign Guide
Chapter 2: Running a Game
p. 22
  • How to Run a Game
  • The Art of GMing
  • The Science of GMing
  • GM Considerations
  • Tools for Game Masters
Chapter 3: Player Characters
p. 56
  • Starting Characters
  • New Players
  • The Life of the Party
  • Player Interactions
Chapter 4: Nonplayer Characters
p. 78
  • Cast of Characters
  • Making NPCs Unique
  • Life of the NPC
  • NPC Boons
  • Villains
  • NPC Creator's Toolbox
Chapter 5: Rewards
p. 100
  • The Role of Rewards
  • Starting Treasure
  • What is a Reward?
  • PCs Controlling Rewards
  • Random Item Generators
Chapter 6: Creating a World
p. 138
  • World Building
  • Detailing Your World
  • Geography
  • Cultural Considerations
  • The Primitive Society
  • The Feudal Society
  • The Rural/Agrarian Society
  • The Cosmopolitan Society
  • Other Societies
  • Technology
  • Time
  • The Cosmos
  • The Planes
  • Parallel Worlds
Chapter 7: Adventures
p. 170
  • Elements of Adventure
  • Dungeons
  • Planar
  • Taverns
  • Urban
  • Water
  • Wilderness
Chapter 8: Advanced Topics
p. 228
  • Customizing Your Game
  • Chases
  • Disasters
  • Drugs and Addiction
  • Fortune-Telling
  • Gambling and Games of Chance
  • Haunts
  • Hazards
  • Mysteries and Investigations
  • Puzzles and Riddles
  • Sanity and Madness
Chapter 9: NPC Gallery
p. 252
  • NPC Gallery
Appendix
p. 310
  • Recommendations
  • Campaign Tracking Sheet
  • Settlement Tracking Sheet
  • NPC Tracking Sheet
  • Rules Cheat Sheet
Index
p. 316
  • Table Index
  • NPC Index
  • Open Gaming License

Chapter flavor text summaries

This section is meant to chronicle the characters and events that take place in the artwork and flavor text associated with it. Please note that not all characters are necessarily in Golarion or will ever receive full biographies in other sources.

Chapter 1: A sarcastic Lini attempts to make light of a bad situation with Amiri and Sajan when their barricades fail.
Chapter 2: Valeros and Seoni battle a red dragon.
Chapter 3: Harsk, Amiri, and Sajan fight a bulette.
Chapter 4: Merisiel battles a drow priestess underground.
Chapter 5: Tyla steals a gem from an ancient jungle temple. Her companions, Kapos and Anderi, attempt to warn her of a snake attack.
Chapter 6: Seltyiel fends off a keketar in the Maelstrom.
Chapter 7: Merisiel and Valeros fight followers of Razmir.
Chapter 8: Valeros and Seoni attack a brass golem.
Chapter 9: Desert raiders ambush Seoni and Valeros.