General Advice

Pathfinder Gamemastery Guide (Second Edition), page 7

This section covers topics related to running the game. If you want to know how to build specific types of new content, this information can be found throughout Chapter 2 in sections such as Building Creatures (page 56), Building Worlds (page 122), and Settlements (page 132).

Both the Core Rulebook and this book explore many topics, but don’t feel like you have to master them all to be a good GM! It’s important to remember you’re not perfect, and the other players won’t expect you to be. Trial and error, mistakes and triumphs—they’re all part of running any game.

Session Zero

Some groups prefer to have everyone create their characters in advance and show up ready to play. However, getting the group together to make characters can be fun, and can benefit your game down the line. A session for building characters is commonly called “session zero.” Session zero is typically shorter than other game sessions, so you might plan a short introductory scene for after everyone’s finished building their characters, or just hang out and do something else after you’ve planned your characters.

Having a session zero lets players share character details, making it easier for their characters to have links and relationships with one another before the adventure starts, and gives players the chance to become invested in each other’s characters by organically learning what decisions other players made. These sessions also give veterans the chance to help less experienced players through character creation. Lastly, session zero can give you a better understanding of the characters and help the players integrate them into the adventure in interesting ways.

Pacing Game Sessions

Page 489 of the Core Rulebook explains how to structure, start, and run a game session. This is all part of pacing your game. Most sessions should have lulls in the action punctuated by challenges such as intense encounters, puzzle-based exploration, and investigation. Presenting players with a variety of such obstacles can help them feel more engaged at the table. Information flow matters, too. If the group meets a large number of NPCs in short order, that can make it harder for them to remember individuals. It helps to break things up into smaller scenes and memorable moments.

Knowing when to end a session takes practice. About 20 minutes before a play session is scheduled to conclude, it can be beneficial to figure out how you’d like to end. It can be memorable to end with a cliffhanger—a moment so curious and abrupt it raises questions about what happens next. Examples include ending play before combat, when the PCs find vital information, or as they discover treasure. Doing so can inspire the PCs to discuss the game between sessions. Note anything that could be satisfying to resolve over media, such as email. This could include divvying up treasure, leveling up, or completing downtime tasks.

Secret Checks

During play, you roll some checks in secret instead of allowing the player to do so, as explained on page 450 of the Core Rulebook. This rule helps ensure that a player remains uncertain at times when their character is unsure of how a situation may resolve, immersing the player in their character’s perspective. It can be handy to keep a list of the PCs’ modifiers on hand to help you roll secret checks more quickly. At least, you should record each player’s Perception modifier, their saving throw modifiers (especially Will), and the skill modifiers of any skills they often use to Recall Knowledge. Check in anytime the PCs level up, and consider asking the players to update you when any of these modifiers change.

You can still have the players roll the checks even if an action has the secret trait. This is usually best done when the results are going to be immediate or when stakes are low, like when the PC is trying to recall something during downtime that they’ll see is false through the course of their research. You can instead have the players handle all their rolls, secret or otherwise. This works best when the group is interested in leaning into the dramatic irony of knowing a PC is wrong and playing up their characters’ mistakes.

Hero Points

Page 507 of the Core Rulebook offers guidelines for determining how many Hero Points to award and when to do so. These recommendations are flexible. Consider Hero Points a way to reinforce your personal style of Game Mastering and to reward what you value during play. The toughest part of awarding Hero Points can be remembering to do it! Keeping a Hero Point token on hand in front of you can provide a visual and tactile reminder. You can also solicit help from your players by asking them to remind you when they think a PC’s action merits a Hero Point.

Metagaming

Knowledge the players have that their characters don’t is called “metagame knowledge,” and using it to influence characters’ decisions is called “metagaming.” Some metagaming results naturally from play and is wise to disregard. The wizard aiming a fireball precisely enough to include three enemies in the very edge of the spell’s area is probably unrealistic, but isn’t that disruptive to play. Things get more questionable if the player says, “That’s a rakshasa, so don’t use divine spells against it,” regardless of whether their character has encountered a rakshasa before or identified the creature. Each group is different, and the assumption of what the characters know varies. If metagaming starts to get out of hand, you might just use some gentle reminders, like, “I’m not sure your character’s aware of that,” or, “Can you explain your character’s thinking when they do that?” If the problem persists, see the guidelines mentioned in the Problematic Players section on page 31.

In this section

  • Stakes and Consequences A GM should always convey a clear picture of the stakes and consequences of the PCs’ actions or inaction. What horrible things will happen if the PCs fail?
  • Improvisation As a GM, you often make things up on the fly. You can find tips for improvising rules on page 491 of the Core Rulebook and within the Adjudicating Rules section of this book (pages 28–29).
  • Portraying NPCs Although the PCs are the stars of the game, NPCs make the world around the PCs vibrant. They can become a part of the story, sometimes for years, weaving into the story right alongside the PCs.