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Pathfinder: Game Masterey Guide
List Price: $39.99
Your Price: $31.99
(Worth 3,199 Funagain Points!)
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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.
Weight: 1,155 grams
Language Requirements: This is a domestic item. The text of this item is printed in English.
- 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!
hardcover (Temporarily Out of Stock)
34.5 x 48 inch, 2-sided w/ 1 inch squares / hexes
23.5 x 26 inch, 2-sided w/ 1 inch squares / hexes
Average Rating: 5 in 2 reviews
The only reason to keep any AD&D around is for resource material. Once you play third edtion you will never go back. It would take an hour to read this if I mentioned every new or improved thing in this edition so I will attempt to be brief.
This is the best thing for D&D since I started playing 20 years ago. It is easy to teach to new players and brings a new wonder to the veteran players as well.
All those friends of yours who bailed on AD&D will come back and play this one. I am bold enough to say this because in my circle of gamers it has held true. The mechanics are easy to grasp (roll a D20 add your modifiers and state the result.) The old character restrictions are gone. You want to play a dwarven wizard, sure. Halfling Paladin, by all means. Elven Barbarian, what are you waiting for? Even level limit restrictions have been abolished along with the racial ability score min/max rules.
On a DM's level the rulebook is easy learn, the game runs faster, and players are less likely to slow down game play with a rules question.
Long Live the King!
I belive my gaming history is necessary for context. From 1981 to 1993 I played in D&D/AD&D campaigns semi-regularly. First edition only, of course. However, in 1990 I was first exposed to other RPGs, like Champions, Shadowrun, and Rolemaster. And although I continued to play D&D for 3 more years, its flaws were becoming obvious to me. Then, in 1992 I started running an Amber game, and quickly came to the conclusion that 'roll'-playing was lame, and even if I was in the mood, there were much better games than D&D. Once Ebay hit, I sold off my D&D stuff (for an impressive return) and spent the $$$ on board games.
I've mostly stopped playing RPGs since 1996, but I still continue to buy them. I like reading the source books, and critiquing the mechanics. I also like making characters, even though I don't get to play them. The same is true of plotting adventures. I still spoke disdainfully of D&D though.
Then I read about D&D third edition, and I got interested. Then I read the PH, and I got excited. Tweet, et al, have done something I would have considered impossible. They've fixed AD&D. Almost everything that I consider 'essential' D&D (lots of cool spells, strongly differentiated classes, alignment, d4-d20, etc.) is still there, but now it all hangs together. The number of improvements they have made can't even be listed. Suffice it to say that Clerics can now take non-Cure spells without getting the party mad at them, the Thieves' 'backstab' is now easy to adjudicate, the Bard, Monk and Barbarian seem to be well balanced and interesting classes, multiclassing is sensible and easy, and everyone gets Feng Shui type 'feats' that allows characters (esp. Fighters) to differentiate themselves. I think I may make up a couple of competing 9th level parties just as a creative writing exercise.
Obviously, as I said above, this is still D&D. If you truly do hate D&D and all it stands for, you probably didn't even click on this page. Also, if you are looking for anything about the setting of the D&D world, or background on the Elvish race, or a description of why Magic works, well, it's not in here. You have 250+ pages of rules and spells. In small type. I found it refreshing myself.
Basically, if you ever thought D&D was cool, I think you'll enjoy this book. And if you are a younger gamer, I firmly belive that this is the best high-fantasy RPG on the market.