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<blockquote data-quote="Azgulor" data-source="post: 7109397" data-attributes="member: 14291"><p>So a few suggestions:</p><p></p><p>Focus on having fun, engaging your players, and having a decent story that worrying too much about the structure of levels, encounters, etc. All of that additional detail can be worked in over time as you become more proficient with the rules.</p><p></p><p>In the Core Rulebook, there are 3 experience point tracks: Slow, Medium, & Fast. DO NOT USE FAST. As has already been pointed out, the rapid rise in character ability & options FAR outweighs the "reward" of rapid leveling, and not in a positive way, IMO. I run 3 PF campaigns and I use the SLOW track for all of them. Players actually get to work new abilities before leveling again and I find it makes for a better experience than the 18-year old farm boy that goes from 1st-->15th level in a month of in-game time.</p><p></p><p>Puzzles and such are better for challenging your players than challenging character abilities. In other words, puzzles shouldn't be circumvented by a die roll.</p><p></p><p>Try to have a mix of opponents and encounter types: combat, traps, social, urban, wilderness, dungeon, etc. Don't go for super-challenging encounters those that are +3 or +4 Average Party Level (APL) as they offer the most variance in outcomes. Build toward "epic" encounters once your more familiar with the rules.</p><p></p><p>Chapters 12-14 of the Core Rulebook, while dry at times, are your best friend. If you can get it, the Gamemastery Guide is a great book for all GMs but it's specifically geared towards newer GMs and contains great suggestions and advice.</p></blockquote><p></p>
[QUOTE="Azgulor, post: 7109397, member: 14291"] So a few suggestions: Focus on having fun, engaging your players, and having a decent story that worrying too much about the structure of levels, encounters, etc. All of that additional detail can be worked in over time as you become more proficient with the rules. In the Core Rulebook, there are 3 experience point tracks: Slow, Medium, & Fast. DO NOT USE FAST. As has already been pointed out, the rapid rise in character ability & options FAR outweighs the "reward" of rapid leveling, and not in a positive way, IMO. I run 3 PF campaigns and I use the SLOW track for all of them. Players actually get to work new abilities before leveling again and I find it makes for a better experience than the 18-year old farm boy that goes from 1st-->15th level in a month of in-game time. Puzzles and such are better for challenging your players than challenging character abilities. In other words, puzzles shouldn't be circumvented by a die roll. Try to have a mix of opponents and encounter types: combat, traps, social, urban, wilderness, dungeon, etc. Don't go for super-challenging encounters those that are +3 or +4 Average Party Level (APL) as they offer the most variance in outcomes. Build toward "epic" encounters once your more familiar with the rules. Chapters 12-14 of the Core Rulebook, while dry at times, are your best friend. If you can get it, the Gamemastery Guide is a great book for all GMs but it's specifically geared towards newer GMs and contains great suggestions and advice. [/QUOTE]
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