New PF DM

molepunch

First Post
Hi all! I've never DMed in 3.x or PF before and am starting a new PF group. I must confess I'm spoiled by how easy it is for me to plan and improv in 4E and how loose OD&D is so I'm nervous about being a PF DM.

Anything I should most keep in mind? Or should I not even try? I don't wish to spend tons of hours planning a game either. Am I better off not using PF?

All comments appreciated!
 

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You should - it's worth trying out.

Are you using a published adventure? If so, it shouldn't be much different experience than running a 4e game - different game sure, but running a game is running a game, no matter what system you are using.

While most people wing their adventures in their own homebrews, and you might be also, it's probably in your best interest to run a game you are familiar with - that's why I recommend a published adventure if you are not familiar with PF.

While I've never run a 4e game, so I cannot compare 4e DMing vs. anything else, but I've run plenty of 1e/2e/3x games and didn't find PF to any different really, nor any more difficult.

While you probably weren't planning to run a Japanese style adventure, I have a free PF adventure for my Kaidan: a Japanese Ghost Story setting called Frozen Wind - this could be easily converted to a non-Japanese dungeon experience with the same adventure.
 
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While I've never run a 4e game, so I cannot compare 4e DMing vs. anything else, but I've run plenty of 1e/2e/3x games and didn't find PF to any different really, nor any more difficult.

That's been pretty much my experience as well. And as DM, keep in mind that you can use shortcuts in NPC creation too. You don't have to define everything about them down to every individual skill rank. Skip over the things that won't be relevant. The detail can be there for when you need it.

I also like to use my PDF copies of the Bestiaries. I copy the stat blocks out of them and paste into a word processor document so I can edit them or put notes on them regarding how they'll behave in this combat. I may even highlight or bold special powers I don't want to miss when it's time to run the critter. If you don't have the Bestiary PDFs, check out the d20pfsrd online. You may be able to copy/paste them from there.

And, yeah, if you're worried about getting your feet wet, check out a module or two like the Bloodsworn Vale ones from Paizo.
 

I have run and played in both 4th Ed. and Pathfinder.

There is no doubt in my mind that coming up with an adventure from scratch is easier in 4th edition.

On the other hand, Pathfinder has simply fantastic pre-made adventures that completely eliminate this problem.

The adventure paths have among their number, I feel, some of the best adventures written recently for RPGs of any stripe.

If you are interested, Paizo.com has piles of information on this topic.

Hope that helps,
Gary McBride
Check out my Pathfinder compatible evil campaign at Fire Mountain Games
 

Thanks all for the tips and suggestions! I'm unable to XP as I've hit my limit but I appreciate the pointers.

While I definitely believe in how good the PF APs are, I kinda want to run my own homebrew adventures. It's part of what I get a kick out of as a DM. I have nothing against pre-made adventures. As such, I reckon what you guys mean is that it's a lot more complicated and time-consuming should I opt to run my own? If so, bummer! I like to improv and wing it a lot as I DM; I wonder if I'm likely to feel bogged down if the system can't keep up with my imagination in "real time". Is this a false assumption?

I think I'm not up to it if I have to sit own and write out stat blocks or scenarios for many possible forks I'm afraid, ahck!

That said, I think it'd be fun to try DMing PF at least once. Thanks, I'll check out Kaidan and see if my group wants to chip in for a PF AP :)
 

If you take it slow, work in the mechanics starting from 1st level on up, I think you should be able to wing it just fine. Our advice on adventures is just to rely on what already exists so you can discover the complexity with references within the scenario - and learn the game. Once you 'get it', you should have no problems running your own thing. Not saying can't do it as your own from the start, it's just easier working with an existing adventure.

Besides, Frozen Wind is a one-shot (3.5 hours of play) and let's you work with conditions, weather, movement penalties, combat with undead, oni. A survival scenario that should easily whet your appetite for the 'complexity' of Pathfinder.
 

Just to get some idea of how a Pathfinder module is put together you may check out the Paizo site for a few of the free modules they offer and maybe run a few one shots. Even just looking them over may give you some insight as to how to design your own.

Here are a couple I found with a quick search:

http://paizo.com/products/btpy8ey4?Pathfinder-Module-Master-of-the-Fallen-Fortress

http://paizo.com/products/btpy8j5w?Pathfinder-Module-We-Be-Goblins

There are also a number of Pathfinder Society modules that are free to download here:

http://paizo.com/pathfinderSociety/scenarios
 

While I definitely believe in how good the PF APs are, I kinda want to run my own homebrew adventures. It's part of what I get a kick out of as a DM. I have nothing against pre-made adventures. As such, I reckon what you guys mean is that it's a lot more complicated and time-consuming should I opt to run my own? If so, bummer! I like to improv and wing it a lot as I DM; I wonder if I'm likely to feel bogged down if the system can't keep up with my imagination in "real time". Is this a false assumption?


I think I'm not up to it if I have to sit own and write out stat blocks or scenarios for many possible forks I'm afraid, ahck!

In my opinion running your own homebrew adventure is much easier in some ways. With an AP you really need to study it and be familiar with the behind the scenes. Forget to tell the party something and an encounter later in the AP has much less meaning. Don't get me wrong, I still run APs but they certainly aren't the only way to do things and if you are an improv person, not likely to play to your strengths.

Pathfinder can certainly be run improv. It helps to be familiar with the rules to do so effectively, but start in small steps and at level 1 and your knowledge can grow as the levels advance.

Not everything needs stated out in my opinion. Grab a NPC stat block from the Gamemastery guide or prep a few generic ones ahead of time and you can pretty much adjust on the fly. You'll probably want to take the time to think about the main rivals in the adventure, but if the group ends up in a bar fight, you can run with those stats on the fly.

Someone posted this useful thread on prep with a limited time budget, might find some useful tips in there. Many would apply to any system you run:

http://www.enworld.org/forum/general-rpg-discussion/316091-full-time-dm-part-time-prep.html
 

I would recommend starting your campaign off with the three-module Price of Immortality series. (Crypt of the Everflame, Masks of the Living God and City of Golden Death).

There are some speed bumps involved in running those three modules in a row as a continuous campaign, but we already smoothed most of those bumps out for you. If you check the link in my sig, in Episodes 1, 2 and 3 of the podcast from 2010, we review and deconstruct those three modules. (Please forgive the first half of episode #1, the first ep of a podcast is always pretty bad -- but the module analysis in episode #1 stands up well).

Using the modules will help you balance encounters, find your feet and present a decently lengthy -- but not TOO lengthy -- mini Adventure Path for your players. At that point, you can decide what direction you want to take your campaign in, as the series does END. By that time, the PCs should be 6th level.
 

Anyone with PF "cheat sheets" for DMs?

Thanks everyone!


I've downloaded Frozen Wind as well as the two free PDF modules off the Paizo website earlier today. I took a peek and found myself stumped at some of the jargon/shorthand, so I decided I needed to read the rules a second time through before I dive right in.


While I do have the physical rule books (core: Player, DM, Beast), I also purchased an iPhone app with the rules all indexed--very handy. Yep, I saw the stat blocks for NPCs and that should really speed things up when I need to improv.


Our first session should be this coming Saturday so I have a bit of time still. I'm not sure jumping into a full blown AP or Module would be a good idea as I still can't recall a lot of environmental, encumbrance, or fine-detail rules enough to not halt the pacing of the game, so perhaps I'll turn it into a character-making and sample combat and social encounter session.


Does anyone know of any blog or link that has a nice little DM cheat sheet I can have for my games? My FLGS doesn't have the PF screen for sale and it would take way too long if I ordered online. Besides, I'm hoping for additional shortcuts and houserule-whatnots in the cheat sheet so maybe a user-generated one might be more suitable.


Thanks and a happy lunar new year to the ENWorlders who celebrate it.:)
 

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