Pathfinder Gamemastery Guide

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Pathfinder Gamemastery Guide


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Whether you are a new Game Master or experienced storyteller, you can always find new ways to hone your craft. This 256-page Pathfinder Second Edition rulebook contains a wealth of new information, tools, and rules systems to add to your game. Inside you will find handy advice for building your own adventures, designing towns, and creating vibrant characters alongside rules systems for dramatic chases, thrilling tournaments, and deadly duels. This book also includes more 40 pages of sample nonplayer characters, from the simple town guard to the vile cultist, presented to make your job as GM that much easier!

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Product Reviews (11)
1 to 5 of 11 | 1 | 2 | 3 |

Average product rating:

(based on 11 ratings)

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GMG good

UlfenTrader — Dec 28, 2023, 02:30 am

Becomes outdated with the remaster / the GM Core. Was good though.

Xethik — Oct 22, 2022, 10:20 am

Mix of really great and some very bad

demlin — Jun 26, 2022, 10:02 am

The quality of this book is very extreme: either it's superb or outright terrible. Personally, everything was well designed except for:

* Hexploration: very confusingly written, so few activities that everyone has to homebrew the other 50%
* Leadership: plain boring and even detrimental if you use lieutenants as cohorts
* Skill Points & Ability Score Variants: there's no benefit of using these except to shut up 1e diehards. Incredibly complicated mechanisms that play out almost exactly the same.

Essential for a GM Stepping Outside the Box

Leon Aquilla — Jun 20, 2022, 11:06 am

Relic weaponry is my favorite thing about this book - really allows you to personalize weapons or equipment for story purposes.

Website ate my first review of this, so this will be brief

Sporkedup — Aug 28, 2020, 09:09 am

In short, a great book for some GMs and of limited value to others. The distinction rests primarily on how closely you follow prewritten adventures or if you generate all your own content. The further towards the home campaign you get, the more value this book has for you.

The specific encounter types like chases and infiltration are terrific. Solid subsystems and I've made good use adding one or two of these into adventure paths and scenarios I've run. They make definite sense and once players understand them, ratchet up the narrativist play in complex encounters instead of being all about single rolls. One of the biggest problems I've seen in other games is watching group subterfuge always fall apart because one player rolls bad once. This softens that out, adds concepts for how a not-sneaky player can add to a stealth mission, and so on. Really happy about this.

The alternate rules are quite nice and some are highly creative. I haven't gotten to use any at a table yet, but I will when the timing is right (for instance, I'm strongly considering running Agents of Edgewatch with automatic bonus progression to avoid some of the loot troubles that AP appears to have). Dual classing is incredibly popular, I have seen around here and elsewhere, though I haven't had a scenario where it was a particularly good fit.

Other additions are nice. Monster creation rules, NPC codex, and basic GM advice are never bad things, though they are a hard reason to strongly recommend this book.

Not a buy for players, probably shouldn't be one of the first books a new GM buys either. But established GMs, especially ones building campaigns and encounters on the regular, can definitely get some mileage from this book. Overall, not essential but probably beneficial.

1 to 5 of 11 | 1 | 2 | 3 |