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Pathfinder Roleplaying Game: GameMastery Guide
 
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Pathfinder Roleplaying Game: GameMastery Guide [Hardcover]

Paizo Staff
4.7 out of 5 stars  See all reviews (3 customer reviews)
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Pathfinder Roleplaying Game: GameMastery Guide + Pathfinder Roleplaying Game: Advanced Player's Guide + Pathfinder Roleplaying Game: The Pathfinder Bestiary: 1
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Product details

  • Hardcover: 320 pages
  • Publisher: Paizo Publishing, LLC.; Brdgm edition (6 July 2010)
  • Language English
  • ISBN-10: 160125217X
  • ISBN-13: 978-1601252173
  • Product Dimensions: 27.8 x 22 x 2.1 cm
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 139,053 in Books (See Top 100 in Books)

Product Description

Product Description

This comprehensive guide to the art of Game Mastering goes beyond the Core Rulebook to offer tips, guidelines, and additional rules destined to take your Pathfinder Roleplaying Game campaign to the next level. Containing the accumulated knowledge and best practices of Paizo's award-winning creative staff and cadre of regular freelancers, this 320-page hardcover book is filled to bursting with encounter charts, idea lists, encounter design advice, tips for using and adapting published products to your personal campaign, and top-to-bottom guidelines for building a campaign from scratch.

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Most Helpful Customer Reviews
13 of 13 people found the following review helpful
Improve your GM skills 28 July 2010
Format:Hardcover
This is the third hardcover book in the Pathfinder Roleplay Game franchise. After the Core Rules and the Bestiary this book is targeted at the Game Master. All in all the book is 320 pages with a lot of great art-work in the same style as you have already seen in the Core Rules.
So what do you get? Up to page 20 is the Getting Started chapter. A thorough review of the different roles of the GM.
It follows a chapter about
Running the game
Player characters
Nonplayer characters
Rewards
Creating a World
Adventures
Advanced Topics
NPC Gallery
and 10 pages appendix

Throughout the book you have the feeling - this is written by authors who play themselves. Examples are the page to fix broken games with entries like Too much Treasure, Gamebreaker Element, No motivation to Adventure, When PCs miss a clue. Suggestion and advice is good - and for a lot of tasks you have tables and more tables. For example in the same chapter you get three pages of tables describing Plots, Plot Twists, Macguffins and Quest items and Cultural Titles.

Throughout the book you get information how to improve your GM style, how to bring it to the next level and how to ensure players at your table have fun - or if they don't - how to deal or avoid typical problems encountered at the table. And all of this is done in a way to enhance roleplay whenever possible and not just try to get to mechanical solutions.

This is a book I really can recommend for to the experienced Game Master. For new GMs it could be overwhelming at times - but give it a go. This book is not useful for players. If you hope to buy the book to get novel magic items of other advantages - save your money for the Armoury or even better for the Advanced Player guide.
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12 of 12 people found the following review helpful
Sucking Golden Eggs 2 Aug 2010
By Quicksilver TOP 500 REVIEWER VINE™ VOICE
Format:Hardcover|Amazon Verified Purchase
This book is non-essential for playing the (excellent) new Pathfinder ruleset. It is in essence, years of Games Mastering experience distilled into one volume. If you have been roleplaying for any length of time, most of the stuff in here won't be new to you. At first it seems like teaching Grandma to suck eggs, with advice on whether to have food at the gaming table, and keeping young children out of the room (unless you want a good howling banshee effect). A little further exploration reveals that many of the eggs in here are solid gold.

The 'GamesMastery Guide' is great for dipping in and out of. Any long standing GM is probably unaware they have become jaded. Reading this book, I realised how often I ploughed the same furrow with just enough variation to keep things interesting. There are countless ideas here on world building, campaign structure and alternative adventure themes, that even the most experienced GM can use to improve their games. There are also some handy NPC tables for just about any situation. Very useful for when the PC's throw you a curve ball.

There isn't necessarily much new in here (It is very similar in content to the D&D4 DMs guide) but it is well packaged and interesting to read. If you are strapped for cash and your games are working, then don't bother buying, but if you are feeling flush, and need a little inspiration the 'GamesMastery Guide' is a worthwhile purchase.
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6 of 6 people found the following review helpful
Format:Hardcover
I've given this 5 stars mainly for the ready to use NPC's in chapter 9 - as an experienced GM of many years for several d20/3.x fantasty settings I no longer have to leaf through pages of sourcebooks or old modules - it gives a wide range of npc's to immediately place in a scene, wherever the players may be as this guide gives over 50 pages of people to populate your game world from the city watch to, yes, the village idiot and everthing in between. It's also good if the players need a hireling - just pick a generic tomb raider (rogue) or caravan guard (fighter) and job done.

Like another reviewer has posted it may be overwhelming for a new GM but it could prove useful if you just skim through and use only what you need.

Yeah, the art is great but the information contained within is more important...
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