Join today and start reading your favorite books for Free!
Rate this book!
Write a review?
I play D&D 5e instead of Pathfinder (though I am very interested in trying out Pathfinder 2e once it releases), but I got a PDF copy of this thanks to a Humble Bundle sale. Obviously, this book will be immeasurably useful to Pathfinder 1e GMs, but there's enough crossover between the two systems that much of the stuff in here can be retooled for D&D, and a lot of it is generic advice on how to run the game and brainstorm aspects of a homebrew world, which is always appreciated. I especially like...
If you've never GMed before this is a handy read. It doesn't really detail the creating of a campaign, but more goes over what you need to do as a GM to mediate a good time for everyone.The NPC templates in the back are fantastic and would make this book worth buying even if you were a seasoned GM just coming into the pathfinder system, if you've been around with Pathfinder though, you probably already have plenty of NPC block templates and would receive little use from them other then enjoying
I had heard some extraordinary praise of this work, but it failed to deliver. There is a smattering of helpful advice and some useful mechanics (a stats system for towns and rules for hauntings, addictions, mental illness and more), but to a seasoned game master there is little here that is new. I would recommend it to a new GM, though Jameson's "Gamemastering" is much better.
I don't think this book is meant to be read cover-to-cover... but that's how I did.
This book is a big let down. If you have never GM'ed before it would be of use, but most of it can be found searching the internet. It is not a rule book for the game but more of a how to GM better resource. Search for Johnn Four and read his stuff on Game Mastering.
I would have liked this a whole lot better if it was not chock full of what is, to me, fairly 101-level game mastery advice. The real value of this book are the various random tables for helping to kickstart ideas. The NPC stats at the end also are helpful, but they also underscore that the Pathfinder character generation system is fairly daunting to crank out NPCs, which makes me think the whole thing kind of staggers under the weight of its own detail.
My reviews have moved to http://mixedsignals.ml
One of the best GM/DM guides on the market. I love all the advice and content. I definitely will be referring back to it on a regular basis.
One of the best guides to game mastering I've read.
Filled with interesting and useful information, the stat blocks at the end will be very helpful when trying to create communities for home-brew campaigns, or to flesh out preexisting places when players ask about them on the fly.This also helps with magical item creation and creating homebrew campaigns from towns to whole continents or worlds.
As someone who has been GM'ing on and off for more than 20 years I was somewhat skeptical about picking this up. It was worth every penny however and is for the most part system neutral. The advice and tips presented in this book apply to any RPG. As for the Pathfinder specific crunch, this book is worth the price of purchase for the extremely helpful NPC stat blocks alone. Need quick stats for a city guard or a street urchin? You'll find them here and dozens more. Also are many charts and table...
This was a great read! It contains a ton of useful tips and tricks for Game Masters. I especially loved the tables for random magical items, the additional rules about haunts, madness and drugs, and the host of ready made NPCs.
An excellent resource for gamemasters running not just Pathfinder, but any fantasy RPG. There's tons of material in here for improving your adventures and worldbuilding, plus a number of optional rulesets and a selection of useful pre-built NPCs. Also, lots of inspirational random tables! Definitely recommended. (A-)
This is a must read for new Game Masters. If you are thinking of running an RPG and not just a fantasy one there are some wonderful ideas and sections in this book that would be very useful reading. For those of us like myself who have been running games for quite a long time alot of the beginning is familiar territory but there are some ideas on PC interaction and world building that are worth reading. The many tables for various purposes and also the NPC gallery are very useful additions to ha...
This will always be a resource for me. It's starting out as an introduction into what it takes to be a GM, and has a lot of information. It may not be necessary for everyone, especially experienced gamers, but I like it.I'll continue to use it for extra ideas and tips as I become more experienced. It's always great to have a physical copy around.
A great collection of general advice and ideas for running different RPGs, the first 6 chapters benefit from Paizo's embrace of the Open Gaming License, as much of the advice therein can be applied to multiple games, though obviously the text concentrates on how it would apply to Pathfinder gaming sessions.The final three chapters are much more Pathfinder specific, featuring stat blocks, subsystems for unusual events and more. The collection of generic NPCs and settlements are a great resource f...
A worthy addition to the long line of Dungeon Master/Game Master Guides for Dungeons & Dragons/Pathfinder, with some use as a guide to running any roleplaying game.With the Core Rules covering everything needed to run the game, the GMG has fewer crunchy bits than most of its predecessors. The bulk of the book is dedicated to preparing for and running a game. This includes advice on world building, adventure creation, and creating NPCs, as well as how to organize a game and deal with problem play...
An excellent supplement for Game Masters running the Pathfinder RPG. Unlike other, similar games, this book is not a required core rulebook - everything you *really* need is in the Pathfinder Core Rulebook, and I would recommend the Bestiary - but this book has tons of *nifty* stuff, including sample NPCs, rules for things like hauntings and insanity, and other great aids to the GM.
“Packed with invaluable hints and information”, as written on the back of this book, the Pathfinder GameMastery Guide is meant to be the go-to book of your resident game master, providing them with tips, tricks, hints, guidelines, and ideas. It calmly walks you through how to set up, prep, and run a game, before diving into the meat of the game – player characters, non-player characters, rewards, how to create worlds and adventures, some advanced topics that include customizing your game and ho...
O melhor dos módulos básicos do Pathfinder e um dos melhores suplementos para GMs que eu já li.