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GM Checklist for Pathfinder Convention Games — Part II

As a follow-up to GM Checklist for Pathfinder Convention Games, here are additional tips.

In your game announcements, consider these rules:

Tell players to show up 15 minutes before the game if they have new (non-pregen) characters so you can review the characters and check the math. If you show up just as the game begins, expect to play a pregen which the GM will provide.

Announce a break schedule before the game begins and in your game announcement — one 10 minute break around the midpoint of the game often works well. 4 hours is a long time to sit at a table, and players will often simply walk off to take a break if you don’t give them one and they don’t know one is coming up.

No cell phones allowed at the table during game play — restrict checking Facebook, texting, or taking calls to the breaks.

Other ideas include:

Initiative cards with blanks for Player name, character name, Character Faction, Init bonus (and 4 rolls), Perception bonus, Sense Motive bonus, and six d20 random rolls from the players. This can speed up play and helps you remember the player/character names.

Alternatively, have tent-style name plates with both character name and player name to pass out.

Create “feat sheets”. Take the feats you’re not familiar with and write them out interspersed throughout the scenario when needed so that I have the information at hand.

Use wet wipes for hand-drawn wet-erase map mats. Also include some paper towels. Alternatively, keep a small spray bottle containing water with you. The perfect one for this application is the small spray bottle for cleaning eye-glasses.

Bring a sheet of new Pathfinder Society player numbers to pass out to any new players.

 

 

GM Checklist for Pathfinder Convention Games — Part I

Following this thread on paizo.com, I’ve compiled a list (with some of my own additions) of 12 steps to take in preparing to run Pathfinder Society games at a convention.

  1. Read the module. Read it before you get there and again at the con before you run the game. Reading the mod before you get there allows you to do the following.
  2. Prepare the encounters. Highlight the key passages, DC rolls and traps. Set aside monster figs that you know you’re going to use for a particular encounter and keep them ready. One way to organize is to use ziplock bags with post-it notes or note cards noting the encounter.
  3. Prepare the maps. I either draw them out ahead of time and move a book to ‘reveal’ the map to pcs or (recently) shell out $0.75 for a black and white rendition of the map at the local Fed-ex. Drawing the map saves on precious time. You can also get large sheets of 1 inch ruled graph paper and draw your maps before going to the convention. Fold them up with each adventure. Gaming paper is another great option. If you have some flip-mats or map packs that correspond to the adventures, use them, if you have the space. They look great and a blank side can be used when you need to draw an unplanned map (or run a random adventure).
  4. Print out the stats for any monsters named without stats in the adventure. You can usually find them in the PRD. Do this for every adventure. And any animals you may need as a player. The extra pages will be a lot easier to lug around than the Bestiaries.
  5. Prepare the certificates. Sign everything on the bottom. Know your GM number, know the event code, and write your name legibly on the certificate in case a player has questions.
  6. If you have the funds, get a good tablet, laptop or netbook. You can load it with PDFs of the books and adventures or access the online PRD if you have internet access. Don’t settle for a device that takes more than a few seconds to load a PDF or turn a page. You won’t use it (at least for checking books at the table).
  7. Bring a few extra PC minis and dice for new players to borrow or for players who forgot theirs.
  8. Bring a map of the Inner Sea to show players where they will be.
  9. Bring printed copies of the PFS character sheets (found on the last 2 pages of the PFS Guide) and copies of the 4 standard pregen PCs at each tier for the adventures you will run.
  10. Don’t forget pens, markers and pencils (with erasers).
  11. Index cards. Great for tracking initiative, makeshift table tents, large or huge monster tokens, etc.
  12. Bring a copy of the current PFS Guide, Traits doc, PFS FAQ, Additional Resources and maybe an extra copy or two of Chapter 2 from the PFS Guide (character creation).

Get all this together well before the convention (or game day) and keep it up-to-date and well stocked so you don’t have to spend time on this in the last few days before the con when you should be getting plenty of sleep and reviewing your adventures.

Pathfinder Modules by Level

Paizo, the producers of Pathfinder RPG, also have a number of pre-published adventure modules which could be candidates for gameplay as new users of the Pathfinder Beginner Box progress in their level. After some research, I’ve listed by level the modules I found available. I haven’t played all of these, but if you’re looking for a concise list of modules based on your groups average party level, this list might come in handy.

Most of these should be traditional adventure modules which are usually self-contained and can be plugged into most any setting. RFRPG means the rules are specifically written for Pathfinder. OGL means the module was written for the 3.5 system, and might require some very minor conversion to use within Pathfinder.

Once you’ve progressed as a GM, you can also consider Paizo’s Pathfinder Adventure Path line, which are epic, 6 part adventure series which can take a year or more to play.

Level 1

  • Crypt of the Everflame (PFRPG)
  • Master of the Fallen Fortress (PFRPG)
  • The Godsmouth Heresy (PFRPG)
  • Into the Haunted Forest (OGL)
  • Hangman’s Noose (OGL)
  • Hollow’s Last Hope (OGL)

Level 2

  • Crown of the Kobold King (OGL)
  • Hangman’s Noose (OGL)

Level 3

  • Feast of Ravenmoor (PFRPG)
  • Masks of the Living God (PFRPG)

Level 4

  • Flight of the Red Raven (OGL)
  • The Midnight Mirror (PFRPG)
  • River into Darkness (OGL)

Level 5

  • Carrion Hill (PFRPG)
  • City of Golden Death (PFRPG)
  • Carnival of Tears (OGL)
  • Tower of the Last Baron (OGL)
  • Revenge of the Kobold King (OGL)

Level 6

  • Conquest of Bloodsworn Vale (OGL)
  • Entombed with the Pharaohs (OGL)
  • From Shore to Sea (PFRPG)
  • Hungry Are the Dead (OGL)

Level 7

  • Carrion Hill (PFRPG)
  • Realm of the Fellnight Queen (PFRPG)
  • Seven Swords of Sin (OGL)
  • Treasure of Chimera Cove (OGL)

Level 8

  • Crucible of Chaos (OGL)
  • Cult of the Ebon Destroyers (PFRPG)
  • Gallery of Evil (OGL)
  • The Pact Stone Pyramid (OGL)

Level 9

  • Beyond the Vault of Souls (OGL)
  • The Harrowing (PFRPG)

Level 10

  • Clash of the Kingslayers (OGL)
  • Curse of the Riven Sky (PFRPG)

Level 11 and beyond …

  • The Ruby Phoenix Tournament (PFRPG) (11)
  • Guardians of Dragonfall (OGL) (12)
  • Academy of Secrets (PFRPG) (13)
  • Tomb of the Iron Medusa (PFRPG) (14)
  • Blood of Dragonscar (OGL) (15)
  • The Witchwar Legacy (PFRPG) (17)

The above adventures are available by searching the product listings at www.paizo.com.

Starting and Running a Role-Playing Games Club

Katrina Middelburg-Creswell, a Middle School teacher managing a 40 member student RPG club, is featured on http://www.roleplayingtips.com where she showcases best practices she’s learned in growing her games club.

The handouts includes a club survey, GM cards, a Mini-Con schedule and club permission slips. The in-depth article contain great advice for any sort of organized game play!

Katrina writes:

“I didn’t realize what I was starting the day I sat down behind my desk to GM those four 7th grade students. Today, five years later, our RPG Club has three faculty advisors, and both Middle and High School students playing. Students carrying dice bags and Player’s Handbooks have become a normal sight in the hallways. We average between 30-40 members each year, have our own website, mini-library of gaming materials, and a page in the yearbook. One parent GM gleefully put it this way: “We’re bigger than the basketball team!” Along the way I’ve learned a few lessons about setting up not just one gaming group, but an entire club, with 4 or more different campaigns going on at once.”

Read the full article and download the handouts at  http://www.roleplayingtips.com.

Follow-up Adventures for Pathfinder Beginner Box

I’m about to embark on running the Pathfinder Beginner Box adventure and I’ll be taking this opportunity to learn the Pathfinder rules better.

What adventures should I run next after the Beginner Box adventure? Here’s one road map; feel free to give feedback:

Start with the Beginner Box rules and the four iconic character classes. After that, run adventures in this order:

  • Beginner Box Adventure in GM Guide (1st level)
  • Pathfinder Module: Crypt of the Everflame (1st to 2nd level)
  • Pathfinder Module: Masks of the Living God (3rd to 4th level)
  • Pathfinder Society Scenario #17: Perils of the Pirate Pact (4th to 5th Level

Around this time, I’d add in the following missing Beginner Box rules and convert over to the Core Rules:

  • Attack of Oppor­tu­ni­ties
  • Charg­ing on Sur­prise
  • Com­bat Maneu­vers and Com­bat Defense
  • Con­cen­tra­tion Checks to cast spells

Then I’d move on to

  • Pathfinder Module: City of Golden Death (5th to 6th/7th Level)

After this I might switch to an Adventure Path (Rise of the Runelords possibly, the new edition will be out in June) with new characters (opening up possibilities for all the Core classes), or perhaps continue on with the same Beginner Box characters along this path:

  • Pathfinder Module: Realm of the Fellnight Queen (7th Level)
  • Pathfinder Module: Cult of the Ebon Destroyers (8th Level)
  • Pathfinder Module: Curse of the Riven Sky (10th Level)
  • Pathfinder Module: Academy of Secrets (13th Level)

There is an XP gap in Crypt of the Everflame (taking you to almost, but not quite, to 3th Level) and Masks of the Living God (taking you to almost, but not quite, to 5th Level), but the Beginner Box Adventure and Pathfinder Society Scenario #17: Perils of the Pirate Pact adventure, plus a couple of random encounters should fill the gap. Similarly, if there are gaps after any other Pathfinder Modules, simply grab a level appropriate Pathfinder Society Scenario, or add in some random encounters. The XP gap in some of the modules in intentional as it is expected many GM’s will add in some additional material between modules.

Other possibilities to fill in the XP gap include:

  • Plot seeds in the Beginner Box GM Book for continuing the plot from the intro adventure.
  • Short mini dungeon in the GM’s Kit PDF which could be expanded upon.
  • Also, if you can’t find modules from Paizo which are appropriate to your game there are a ton of
  • Third party modules from Frog God Games, Super Genius Games, or from here.
  • Old 3.x Dungeon Crawl Classics modules from Goodman Games. They are out of print and would take a bit of conversion but they are generic enough setting-wise that they can be dropped into almost any campaign.

All of these (if scaled correctly) could be used as interludes in the Everflame/Masks/City series to overcome the XP gaps.

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