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Recent Posts
June 2023 M T W T F S S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Archives
Tag Archives: GM Advice
Damage Control
Is it: “The blast does 15 points of damage to Ogre #3.” Or is it…. “Vocu draws deeply through the planar conduits in his body… and in answer the boiling power of the Elemental Planes launches from his fingers to … Continue reading →
Posted in 3rd Party Options, Game Mastering, Player Advice
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Tagged damage resolution, GM Advice, GM Best Practices, narrative momentum, Player Advice
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Stay (10 Random Tips to Help Games Reach 20+ level)
While we toil away making City of Seven Seraphs progressively more amazing, here is a list of a few of our tips for GMs and Players who want to buckle-down for a full 1st to 20th level campaign: 10 Random Things for … Continue reading →
Posted in Game Mastering, Pathfinder Roleplaying Game, Player Advice
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Tagged Game Mastering, Gettingto20, GM Advice, Pathfinder RPG, Player Advice
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Dirty Little Secret (Secrecy in RPGs)
Recently a friend asked us, “As a PC do you enjoy keeping secrets from other players?” We offered up some answers and seemed to have some disagreements about the nature of secrecy in RPGs. Not 24-hours later another GM lamented … Continue reading →
Posted in Game Mastering, Pathfinder Roleplaying Game, Player Advice
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Tagged GM, GM Advice, GM Best Practices, GM Sovereignty, Party Dynamics, power dynamics, Roleplaying, secrets, trust
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Royals (Who Rules Your Rules? 6 System Sovereignty Types)
In the Pathfinder Roleplaying Game there are a lot of rules. Even with the Paizo core books alone there are dozens of hardcovers, twice as many Player Companions and over 100 campaign supplements. Add in the diversity of third-party play … Continue reading →
My Way… of the Highway? (5 Pitfalls of “Author GMing”)
GMs in the Pathfinder Roleplaying Game often become focused on telling “their story” or running “their adventure” particularly when they take the time to create their own settings or encounters. A smaller part of this group treats their creation more … Continue reading →
Hunter… (Unusual Starts: Monster Hunters)
Sometimes the group wants a break from rescuing royalty or delving the Dark Lord’s Tower. A lot of commentary in the Pathfinder Roleplaying Game community revolves around the concept of “murder hobos” reducing the tales of heroism and adventure to a … Continue reading →
Summer Skin (Re-Skinned Sci-Fi in Pathfinder)
Lightly touched on in yesterday’s look at androids, there is often a sense of the otherworldly, alien or intrusiveness to the worlds of “classic fantasy.” This attribute can prove decidedly resilient even when these elements are skinned to be more … Continue reading →
Lost in a Crowd (GMing Large and Ensemble Cast Games)
Sometimes a story’s natural progression takes a GM into a development that fields a large number of characters in play. Even the principle Pathfinder Organized Play environment places the players’ party as one of many in a far larger pool … Continue reading →
We Go Together (10 Reasons Why Prestige Classes Still Matter…)
During the 3.5 iteration of the ancestral system that birthed the Pathfinder Roleplaying Game, prestige classes entered a golden age. Dozens of specialists and hybrids, niche powers or divine inspirations flooded our games. And shortly thereafter, perhaps, things moved beyond … Continue reading →
Gravedancer (Unusual Starts: Heroes of the Tomb)
Sometimes it is hard to reconcile the desires of various character classes and genre interests between the players in a GM’s group. People want to play races, archetypes or prestige classes that don’t easily make sense in the campaign you have … Continue reading →