Tag Archives: GM Advice

Sweet Dreams (Utilizing the Demiplane of Dreams in Adventures)

The Dimension of Dreams is an enormous resource that some GMs might not fully comprehend the value of. In many ways it represents an ideal adventuring environment for player characters and can be used as an interjection that is fantastic, convenient … Continue reading

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Best Thing I Never Had (Understanding Elements of Balance – Conditional Damage)

When we sit down to talk about class balance in the in the Pathfinder Roleplaying Game, a lot of people struggle to understand it. Recent looks at the kineticist have illustrated just how much value versatility might be to a … Continue reading

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Forever (Permissive Gaming Example: Eternal Mage)

Recently we mentioned kineticist as a clear outer edge for balance and its usefulness in evaluating a third party class for inclusion in your home game. Today we want to give an example of such an balance evaluation for a … Continue reading

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Writing’s on the Wall (The Power of Limits in Pathfinder)

Anyone who knows much about us, knows we aren’t exactly fans of limits in the Pathfinder Role Playing Game. That said, there is something powerful about being forced to accept a limitation. In the broad array of the possible sometimes … Continue reading

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Jump! (Panic Prep: Ambush Party)

Sara can’t GM this week, and Stuart really wanted to dust off that old Adventure Path. The group is getting together including Jane who is driving over an hour from Bloomington to play. And you get the following text from … Continue reading

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Blood Muscle Skin & Bone (Deathless Dying in Pathfinder)

With yesterday’s look a emotional reaction to character death in gaming, it seemed like a good moment to touch on other sorts of moments triggering similar psychological reactions. From character build breakdowns and the completion of a campaign arc, many … Continue reading

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Lost in the Echo (Working with Character Death)

DISCLAIMER: In no way do we feel that character death is of a magnitude anyway near real-life loss. However, patterns of human psychology are echoed and occasionally display recognizable correlation between in-game and actual reality. If you are recently grieving … Continue reading

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This is War (10 Super Soldiers in the Pathfinder RPG)

With the prominence of superhero movies like Marvel’s Captain America: Civil War the possibility of introducing superheroic elements into our games is pretty cool. The kind of organizations that would strive to empower common humans to be more than the peers … Continue reading

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Now and Then… (Planning for Extended Intermittent Games)

Not every gaming group gets to stay together indefinitely, but often times it is possible to run sporadic games for “older groups” over a longer period of time. Planning can spread these intermittent games on “as can” basis and in … Continue reading

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A Bone to Pick (Type Casting: Undead)

A lot of encounters in the Pathfinder Roleplaying Game depend on contextual factors to adjust the overall difficulty of an encounter. Where a party fights a thing is as important as how they fight. A GM looking to build a challenging … Continue reading

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