GameMastery Guide
Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
Rule
Getting Started
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Duties of a GM
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Tone and Maturity
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The GM as Host
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Rules of the House
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Preparing to Run a Game
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Seven Essentials for Good Preparation
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One-Shot Games
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Essentials of Good Campaigns
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Creating a Campaign Guide
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Running a Game
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How to Run a Game
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GMing Style Choices
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Pregame Preparation
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Running the Game
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Post Game
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Example of Play
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The Art of GMing
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Making It Happen
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GM as Actor
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Presentation
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Narrative Techniques
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Cheating
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The Science of GMing
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Basics
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Dice Mechanics
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Game Accessories
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Creating Adventures
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Running Smooth Combats
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Building Encounters
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Play to the PCs’ Strengths
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High- and Low-CR Encounters
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Solo Monsters vs. Groups of Monsters
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Winning Monster Combos
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Don’t Stymie the PCs
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Unusual Campaigns
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Variant Play Experiences
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Fixing a “Broken” Game
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GM Considerations
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Game Changers
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Emergency Game Prep
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TPKs
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Overpowered PCs
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Personalizing Published Adventures
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Converting Content from 3.5 or Other Systems
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Tools for Game Masters
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Words Every Game Master Should Know
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Player Characters
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Starting Characters
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The Face of the Enemy
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Before the Game
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During the Game
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After the Game
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New Players
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The Life of a Party
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Gathering A Group
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Party Composition
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Handling Treasure
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Death of a Hero
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Alignment
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Evil Characters
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Player Interactions
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Antagonist
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Continuity Expert
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Diva
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Entrepreneur
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Flake
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Glass Jaw
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Loner
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Lump
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One-Trick Pony
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Multitask Master
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Power Gamer
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Rules Lawyer
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Tagalong
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Thespian
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Nonplayer Characters
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Cast of Characters
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Designing NPCs
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NPC Roles
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NPC Basics
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Making NPCs Unique
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Naming NPCs
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Stereotypes
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Monstrous NPCs
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Life of an NPC
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Building Connections
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Dead Ends
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Who’s in Control?
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Beyond Expectations
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NPC Traps
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NPC Boons
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Villains
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Villainous Archetypes
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Advanced Villainy
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Playing Villains
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NPC Creator’s Toolbox
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Rewards
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The Role of Rewards
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Experience
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Treasure
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Magic Items
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Types of Magic Shops
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Trouble Items
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Story Items
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Starting Treasure
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What is a Reward?
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Making Basic Treasure Interesting
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Burdensome Treasure
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Special Treasures
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Services, Franchises, & Property
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Intangible Benefits
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Story Benefits
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Treasures as Adventures
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PCs Controlling Rewards
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Research and Designing Spells
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Spell Components
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Wishes
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Making Magic Items
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Creating a World
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World Building
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Detailing Your World
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The Heroic Details
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The Mundane Details
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The Scholarly Details
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Geography
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Cultural Considerations
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Core Elements of the People
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The Primitive Society
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The Feudal Society
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The Rural/Agrarian Society
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The Cosmopolitan Society
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Other Societies
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Technology
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Time
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The Role of Time
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Celebrating Time
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Crafting Time
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The Age of the World
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The Cosmos
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The Planes
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Parallel Worlds
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Adventures
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Elements of Adventure
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Dungeons
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The Dungeon Concept
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Drawing a Dungeon Map
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Dungeon Ecology
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Encounter Archetypes
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Dungeon Toolbox
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Planar
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What is a Plane?
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Planar Traits
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Physical Traits
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Gravity
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Time
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Shape and Size
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Morphic Traits
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Elemental and Energy Traits
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Alignment Traits
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Magic Traits
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The Great Beyond
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Material Plane
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Shadow Plane
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Negative Energy Plane
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Positive Energy Plane
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Plane of Air
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Plane of Earth
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Plane of Fire
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Plane of Water
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Ethereal Plane
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Astral Plane
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Abaddon (Neutral Evil)
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The Abyss (Chaotic Evil)
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Elysium (Chaotic Good)
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Heaven (Lawful Good)
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Hell (Lawful Evil)
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Limbo (Chaotic Neutral)
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Nirvana (Neutral Good)
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Purgatory (Neutral)
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Utopia (Lawful Neutral)
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Planar Toolbox
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Taverns
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Services
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Staff and Patrons
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Tavern Toolbox
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Urban
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The Shape of Civilization
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Settlements in Play
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The Settlement Stat Block
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Settlement Modifiers
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Settlement Government
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Settlement Qualities
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Settlement Disadvantages
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Sample Settlements
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Urban Toolbox
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Water
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Fast-Play Ship Combat
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Water Toolbox
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Wilderness
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Climate and Weather
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Environment
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Encounters on a Journey
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Wilderness Toolbox
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Advanced Topics
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Customizing Your Game
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Chases
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Disasters
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Drugs and Addiction
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Fortune-Telling
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Gambling and Games of Chance
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Types of Gambling Games
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Designing a Gambling Game
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Haunts
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Hazards
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Mysteries and Investigations
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Puzzles and Riddles
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Sanity and Madness
Creature
Brigand (Bandit)
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City Watch (Guard Officer)
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City Watch (Guard)
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Criminal (Burglar)
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Criminal (Pickpocket)
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Criminal (Slaver)
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Criminal (Street Thug)
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Crusader (Squire)
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Dungeon (Prisoner)
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Dungeon (Turnkey)
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Entertainer (Storyteller)
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Fighting School (Initiate)
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Frontier (Trapper)
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Heretic (Cultist)
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Mercenary (Caravan Guard)
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Merchant (Shopkeep)
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Military (Foot Soldier)
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Noble (Noble Scion)
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Road (Pilgrim)
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Road (Vagabond)
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Road (Wanderer)
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Sailor (Shipmate)
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Seer (Doomsayer)
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Street (Beggar)
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Street (Prostitute)
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Tavern (Barmaid)
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Tavern (Drunkard)
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Temple (Acolyte)
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Tribe (Cannibal)
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Villager (Farmer)
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Villager (Village Idiot)
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Adventurer (Battle Mage)
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Adventurer (Monster Hunter)
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Adventurer (Tomb Raider)
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Brigand (Bandit Lord)
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Brigand (Highwayman)
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City Watch (Watch Captain)
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Coliseum (Beast Master)
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Coliseum (Champion)
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Coliseum (Gladiator)
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Criminal (Guild Master)
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Criminal (Slayer)
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Crusader (Holy Warrior)
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Crusader (Saint)
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Dungeon (Torturer)
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Entertainer (Celebrity Bard)
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Entertainer (Minstrel)
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Fighting School (Battle Monk)
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Fighting School (Master)
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Frontier (Guide)
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Frontier (Hermit)
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Heretic (Conjurist)
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Heretic (Cult Leader)
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Marauder (Pirate Captain)
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Marauder (Raider)
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Marauder (Viking)
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Mercenary (Bounty Hunter)
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Mercenary (Sellsword)
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Merchant (Merchant Prince)
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Merchant (Traveling Merchant)
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Military (Cavalry)
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Military (General)
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Noble (Knight)
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Noble (Noble)
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Royalty (King)
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Royalty (Princess)
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Royalty (Queen)
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Sailor (Captain)
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Sailor (First Mate)
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Scholar (Archaeologist)
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Scholar (Hedge Wizard)
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Scholar (Sage)
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Seer (Fortune Teller)
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Seer (Medium)
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Street (Dealer)
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Tavern (Barkeep)
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Temple (High Priest)
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Temple (Priest)
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Tribe (Chieftain)
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Tribe (Shaman)
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Villager (Mayor)