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Pathfinder Roleplaying Tools

PF GM Campaign

Pathfinder – Game Management

Creating a Campaign

When I look to start a new Pathfinder campaign I have a few steps I go through before I am happy to look at characters:

Agree on the Storyline

Here can either be dictated by the Games Master or agreed upon by the group as a whole. I have done both. At the moment I am selecting the games based on what I have physical copies of as I prefer referencing a book instead of a PDF.

So how do I select a storyline, I have a bunch of the Paizo Adventure Paths, and I have supplements created by other companies as 3rd party products. Because of the number of adventure paths I have, I run two of those a fortnight, and I run the 3rd party products on the other night. (I run three pathfinder campaigns a fortnight)

The adventure paths are a set of six modules that tell a story from first level to a high level. I have completed seven official adventure paths, running two more, and have one more complete set with five incomplete sets. I also have the two revised books, the super dungeon and the Shackles City which was their first product based around this multi-part storyline.

For the other night I am running books from the Frog God Games world of The Lost Lands. This start with Necromancer Games and 3rd edition D&D and has got quite a few interesting (but adult content) material. I am enjoying running their books having completed three of their campaigns in pathfinder, with another being run and already selected the next one to move onto due to it grabbing my interest.

The core to running a storyline is it must interest you as a Games Master or it will not be fun to play, to run or last very long.

Get an Overview of the Storyline

Now that you have a storyline selected, what do you need to know about the storyline.

You need to know where it is set. This includes game world, and location in that game world. Having access to a map to show you where the characters will be starting means you have some idea of what sort of characters will be easily able to participate in the game and which would require a strong back story.

What is the theme of the adventure, what sort of terrain and concepts is it trying to introduce. By knowing the theme, such as horror, you can work that into what sort of characters you would like. If it is set in the ocean where the water is a hazard, then you don’t want aquatic characters. If its about limited resources and having to make the most out of what you find, then access to teleportation can be important.

Who are the opponents? The last thing you want to do when starting a campaign is to set up the players for failure because one of their number (or more) are going to turn against the party due to their connections with the big bad of the storyline. While this might sound like an interesting thing to run, and may actually be fun (if you have a good group and they are on board), it is most likely going to end badly with either insider knowledge issues, party traitor, or player and Game Master arguments over the story. I have been through a lot of these due to players wanting to use their concept (a game mechanic, not a roleplating mechanic) and basically bullying me into accepting their character into the game. (No GM is immune to player bullying).

As a personal note, I generally don’t read too far ahead of where the players are as I like to see what they do without leading them to the next step of the story as its nice to be surprised as to how the game turns out. Knowing everything about a story before running it does loose its challenge over time, as its nice to not know everything. Plus there is a lot of fun in making the reveals that appear in the later story relevant.

Make Character Creation Limitations

List out all the limitations that you identified in the overview, but make them specific and clear so players know what they can’t use for building their characters before they get to character creation.

This includes:

  • What rules are available, such as sourcebooks
  • How are attributes going to be created
  • How are hit points added
  • What are the starting resources
  • Where are the characters going to begin
  • How much of their backstory is required
  • What character elements are not permitted in the game
  • What optional rules are being used
  • What house rules are being used

Once you go through all these your can go to character creation.

The reason you would limit source-books depends on if you want to have a rule that if its not a physical book on your shelf then it can’t be used to limit mechanic grab when you just want to have some role-playing characters.

Choose attribute creation like hit points can be either point buy or rolled. Point buy means that you know all other characters in the game are equal to you in how they are built and there is less arguments about a character being more powerful than another. Hit points are standardised to everything is fair. Rolling for attributes and hit points adds luck to the character creation process because you can had either an outstanding character (beyond point buy potential) or a abysmal character (below anything possible in point buy) and I have seen both. A character with mostly 18 in the six characteristics travelling with a character with mostly 3 in the same characteristics shows you just how much harder they are to play. While it can be “fun” it is not “fair” and I prefer the fair play style knowing that as a group they should be able to handle a set challenge level, instead of having to tailor it to each character based on their individual power levels. (note: this is also possible when characters are at different levels)

Starting resources can either be rolled or selected. I like to start with 150 gp for all the characters again to make it an standard amount instead of having luck play a piece in character creation. It is possible for character to start without any real gear when you have to roll for starting resources.

So I usually like to start characters near or at the location of the storyline, so when I work in backgrounds, they all have to have a reason to be at the chosen location, and be willing to work with the other characters. A loner or a character who is against the rest of the party will not be allowed to join the campaign, but might make an interested NPC in the background.

Noting down how the rules are different for this game is necessary, though explaining why is not always necessary as it can reveal plot lines they did not need to know about beforehand. One common theme is I dislike is complex rules characters when players can’t keep them straight and in the end cheat because of badly done rule interpretation. So I tend to take those character options out of play in future games.

Next the optional rules can make the game more or less fun depending on how you take it. I have trialled a few optional rules ranging from mythic to magical item availability and some work better than others, or easily break the game.

House rules are where you have a set of rules that are not part of the Pathfinder publishing books, such as extra dimensional spaces cannot travel through a teleportation effect. Or Critical Hit roll changes. I tend to put such things on a web page that is referenced to my games so players can look at any time to see what the rules are.

If they change at any point, the date of change is put there and a notification is sent out.

Have a Character Creation Session

In the character creation session I expect to find out what class, race and link to other characters a player character is expecting to have for the campaign.

A lot of the basics of first level is not necessary to be completed before play, but enough for the player to get some idea of what to expect from their character. Such as not selecting all the skills or languages set before play begins, and if a language or a skill is needed they can select it then to help advance the story. The same can be done with equipment, pulling out and spending their gold as needed until they run out.

While this is not realist in a real world concept of how things work, it does make starting a game quicker and cleaner. Games are really an abstract interpretation of reality designed to allow us to experience the fantasy setting via the pathfinder rules. So I like to push that early on to help make the early game more about the player characters being the hero’s of the story.

Then I usually start the game during the character creation session making it a roleplaying session where they the chance to introduce their background, backstory and goals for their character. I have a personal belief that a characters background does not exist if that player has not introduced it in gameplay. What is on a character sheet or submitted to the Games Master is only unfulfilled potential as very few characters actually use their intricate background. I have read ten page backstories that were never mentioned. This is why I have stated in my games, a written backstory in meaningless until they bring it into the game.

Determine Character Advancement and Story Modifications

The last concept needed to start a campaign is how am I going to manage character advancement.

The core version is to keep track of XP (Experience) and award it for overcoming obstacles which is usually killing things from a players perspective. While there are multiple ways of gaining XP, most of it does appear to come from the slaying of foes.

Another approach is to set a number of sessions, and as long as the character attends the set number of sessions they gain a level. This can be group or individual depending on the tracking that is desired.

Having characters at different experience levels can make the game harder for some of the characters and easier for others, so I tend to avoid situations where this occurs.

The next method that I use most of the time is a story milestone award, so this has a two fold advantage, if the characters wander off plot, they don’t advance until they come back to the story, and everyone is at the same level as I apply the level across the group. This makes running the adventure paths so much easier.

Concluding Thoughts

Setting up a game can be a rewarding experience, and a lot of potential fun for the players and games master involved. If you have not tried it, you should give it a go. I have, and I love it more than playing.

Here is to another 1,000 games run over the next ten years.

Content Updates

  • 2021-07-31 – Updating the layout, links and menu.
  • 2020-04-26 – Structure.
Pathfinder 1E

Game Management: Annotated Stat Blocks, Choosing a New Campaign, Creating a Campaign, Running Games over Skype, Tracking Experience

Building Characters: Pathfinder Unchained: Rogue, Freeport: Freebooter (Pirate)

Adventure Paths: AP #1 – Rise of the Runelords, AP #2 – Curse of the Crimson Throne, AP #3 – Second Darkness, AP #4 – Legacy of Fire, AP #5 – Council of Thieves, AP #6 – Kingmaker, AP #7 – Serpent’s Skull, AP #8 – Carrion Crown, AP #9 – Jade Regent

Game Management

GM – Choosing a New Campaign, Downtime Uses, GM’s Luck Roll, House Rules, Running Games over Skype, Sandbox vs Linear, Table Rules, Tracking Experience

Annotated Stat Blocks: Dungeons and Dragons, Pathfinder, Pathfinder 2, Star Wars FFG

Creating a Campaign: D&D Mystara Design, Genesys, Pathfinder, Pathfinder 2 TRAP Design, Shadowrun, Star Wars

Character Creation: Dungeons and Dragons, Pathfinder 2, Star Wars Beta, Star Wars FFG

Concluding a Campaign: Star Wars

NPCsTalking to NPCs, Working with NPCs.

Virtual Table Top (VTT) Software – d20Pro: Installation, Realm Works: Players and their Characters, Using for D&D, Realm Created

Library of Books

B5, d20 System, Pathfinder, SW

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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