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Starting Characters

Source GameMastery Guide pg. 58
While the Game Master takes on numerous responsibilities vital to the smooth running and group enjoyment of a roleplaying game, his efforts focus on only half of a game’s aspects. The other half—the creation of characters, the narrative drive of the campaign, and a thousand other major decisions—rest to a large extent on the shoulders of the players.

If the game were a movie and the GM its director, then the players would be both starring actors and audience. All the fearsome monsters, nasty traps, elaborate dungeons, and sinister plots in the world are wasted without a dynamic band of players to confront them and aid in developing an exciting story. By sharing a measure of responsibility with the GM for a game’s story and the group’s greater enjoyment, players go beyond the role of mere bystanders, and become both the stars and the coauthors of their heroic epic.

This chapter details the part of a Pathfinder game the Game Master does not directly control, discussing the elements of an adventuring party, players’ rights and responsibilities, ways to involve newcomers and reengage veterans, and suggestions for how to work with gamers of all types toward the creation of more exciting stories and more enjoyable games.

The Face of the Enemy

Source GameMastery Guide pg. 58
The Pathfinder Roleplaying Game, at its simplest level, begins with an easy animosity: one player controls the “bad guys” while the others control the “good guys.” Add to this the fact that GMs control behind-the-scenes elements, actively concoct schemes to challenge the players, and hold the final say on rules arbitration, and there’s ample opportunity for competition, frustration, and hurt feelings. In the best roleplaying groups, both the GM and players figure out ways to avoid these problems.

All participants—especially new players—should be made aware that the GM-player relationship is not a competitive one, and that the players have roles just as important as the GM. While the GM serves in part as judge, his or her rulings should strive toward fairness, the continued flow of the game, and group enjoyment. At the same time, players share the responsibility for the group’s entertainment—including the GM’s—and should remain aware that time disproportionately spent on their characters, rules concerns, or out-of-game digressions potentially detracts from other players’ opportunities to participate.

Should a player have a concern about the game, a GM’s rules arbitration, or any other game-related quandary, he should be encouraged to bring such matters up at a time when it doesn’t detract from the group’s fun, perhaps immediately following the current game session. In the best campaigns, players should feel like they have a stake in the ongoing story, and a good Game Master keeps in touch with what game elements the players enjoy most, tailoring the campaign to take advantage of their preferences. In the end, though the GM always has the final say, it’s important for everyone involved to remember that it’s only a game, and a bit of flexibility here and there results in a more enjoyable experience for everyone in the end.

Before the Game

Source GameMastery Guide pg. 58
Prior to sitting down to create characters, the players and GM should have a discussion about what sort of game they want to play. Although most campaigns using the Pathfinder Roleplaying Game fall within the sword and sorcery genre, other options abound, and the GM should make sure the players are aware of what sort of game they’re headed into. If that means a world where wizardry is outlawed, or all druids have been driven underground by the depredations of an industrial revolution, they should know this before the game begins. Getting a sense of the types of characters each player would enjoy running helps the GM tailor the game from its outset— for more information on this aspect, see Chapter 6.

Character Backgrounds

Source GameMastery Guide pg. 59
Every player is different when it comes to creating character backgrounds. Some like to write whole novels, while others just want a name and a weapon. Both approaches are completely valid, but come with their own particular pitfalls. The player who writes out an overly complex history might be possessive and irritated when the GM tries to work that twists and revelations that manipulate that history. At the same time, the character with no background runs the risk of being bored or feeling disconnected from the campaign.

In general, a good character background serves two functions: getting the player excited about roleplaying, and giving you as the GM something to latch onto at the beginning of the story. As a result, regardless of how much extra work they want to do, encourage each of your players to give you a physical description (to inform NPC reactions), a basic reason for adventuring, and at least one hook involving an old vendetta, personal ethos, relative, or other core detail you can weave into the campaign.

During the Game

Source GameMastery Guide pg. 59
It’s been stated before, but it bears repeating: as long as everyone’s enjoying themselves, the game is working. Some groups want nothing but combat after combat, while others crave in-depth roleplaying or elaborate plots. Each player around the game table brings his own unique skills and preferences, and it is the job of the Game Master to play to each player’s interests while balancing the needs of the whole group—including himself as world-builder and chief storyteller—to make sure everyone is having fun.

After the Game

Source GameMastery Guide pg. 62
Between sessions, players still have plenty of opportunities to contribute to a game’s success. Engaging in good record keeping, maintaining up-to-date characters, participating in game-related projects, and giving feedback all help games run smoothly, take work off your shoulders, and keep a campaign fun even between sessions.