Q and A

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Remembering Rules of a New System

Question from Andy FL - 07/03/2021

"First time GMing a new system would be useful. I am struggling to plan my Pathfinder 1st edition campaign as I can't remember all the minutiae of the rules." 

 

StormHeathen RPG Response...

The most important thing to remember about running a system that is new to you as a GM/DM is - YOU DON'T HAVE TO KNOW ALL THE RULES.

 

All systems have a core mechanic, Stat+Skill+1D10 for Cyberpunk, D20+Skill bonus or Attack bonus or Save bonus for Pathfinder 1st Edition etc. Once you know the core mechanics you can essentially run a game. All the extra rules are just to add things like magic, superpowers, realism or a niche related to the game.

 

If you want to understand the core thinking about this approach, then ask yourself if your players have never played this game before, or they have. Now if they have never played it before then they aren't going to know you are missing out bits (and as long as everyone is having fun that's fine). If they have played it before, or know the rules, generally they will help you out by offering advice on certain particular rules you might have forgotten.

 

The only fly in the ointment is the "RULES LAWYER" type of person who generally, in my experience, will nitpick finding the most elusive rules to essentially put themselves in the limelight seemingly enjoy the fact that they knew something you didn't.

 

If you have one of these types of players, just sacrifice them to the dark gods while the other players aren't looking (Ah I'm told that kind of thing is frowned upon in the real world), or you could just invite them to find a different GM if they continue to be disruptive and not supportive. I know this may be frowned upon by some, but if we are being truthful most players don't enjoy sitting at a table with rules lawyers, as the game stops and it constantly breaks the immersion of the story you are all supposed to be creating.

 

Helpful players know that the rules are supposed to be there to enhance a story and so would genuinely be supportive.

 

So in conclusion, as long as you know the core mechanic of the game you can GM the game, everything else you can pick up as you go.

 

As for campaign planning, that is what the rule books are for, to look stuff up while you have time, not in the middle of a game. Knowing the rules for the bits of the game you are using will come as you create the world or the races/classes.

 

If planning your world is stoking your imagination and you are loving coming up with ideas for gods, monsters and countries then the rules can be made to fit around your world. That is after all what homebrew rules are all about.

Essentially don't panic or get stressed out. Remember it is a game, it is supposed to be fun for all involved.


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