Subject: I've never GMed Pathfinder...
Author:
Posted on: 2015-05-22 05:21:00 UTC
...only GURPS and Paranoia. Also a little bit of In Nomine, though I mostly played that one.
From my GURPS experience:
The first campaign with a group is always a test drive.
Always have non-lethal options for combat around, in case they start hitting each other. (Oh, the fun they had with stunners.)
Sometimes the starship's pilot goes rogue, and everyone ends up being on a planet for longer than they expected.
Make sure there are plenty of carrots and that, if they start fracturing in ways that keep them from having fun doing it, there's at least one NPC around with a stick.
Railroading is bad, but it's good to have the train there if the players want. Sometimes they'll crash a blimp into the train. Sometimes that can end the campaign. But there are always other plots, settings, and campaigns.
From Paranoia:
No matter how arbitrary you're being, be equally so to everyone.
You are not Friend Computer. Friend Computer is the stick.
Let them shoot each other, but don't depend on it – players like to work together at strange times and then shoot each other over spam c-mail.
Every mission should have a dark room.
Make sure at least one person has a flashy mutant power.
Machine Empathy is fun, but sometimes people don't like to use it. Give Machine Empaths a second power.
Most of the Paranoia stuff isn't exactly applicable to Pathfinder, but...