Introduction

The focus of every Starfinder game is the player characters—they're the stars of the show and appear in every scene that plays out in-game. But what about those scenes? What stories are being told? What old legends are being discovered, and what new ones are being forged? Who are the villains, the allies, the traitors, the lovers, the monsters, and the gods? Who runs the galaxy? When you're the Game Master, that's all up to you!

The Game Master

In Starfinder, the Game Master (often abbreviated as GM) is the player who narrates the story and describes the galaxy the other players are exploring. When you're the GM, you take on the rewarding role of crafting fun experiences for a group of your friends. Your responsibilities include...
  • Telling the story of the group's adventures in a compelling and consistent way.
  • Fleshing out the galaxy in which the game takes place, emphasizing the fantastical and futuristic while grounding it enough in the real world to feel believable.
  • Entertaining the players and yourself with novel concepts and rewarding creative ideas with interesting outcomes.
  • Preparing for game sessions by building or studying adventures and creating characters and plots.
  • Improvising the reactions of nonplayer characters (NPCs) and other forces in the galaxy as the players do unexpected things.
  • Making rules decisions to ensure fairness and keep the game moving forward.

Though the word “master” is in the GM's title, Starfinder is a collaborative experience. Your role as Game Master is one of adjudicator or moderator, but it doesn't mean you control everything at the table, especially not the players and their characters. Nor does the role require mastery, either of the rules or the setting. You'll need to understand the game, but you don't need to have every rule memorized. When everyone shares the goal of having fun and telling a story together, the details will fall into place.

How to Use This Book

Starfinder GM Core is one of the central rule books for Starfinder, and it provides guidance on building and running whatever fantastic and futuristic stories you wish to tell. The book also gives information on the Starfinder setting. Rules variants and tools allow you to customize the game, from chases and hacking to vehicles and cinematic starship combat. Lastly, the book provides tips for running a smooth game of Starfinder! Starfinder as a game is all about customization, and this book provides you as the Game Master ways to customize your game just as a player customizes their character. The toolbox nature of GM Core makes it easy to select whatever parts you need for the game you're running at any time, especially in the Building Games and Subsystems chapters. As with any toolbox, you won't need to use everything at once!

Choosing Your Tools

Perhaps you're a veteran GM who's looking for new ways to tailor your game to suit your interests and those of your players. Or perhaps you're a brand-new GM looking for guidance to feel comfortable leading a game of your own. Maybe you've been a GM for years, but this is your first time running a Starfinder game. No matter where you are as a Game Master, this book is a valuable tool that can help you tell the stories you want to tell with your players.

I'm a New Game Master

Chapter 1 can help you better understand how to run a game in different modes of play, set DCs, give out rewards, adjudicate the rules quickly and fairly, and adapt when special circumstances or problems crop up at your table. This chapter also contains advice on using and determining rarity in your game, working with your players to create a collaborative story, and adapting your game to meet the needs of the players at your table.

I'm an Experienced Game Master

Using the information in Chapter 1, you can quickly get up to speed on the fundamentals of running a game of Starfinder. Using the tools in Chapter 2, you'll be able to build precisely the option you need for any game. Using the variant rules options in Chapter 2, you'll be able to tweak specific elements of the game, from backgrounds to the entire mathematical underpinning of the game, to suit your preferences or the needs of a particular setting or story. You'll also find advice in Chapter 2, such as guidance to make encounters more dynamic, which can help you fine-tune your GM skills. In Chapter 3, you'll find details on the Starfinder setting. Chapter 4 offers a variety of rules subsystems that provide a framework for specific endeavors and situations.

I'm Running a Published Adventure

You'll find guidance in Chapter 1 specifically for running published adventures, and most of the advice in that chapter about running a game applies to published adventures. The information in Chapter 3 introduces the galaxy that you'll find featured in Starfinder's published stories. Scenarios in the Starfinder Society Organized Play program and Starfinder Adventures use the subsystems in Chapter 4. The Victory Points subsystem is the most fundamental of these, but many adventures also use the other subsystems found there for things like chases, vehicles, hacking, and cinematic starship combat.

I'm Making my Own Adventure

If you are looking to create your own Starfinder adventures, Chapter 2 provides you design guidance ranging from the broad strokes of building an entire campaign, to writing individual adventures, to the particular considerations of creating an encounter. This chapter also provides a toolbox you can use to build the creatures, hazards, items, and other elements you want to use in your adventures.

If you plan to create your own setting, the world-building section of Chapter 2 can guide that process and help you establish the details you'll need to bring your galaxy to life. You can also use the information in Chapter 3 to detail those parts of your galaxy.

I'm Incorporating Pathfinder

Starfinder is compatible with the second edition of the Pathfinder Roleplaying Game! Chapter 5 provides guidance for incorporating material from Pathfinder into Starfinder—or vice versa. Anachronistic Adventures, Archaic Adventures, and Timeshifted Adventures describe different ways to mix the games and settings, such as by pulling characters from Pathfinder into Starfinder, running Starfinder characters on a low-tech world, or running a campaign about time travel. Ancient Foes and Ancient Gear provide advice for using Pathfinder creatures and equipment in Starfinder games.