Special Considerations
- Adjudicating Rules gives guidelines for how to use your judgment if a rule is unclear or if you find yourself unsure how to implement it.
- Resolving Problems contains some strategies for how to deal with common issues that can cause problems at the table.
- Narrative Collaboration lets you know some strategies for involving your players in constructing the story of your campaign and world.
- Group Composition covers some important information for playing with nonstandard groups.
- Characters with Disabilities offers some rules you might want to use if a player creates a character with disabilities.
- Rarity explains how you can use the rarity system to both deepen your setting and reward players with unusual game elements.
Adjudicating Rules
While GMing, strive to make quick, fair, and consistent rulings. Your rulings should encourage your group to work together to interpret the rules and be creative with their characters' decisions and actions. If your group is satisfied with the interpretation, you've made the right adjudication!
The Basics
- If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.
- If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action and add any necessary traits (usually attack, concentrate, manipulate, or move).
- When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).
- If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.
- If you're not sure how difficult a significant challenge should be, use the DC for the party's level.
- If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).
- If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank).
- Use the characters' daily preparations as the time to reset anything that lasts roughly a day.
- When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described in XP Awards).
- When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negativeconsequence rather than the failure halting progress entirely.
Consistency and Fairness
Achieving consistency is as easy as explaining why you're ruling a certain way and comparing this ruling to past rulings you've made in a way that makes sense to your players. For example, you might say something like “When Dae swung from the streetlamp and attacked the skreeling, I required an Athletics check as part of the action and gave a +1 circumstance bonus to the attack roll. Hanging from the catwalk to attack the garaggakal sounds similar, so why don't you roll an Athletics check.” Do this any time it's applicable when you make a ruling, but don't feel compelled to do so for truly new rulings.
Through the course of playing, your previous rulings will form a set of shared preferences and an understanding between you and your group—or even become formalized house rules. Over time, your players will think about these examples when planning their actions, which can improve consistency during play.
Looking Up Rules
Listen to the Players
Asking if anyone knows how a specific rule rewards those players who have spent time mastering the rules and involves more people in the discussion. It signals to other players that you are willing to hear opinions before making a ruling, and it builds a more collaborative environment. In addition, for groups with access to a large number of sourcebooks or rules resources, you can ask different players to examine separate sources. This can greatly increase the speed and accuracy of a group's rulings.
Approaching the rules as a group problem also means that you should never trivialize player concerns about a rule. You must also think about each player and assess how important the rules actually are to them. Remember, though—while rules recall is a group challenge, making the final decision on the rules interpretation and getting the session moving again falls to you.
Make the Call
The best time to really go in-depth, possibly putting the group on a short break, is when a situation is life-or-death or has major consequences in a character's story.
Take Time for Review
Saying "Yes, but"
This is where you can use a variant of the well-known improv “Yes, and,” technique: you can say “Yes, but.” With “Yes, but,” you allow the player's creative idea, but tie it into the game rules via some sort of additional consequences, potentially adding the uncertainty of an additional roll. Here are some simple ways you might implement this tool:
- Get a fleeting benefit without a roll. Example: stick a dueling sword into a deep fryer to add 1 fire damage on the next attack against a bloodbrother; coat a battle ribbon with glue to grant it the grapple trait on the next attack before the end of the turn.
- Require a check, then apply a circumstance bonus to the PC's action. Example: swing from a chandelier above a foe; subtly pilfer stylish sunshades and quickly don them to blend in among a crowd and lose pursuers.
- Require a check, then apply a circumstance penalty or condition to a foe. Example: activate a device to surround a foe with holograms; splash slippery grease across a foe's feet and the surrounding floor.
- Require an attack roll or skill check to deal minor damage and gain another benefit. Examples: jump from a billboard down onto a foe for a small amount of damage, potentially knocking the foe prone; spray caustic chemicals in an opponent's eyes.
- Require a directed attack against an object, then allow foes to attempt saving throws against the object's effect at a DC you choose. Example: cast a telekinetic projectile spell at a mine to trigger its explosion; fire an arc pistol at
- a malfunctioning power generator to cause it to overload.
Another powerful tool you can use to help you say “Yes, but” when you're unsure of the game impact is to allow the idea to work just this once, letting your players know that this is part of your decision. For instance, maybe you think a PC's attempt to Grapple an empathnid to aim its web attack at another foe is so fun you have to let them do it, but you're worried that the effect would be so powerful that the PCs would just carry around an empathnid to shoot webs for the rest of the campaign. By making it a one-time effect, you can have fun but don't have to worry about whether you're setting a disruptive precedent for later on.
House Rules
The best rule of thumb in these situations is to be slow to change the written rules and quick to revert a problematic ruling or house rule. The simple reason for this is that sticking to the written rules is the easiest way to remain fair and consistent. However, the more you learn your group's play style, the more often you'll find times where you and your group feel it's correct to institute a house rule of some sort.
Resolving Problems
Distractions and Interruptions
Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical— many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or gamerelated, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a nonurgent text. You can relax these rules for players when their characters are “offstage.” If a player's character isn't in a scene, that might be a good time for the player to use a mobile device.
Problematic Players
Handling a problematic player requires tact: making demands in front of the rest of the group is rarely the best way to resolve the problem. Attempt to handle the problem privately away from the game, or call a break to have a private conversation if the situation is really urgent. As with all emotionally charged conversations, email, text messages, and the like can lose the subtlety of speech—it's better to meet the player face-to-face, if possible.
Here are some problematic behaviors that often come up and might require you to intervene.
- Obsessing over the letter of the rules.
- Constantly “helping” other players make the optimal choice on their turn.
- Making their character the center of attention without allowing space for other players.
- Repeatedly including other players' characters in the area of a harmful effect without their permission, such as an Area Fire or Auto-Fire weapon attack or a damaging spell.
Other behaviors are unacceptable and must be dealt with firmly and decisively. These can be severe enough to pause the game in progress. Such actions speak to a deeper problem and require more drastic action to solve.
- Repeatedly arguing with decisions made by other players or the GM.
- Ignoring other players' opinions.
- Deliberately derailing the adventure's plot.
- Purposefully disregarding or subverting the game's agreed upon content expectations and limitations.
- Being deliberately rude or cruel to other players— especially if it's on the basis of their ethnicity, gender, sexual orientation, age, political or religious affiliation, the color of their skin, appearance, or the like.
Safety Tools
Ejecting a Player
Before meeting with the problematic player, discuss the situation with the other players in private to ensure you make the right call and figure out what repercussions you expect and whether the game should continue at all.
When you break the news to the problematic player, be compassionate but firmly state the decision is final and restate which behaviors are responsible. If parts of having the player in the game were rewarding or you want the player to remain a friend, make that clear and decide if a player's behavior merits other changes to your relationship.
Power Imbalances
Talk to the player between sessions, and make it clear that no one at the table is to blame in this situation. Most players have no problem making some concessions for the happiness of the group. If the problem results from rules options, offer an easy way to retrain. If the imbalance resulted from an item, come up with a way that item might need to be lost or sacrificed, but in a satisfying way that furthers the narrative—or consider a power up for the whole party! If you meet resistance from the player, listen to their counterpoints. If you're still convinced they need to change, you might need to be more firm.
It's worth stating that players might still have fun, or even enjoy an instance of power imbalance. You don't have to do anything to address it unless it limits fun at your table.
Narrative Collaboration
Idea Farm
Plan for a few checkpoints throughout the campaign where you touch base with your players to get their ideas. The most crucial comes at the start of the game. It's best to take this step before you even set to work on crafting the world or plot, so that player input can define what's important in the game world. Later, checkpoints can coincide with major story milestones. For example, if the players launch their starship into space, you might ask where they want their voyage to end and what planets, if any, they'd like to explore along the way.
Creative Collaboration
Your collaboration will depend on the interests of you and the other players. Maybe one draws a city map, another makes the stats and personality for an NPC, another controls some monsters in combat, and a fourth doesn't want to do anything beyond playing their character. There's a trade-off here, because while you'll be off-loading some of your work, you'll also need to ensure consistency across these multiple sources of ideas. It can really help to keep a log of which player is in charge of each part of your setting. If you expect one of a player's specialties to appear in an upcoming session, let them know ahead of time so they can prepare or discuss their ideas in advance with you.
Decentralized Storytelling
This approach works best when players are comfortable with one another and willing to both take responsibility in building the story and accept that some of their ideas will go unused. It's well suited for shorter campaigns, or ones in which players take turns in the GM's seat.
Challenges
Shared narrative control also complicates planning ahead. The group might need to improvise an encounter, take a break while you (and maybe other players) prep to go in a new direction, or even revise their plans. It helps to limit yourself to creatures that you can quickly find stats for in Alien Core or another monster book to avoid spending hours of work on creatures you won't use.
Also, don't lose sight of your own enjoyment! You shouldn't sacrifice how much fun you have for others.
Story Points
Group Composition
Starfinder Society Organized Play
To allow this flexibility while maintaining a fair experience, the Starfinder Society campaign handles some tasks that are normally in the GM's purview, such as selecting which rules options are available to PCs. Starfinder Society GMs are encouraged to allow players to apply creative solutions to the situations they face. For example, PCs may be able to use holograms, magic, bribery, or social skills to bypass a challenge that is presented in the scenario as a combat encounter. For more information about playing, running, and organizing games for Starfinder Society Organized Play, visit StarfinderSociety.club.
Unusual Group Sizes
Small Groups
Large Groups
Recaps at the beginning of each session are crucial to keep everyone on the same page. Delegation is one of your most powerful tools to keep the session running smoothly. For example, you can put the players in charge of recapping the events from the previous session, handling initiative, managing the party's armory, looking up rules, or helping with accessories like props and music. Also consider which tasks really need to be taken care of while everyone is there. For example, you could ask your players to handle selling items, deciding which common items they want to buy, and leveling up between sessions instead of at the table.
Inevitably, there will be situations and circumstances that don't involve the whole group. In a sufficiently large group, splitting the party is not necessarily dangerous. If the party splits up for more than a short stint, you can call for separate sessions to determine what happens to the two halves of the group, allowing them to reunite and share their findings afterward. Whether or not the party splits, having more players means less active time for each character. Look for opportunities to highlight each PC by providing challenges that play to their strengths or tie in story elements to which they are particularly connected.
Player Needs
Sensory Differences
Attention Span
Some players remain more engaged if they have something else to do while playing, such as doodling, pacing, stacking dice, or fiddling with a tangible object, sensory gadget, or fidget tool. Work with your players to identify which preferred behaviors satisfy these players without distracting the rest of the group and to ensure everyone's needs are met. Some players might prefer to take on extra tasks at the gaming table, such as tracking initiative during combat or managing background music to help them stay focused on the game.
Maintaining attention can be particularly challenging for some players when their character is not engaged, such as when the party splits or when they have just finished their turn in a large combat. You can allow players to engage in other activities during the session, such as texting, reading, or playing other games, and then draw them back into the game when their character is active.
Characters with Disabilities
Blindness or Impaired Vision
A character with impaired vision might take a –2 to –4 penalty to vision-based Perception checks. Spectacles or other corrective devices and augmentations might reduce or remove this. Such devices are commonplace and accessible throughout the universe and can be found in most settlements or created on demand at UPB printing kiosks. They usually cost 5 credits and are available in a variety of forms. If the device is an augmentation, it doesn't count toward a character's implant limit. Likewise, if it's an armor upgrade, it doesn't occupy an upgrade slot.
Deafness or Being Hard of Hearing
A hard-of-hearing character might take a –2 to –4 penalty to Perception checks that are hearing-based. Like spectacles, corrective devices and augmentations for hearing are commonplace and accessible across the universe and can be found in most settlements or created on demand at UPB printing kiosks. Such corrective devices usually cost 5 credits and are available in a variety of forms. If the device is an augmentation, it doesn't count toward a character's implant limit. Likewise, if it's an armor upgrade, it doesn't occupy an upgrade slot.
Missing Limbs and Mobility
A character with a missing hand or arm might need to spend 2 actions to Interact with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. Someone missing a foot or leg might take a small penalty to Speed, and if they have no legs or are unable to walk, they might use a wheelchair, hoverchair, vehicle, jetpack, flight magic, or other items, armor upgrades, and augmentations. Prosthetics are common and come in many different materials, styles, and sizes. Characters can acquire prosthetics in most settlements across the universe or create them on demand at UPB printing kiosks. Prosthetic limbs are an augmentation that cost 5 credits, and don't count toward a character's implant limit.
Rarity
The Four Rarities
- Common elements are prevalent enough, at least among adventurers, that a player is assumed to be able to access them provided they meet the prerequisites (if any).
- Uncommon elements are difficult to access or regionally specific, but a PC can usually find them eventually with enough effort, potentially by choosing a specific character option or spending substantial downtime tracking them down.
- Rare elements are lost technology, ancient magic, cutting edge biotech, and other options that PCs can access only if you specifically make them available.
- Unique elements are one of a kind, like a specific magical artifact, one-of-a-kind prototype, or a named creature. You have full control over whether PCs can access them. Named NPCs are unique creatures, though that doesn't mean their base creature type is unique. For instance, a shirren named Zazi is unique, but that doesn't mean it would be any harder for a PC encountering her to tell she's a shirren—just to discern specific information about her.
Rarity and Power
Different Contexts
Because uncommon elements are available in certain circumstances, they often vary by locale, even within the same solar system. For instance, weapons wielded by soldiers of the Azlanti Star Empire, such as the aeon rifle might be uncommon in the Pact Worlds, but in the Azlanti Star Empire, an aeon rifle would be common and some Pact Worlds weapons, perhaps the aucturnite chakram, might be uncommon. Similarly, in the Veskarium, uncommon vesk weapons like the doshakari might be common. Some items are uncommon everywhere, such as the quasar solarian crystal.
The same is true of many ancestries and alien creatures. While ijtikri and talphi are common in the Veskarium, they're less often encountered in the Pact Worlds. This is particularly noticeable for ancestries who live primarily on a single planet, such as copaxis, or who lack access to Drift travel. Likewise, khefaks are common creatures on Akiton but are uncommonly encountered on Castrovel and are rarely encountered on Vesk-8, though they've infested many desert worlds, industrial parks, and junkyards near and far. Creatures that are native to a specific place are more likely to be found in other places with similar environments.
Similarly, technology levels can be a factor in rarity. Civilizations with industrial levels of technology probably lack access to starships but likely still have machine guns and shock truncheons, while civilizations with medieval levels of technology might treat all Starfinder items as rare or unique and instead use items from Pathfinder in their place. Conversely, PCs accustomed to Pact Worlds level technology who suddenly find themselves on a technologically advanced world will encounter rare and unique items that are common in this new region. Using rarity in this way can help differentiate technology levels for adventures that occur on isolated planets, alternate realities, or in other time periods.
Access Entries
Starting Elements
Storytelling
World Building
You can add, remove, or alter Access entries to fit your universe. For instance, if in your universe the creator god is really an immortal fungal colony, you might add an Access entry to raise dead and resurrection for characters who were infected by divine spores. In a campaign where everyone's a lab-grown clone, you might limit Access to one ancestry to start. These are just a few ideas to help get you started. The number of ways you can vary rarities to adjust your setting, story, and game are nearly unlimited.