GM Rewards

Pathfinder Society (Second Edition) Guide to Organized Play -> Game Master

GM Credit

GMs earn GM credits, Achievement Points, and a Chronicle the first time they GM an adventure. Any subsequent GM sessions earn GM credits and AcP, unless the adventure has the Repeatable Tag. Chronicles earned by GMing must be assigned to characters when received, but do not need to be applied until later. See Applying Chronicles for more details. GMs have a few special rules for assigning and applying characters:

  • Chronicles earned from GMing provide full rewards. That includes all Treasure Bundles/Gold, XP,  Reputation, and Downtime Days, as well as access to items and boons
  • GMs can choose not to receive a Chronicle for any game they run, deferring the Chronicle to the next time they run the adventure.
  • GMs may assign Chronicles to characters currently playing another adventure. In this case, Apply the Chronicle after the character completes their current adventure, 
  • When applying the one Chronicle per character rule, GM Chronicles count the same as player Chronicles 

GM Glyphs

The Pathfinder Society (second edition) offers GMs recognition in the form of glyphs based on the amount of GM credit earned. GM glyphs are visible on your Organized Play ID card and in the forums. . GMs obtain the first four levels of glyphs automatically by running and reporting games.

  • 1 Glyph = 10 GM credits
  • 2 Glyphs = 30 GM credits
  • 3 Glyphs = 60 GM credits 
  • 4 Glyphs = 100 GM credits 

Each Scenario run Grants 1 credit. Quests grant 1/4 credit. Other products grant varying amounts of credits.

To earn 5 glyphs, a GM must fulfill the following criteria: 

  • Earn 150 GM credits
  • Run and report 50 unique adventures
  • Run and report 10 adventures with the Exclusive tag

Complete 3 evaluation games in the presence of a venture-captains, regional venture-coordinators, or Paizo Organized Play staffers using the Organized Play rubric. (See below for the rubric). To fully experience the benefits of peer review and feedback, we recommend the following observation schedule: 

  • 0–10 GM Credits: You’re getting your feet wet. Thanks for GMing! 
  • 11–49 GM Credits: Use the rubric to get a feel for organized play best practices. Consider having a fellow GM sit at your table and give feedback. 
  • 50–99 GM Credits: Ask any venture-officers at your tables to do a rubric evaluation to give feedback as if it were an evaluation game. 
  • 100 GM Credits: Ask a qualifying observer to complete a formal evaluation.

All GMs receive the following rewards to use as a player based on the number of GM glyphs that they have earned.

  • During initial Hero Point distribution, GMs receive Hero Points equal to their glyphs to distribute to the table. A player cannot gain more than one additional Hero Point from glyphs.
  • A number of Chronicle earning Scenario replays equal to one per glyph earned. When using one of these replays, make a note on the chronicle or in your digital record.

Paizo recognizes all 5-glyph GMs by name on blogs on

Organized Play Rubric

AspectDoes Not Meet ExpectationsMeets ExpectationsExceeds Expectations
The GM’s preparation allowed for smooth game flow.The GM had to check on information repeatedly throughout the session, and/or took long pauses to figure out what happens next.The GM had to check on things throughout, but the game did not experience extensive delays.The GM was able to keep the flow of the game consistent, and the GM dealt with unforeseen challenges by exercising skilled time management.
The GM had a solid understanding of the rules to the gameThe GM has basic rules knowledge, but frequent breaks or questions impacted the flow of the game. GM did not know the majority of the rules. GM defaulted to arbitrary ad hoc rulings. GM confused rules between game systems consistantly. GM did not allow players to question GM rulings made at the table.The GM had average rules knowledge, and questions did not impact the flow of the game. GM knew the most common rules of the game well and and GM did not have confusion between game systems. GM allowed players to question GM rulings and resolved questions in a professional manner.The GM had solid rules knowledge, and kept the game flowing while handling questions. GM acknowledged when a rule is unclear or when the GM made a mistake. GM did not have confusion between game systems. If a rules challenge arose, the GM handled it fairly and consistently.
The GM took efforts to make the game distinct and interesting.The GM made little attempt at tying in setting, NPCs, or imagery to convey an imaginative setting. GM did not provide opportunities for players to engage with the storyline.The GM made a reasonable effort to make the game distinct in at least one meaningful way, such as deeply roleplaying the NPCs, using setting specific terms and lore to increase immersion, or using words with imagery to describe the environment, situations.The GM put in an excellent effort to make the game distinct, using multiple techniques off the “meets expectation” list.
GM presented the scenario as written.The GM followed the gist of the storyline but adjusted content. The GM did not run encounters as written. The GM ran the wrong sub-tier encounters.The GM ran the adventure as written. The GM did not allow for creative solutions by the PC to resolve situations.The GM stayed true to the storyline while allowing for creative solutions and player interest.
The GM understood and applied the rules of the Organized Play Program.The GM was not familar with core organized play concepts. GM was unfamilar with the contents of the Guide.The GM was familiar with the majority of organized play concepts and applies the rules of organized play consistantly. GM knows where to look up general guidelines in the Guide.The GM was markedly familiar with the majority of organized play concepts and applies the rules of organized play consistantely. GM knew where to find obscure corner case answers in the Guide.