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GM Rewards

In Starfinder Society, we reward GMs for volunteering their time to run events. Any GM who runs a scenario can assign a Chronicle Sheet for that scenario to one of their own characters, earning full credit. GMs also receive additional rewards based on the number of scenarios they have run and reported

GM Credit

When you choose to take a Chronicle Sheet for GM credit, you must assign it to one of your characters when you fill out the tracking sheet for that table.

GMs earn the following: 1 XP for the scenario, 100% of the maximum credits for the appropriate level range for the GM’s character (see below), 2 Reputation for any one faction, any additional Reputation given out as part of the scenario. For sanctioned Adventure Paths, full credit is 3 XP and 5 Reputation.

The GM can select any special boons bestowed by a Chronicle Sheet, as long as their selections could have been earned by a player. The GM is not limited to the results of the players at any particular table; however, they must select boons which could be valid to earn during a single play of the adventure. Boons for specific faction members may only be selected if the character that is receiving credit also receives Reputation for that faction. The GM’s character receives Downtime upon applying the Chronicle Sheet.

A GM's character receives credit for the level range they are in when the chronicle is applied, regardless of the level at which the GM ran the adventure.

Aside from these stipulations, this is otherwise treated as if the scenario had been played with a pre generated character with a level equal to the Minimum Level of the scenario.

GM Novas

The Starfinder Society offers a GM ranking system. This system uses novas to denote the activity and experience of a given GM. The novas are visible on your organized play ID card. You can earn up to four novas for running a certain number of reported games, as follows:

Total sessions run & reportedNovas earned
10 sessions1 Nova
30 sessions2 Novas
60 sessions3 Novas
100 sessions4 Novas


A GM must accomplish the following baseline achievements to qualify for their fifth nova:

  • Report 150 sessions as GM.
  • Run 50 different adventures.
  • Run 10 or more scenarios featuring the Exclusive tag. With the exception of multi-table interactives, a particular scenario can earn credit for a maximum of 3 of those 10.
  • Complete 3 observation games in the presence of a venture-captain, a regional venture-coordinator, or a member of the Paizo Organized Play staff (see below for rubric).


To fully experience the benefits of peer review and feedback, we recommend the following observation schedule:

  • 0–10 Games: You’re getting your feet wet. Thanks for GMing!
  • 11–49 Games: 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 Games: Ask any venture-officers at your tables to do a rubric evaluation to give feedback as if it were an evaluation game.
  • 100+ Games: Ask a qualifying observer to complete a formal evaluation.


All GMs receive the following rewards based on the number of GM novas that they have earned:

  • For each nova earned, GMs can apply a +1 bonus to all rerolls gained via boons .
  • For each nova earned, GMs can replay one scenario once.
  • GMs with 4 or 5 Novas may be able to run exclusive or limited release content.


Replay Credits: As a GM earns GM novas, they gain a limited ability to replay adventures. Note on the Chronicle Sheet that you are using one of these limited replay opportunities (for example, “GM Nova Replay #3”). Players may also earn replay credits from boons. When using a replay credit, you may earn no more than one bonus Chronicle Sheet per adventure.

Organized Play Rubric

Aspect Does Not Meet Expectations Meets Expectations Exceeds 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.

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