| Shurijo |
Hey all, another new PFS GM here with a few questions.
Do players see the scenario chronicle before the game starts that list each of the potential findable items or do they only see the chronicle after completion of scenario?
Do players know what the success conditions are for each scenario? (I'm not talking about in-character knowledge of being told to do this/that. I'm just talking about saying they need to successfully complete 3 of 4 things and what those 4 things are.)
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In my experience - typically: no. They don't see the chronicle sheet or know the success conditions outside of role-playing.
However, I have run into a few GMs who let you have your chronicle sheet (unsigned) at the beginning so that you can better record items purchased during the scenario. Also, you may encounter that really easy/nice GM who might tell you the success conditions if you didn't pick up on it through the role-playing.
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Hey all, another new PFS GM here with a few questions.
Welcome to the ranks of GMing!
Do players see the scenario chronicle before the game starts that list each of the potential findable items or do they only see the chronicle after completion of scenario?
I generally don't allow players to see the chronicles before the game. I think it could provide some spoilers and/or encourage metagaming. eg: "Look at all those scrolls & wands - the Big Bad must be a spellcaster."
Do players know what the success conditions are for each scenario? (I'm not talking about in-character knowledge of being told to do this/that. I'm just talking about saying they need to successfully complete 3 of 4 things and what those 4 things are.)
In almost all cases that I've seen, the scenario does a pretty good job of informing the players what needs to be done. This is usually during the initial mission briefing, but occasionally there are developments during the scenario that change or add to the goals.
One thing that I try to do as a GM is to give the players a one page handout for the scenario. I include the main mission goals, important NPCs, which Venture-Captain gave them the mission, where the mission takes place, etc. I don't give away anything that they wouldn't know from the opening of the scenario, but I do sometimes include some of the answers to questions they might ask the Venture-Captian. I also leave space for the players to write notes in case things do change.
Hope this helps! If you have any more questions, feel free to ask!
| John W Johnson |
Do players see the scenario chronicle before the game starts that list each of the potential findable items or do they only see the chronicle after completion of scenario?
There's a reason, as a GM, I NEVER show the players the chronicles beforehand. It has nothing to do with the equipment or the gold (usually) but it all boils down to one thing.
BOONS.
Unfortunately, Boons tend to be major spoilers for what you might do in a scenario. A boon might say that if you didn't slay the Dragon Keeper that you come across in the first encounter of a session that you gain +2 Diplomacy against Dragons.
Plus, I like the look of joy that some of the players have when they see the wicked cool gear that they are now able to buy with a Chronicle Sheet, it's almost like watching a little kid's face light up when they open up that Playstation 3 that Santa brought them for Christmas.
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Players are welcome to read the blurb for the scenario, which an organiser will often reprint or paraphrase in the invitation/notice for the game.
Do players see the scenario chronicle before the game starts that list each of the potential findable items or do they only see the chronicle after completion of scenario?
Generally not. When this question came up recently on the forum, in the form "What's a scenario that gives access to item X", it was frowned upon as reading the scenario.
Do players know what the success conditions are for each scenario? (I'm not talking about in-character knowledge of being told to do this/that. I'm just talking about saying they need to successfully complete 3 of 4 things and what those 4 things are.)
There are not usually more than a couple of things that the Society asks the party to do to accomplish the main mission. The initial briefing should describe them clearly and the GM should remind players if they ask or seem to be going astray. There could, of course, be some necessary steps in between that the players don't know about.
Faction missions add further objectives, so each player should watch out for opportunities to complete them. The scenario helps the GM a little by listing what missions can be completed in each location, but it would still be a big task for the GM if he had to help out players who missed their faction mission cues.
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One thing that I try to do as a GM is to give the players a one page handout for the scenario. I include the main mission goals, important NPCs, which Venture-Captain gave them the mission, where the mission takes place, etc. I don't give away anything that they wouldn't know from the opening of the scenario, but I do sometimes include some of the answers to questions they might ask the Venture-Captian. I also leave space for the players to write notes in case things do change.
Hope this helps! If you have any more questions, feel free to ask!
This is an interesting Idea.
I may try this, but only when I see someone actually trying to make notes while I'm role-playing the part of the Venture Captain.
I don't see too many players taking notes anymore like I do each time.
We should reinforce that habit. Not remembering something may cause them to go astray and a player may have paid the PP for someone to record their exploits. So by not just providing freely, they can actually benefit from spending that PP.
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Myron Pauls wrote:One thing that I try to do as a GM is to give the players a one page handout for the scenario. I include the main mission goals, important NPCs, which Venture-Captain gave them the mission, where the mission takes place, etc. I don't give away anything that they wouldn't know from the opening of the scenario, but I do sometimes include some of the answers to questions they might ask the Venture-Captian. I also leave space for the players to write notes in case things do change.This is an interesting Idea.
I may try this, but only when I see someone actually trying to make notes while I'm role-playing the part of the Venture Captain.
I don't see too many players taking notes anymore like I do each time.
We should reinforce that habit. Not remembering something may cause them to go astray and a player may have paid the PP for someone to record their exploits. So by not just providing freely, they can actually benefit from spending that PP.
I don't think there is anyone in our group that has bought that particular vanity. If there was someone at my table that had, I would probably not hand the sheets out (except maybe to that player). Since the Chronicler vanity came out, I have been more stingy about re-capping the mission for players. I just find that handing out the summary keeps down stuff like, "OK, does this guy look like umm - what's his face that we're looking for?" I think it also helps the players remember the various faction leaders a bit more, instead of just some generic guy giving them a mission.
I really love the face cards, and it would be great to see a deck that had all the faction leaders (past & present), as well as some of the other main NPCs (like Aram Bey), so that I could display a card of who was speaking to the PCs. That would really help them remember who's who.
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I really love the face cards, and it would be great to see a deck that had all the faction leaders (past & present), as well as some of the other main NPCs (like Aram Bey), so that I could display a card of who was speaking to the PCs. That would really help them remember who's who.
The Field Guide covers a lot of this and puts faces to many of the names. It's not as convenient as a card but you can use it.
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Myron Pauls wrote:I really love the face cards, and it would be great to see a deck that had all the faction leaders (past & present), as well as some of the other main NPCs (like Aram Bey), so that I could display a card of who was speaking to the PCs. That would really help them remember who's who.The Field Guide covers a lot of this and puts faces to many of the names. It's not as convenient as a card but you can use it.
I know, I'm just suggesting another product that Paizo could sell me. Not that they need help with that!
Snorter
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I really love the face cards, and it would be great to see a deck that had all the faction leaders (past & present), as well as some of the other main NPCs (like Aram Bey), so that I could display a card of who was speaking to the PCs. That would really help them remember who's who.
The Field Guide covers a lot of this and puts faces to many of the names. It's not as convenient as a card but you can use it.
I'm sure some of the Venture Captains appear as the contents of the existing Face Cards packs, but it's not universal.
{Yes; I've just checked, and Ambrus Valsin, Aram Zey, Declan Dreng, Eliza Petulengro, Laribold Croome, Marcus Farabellus, Shevala Iorae, Sojira Zafir, appear in the 'Urban NPCs' deck. There's some real uggers in there, I have to say. How many of those black eyes and missing teeth are down to the expected actions of the PCs, I wonder?}
Snorter
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In almost all cases that I've seen, the scenario does a pretty good job of informing the players what needs to be done. This is usually during the initial mission briefing, but occasionally there are developments during the scenario that change or add to the goals.
One thing that I try to do as a GM is to give the players a one page handout for the scenario. I include the main mission goals, important NPCs, which Venture-Captain gave them the mission, where the mission takes place, etc. I don't give away anything that they wouldn't know from the opening of the scenario, but I do sometimes include some of the answers to questions they might ask the Venture-Captian. I also leave space for the players to write notes in case things do change.
I like this idea, and hope it catches on.
I can understand if it is seen as extra production cost, but since the scenarios are pdf-only, printing isn't an issue, just the writer's word-rate.Too many times, a poor pronunciation by the GM, or a noisy convention hall, can leave a player missing a point, or getting the wrong idea.*
If it were done, I'd rather it not be done as a literal copy of the briefing boxed text. I tend to view boxed text as a necessary evil, both as a reader and listener, and prefer to paraphrase it when I deliver it, so as to mesh with the players' reactions.
I don't see the provision of relevant names, addresses and rendezvous points, as being a crutch to lazy players. Rather, I see them as the sort of in-character measures that the Venture Captain would take to protect the Society's investment. If the task is of dubious legality, then a footnote, to 'Memorize this information, then eat this message.' could be added?
*Not PFS, but there was a 1st Ed AD&D game, where we had to watch for enemy soldiers, of the 'Black Wyvern' regiment. Unfortunately, the DM couldn't pronounce 'wyvern', sounding more like 'wayven', so we were all convinced we were looking for the 'Black Ravens', and were waving through all these guys with the black 'dragon-like symbol' on their tabards, while the DM got more puzzled and frantic, eventually stopping the game to ask us what the hell we were doing.
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Myron Pauls wrote:
One thing that I try to do as a GM is to give the players a one page handout for the scenario. I include the main mission goals, important NPCs, which Venture-Captain gave them the mission, where the mission takes place, etc. I don't give away anything that they wouldn't know from the opening of the scenario, but I do sometimes include some of the answers to questions they might ask the Venture-Captian. I also leave space for the players to write notes in case things do change.I like this idea, and hope it catches on.
I can understand if it is seen as extra production cost, but since the scenarios are pdf-only, printing isn't an issue, just the writer's word-rate.
But this totally invalidates anyone who spent the prestige for a chronicler vanity before coming to your table.
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I really dislike marginalizing a character option for the sake of making things "easier" on the players. This perpetuates "lazy gaming" as I call it. Sure that is a harsh position, but I like to see players more engaged in the game and by taking notes, writing thing down, they become committed to memory more readily and tend to lead to better IC role-playing. YMMV