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More Paizo Blog. Link. Tags: Pathfinder Society, Yngvar Asplund
Michael Brock wrote:
Interesting side note to the side note: It is typically the GM's who aren't following the rules anyways (adding HP's to creatures cause they don't think its tough enough and then bragging about doing so after irrevocably killing a character in said encounter--as an example.) But one note, if the Blurb included that they must not only be played in order, but be played without interruption... I think that would solve some of the issues. Players who do read the blurbs, would then be forewarned.
Fromper wrote:
What part in bold doesn't scream don't play stuff in between?
Fromper wrote: And this thread is the only place I've seen a mention that leveling between the parts wouldn't be allowed. That effectively rules out 1/3 of characters from being able to play part 1 if they want the boon. Again, that's a key piece of information that should be made obvious in advance, even to those who don't read this blog post and attached thread. I agreed with everything you said up and until the quote above. Why would anyone think they could play two level 5-9's in a row if they leveled to 10 after the first one? Why does that need to be explicitly stated anywhere? You level out of a tier, you can't play in it anymore. That's hard coded into the PFS Guide. So why would it be different because its a two-part story arc? I'm confused.
Andrew Christian wrote:
Agreed and we will make sure this one is adjusted and that future ones include that info.
Purple Fluffy CatBunnyGnome wrote:
The product description for The Sundered Path has been updated and now includes the following text: Pathfinder Society Scenario #3–20: The Rats of Round Mountain, Part I: The Sundered Path wrote:
We will update Pagoda of the Rat's description as well when it goes live.
Michael Brock wrote: And we are trusting our GMs to provide this info to the players. Why are GMs not providing this info their players? I would if it were me. Only reasons I can think why a GM wouldn't: 1) They want to run Part I immediately upon release, and are afraid if they let players know this information, the table wouldn't go off because some players would not choose to play until Part II is readily available. 2) They are jerks, and think its funny to blindside players with information like this. 3) They are running the scenario cold and aren't prepared enough to know to tell the players this information until it is essentially too late. Item #1 and #2 are huge problems. Item #3 may be because they were given the scenario last second or on the day of the game day.
Andrew Christian wrote:
I can see 1 as a slight possibility, except being afraid to tell players.. I think it would be moreso wants to run right away and doesn't realize the 2nd part condition 2. I don't see this as a possiblity and the mere mention that GMs are jerks is offensive as it only propogates the notion in some people's heads that GMs are out to get them in any way possible 3. More than likely the culprit, however, the coordinator should make mention of it to the GM when handing them the scenario
Purple Fluffy CatBunnyGnome wrote: 3. More than likely the culprit, however, the coordinator should make mention of it to the GM when handing them the scenario Not every coordinator reads the scenario before it is GMed by one of the GMs, so they may not be aware of it either. I know I don't read scenarios that I am GMing. That said, Mark's fix to the Description should fix that problem.
Andrew Christian wrote:
It was stated earlier in this thread that leveling up requires the character to leave the area of the adventure. So even though these adventures are both tiers 7-11, you can't get the special boon if you're level 8 for the first part and level 9 for the second, even if you play the two scenarios back to back on the same day with nothing in between. And Mark specifically stated that if you earn enough XP to advance after part 1, you must do so immediately, not postpone leveling until after part 2 of the adventure.
First of all, not all GM’s have coordinators. In many cases the GMs ARE the coordinators. Or in the very least, the Coordinator is also a GM. I know that when I coordinate multiple tables, I don’t read the scenarios that the other GM’s are running. I also don’t hand it to them on the day of the game. They either purchase it before hand (or I purchase it for them). This happens ideally 2 weeks before the game day. And just because I listed a couple items that might offend some people, doesn’t mean I believe those are the prevailing reasons. However when those two items are not just hypothesis, but anecdotal, I had to include them.
Fromper wrote:
I don’t recall that being said at all. I recall Mike saying that you can’t level from 9 to 10 and still play in a 5-9. But I don’t recall it ever being said you had to leave the tapestry to level from 8-9 as long as you are still within Tier. You would to purchase equipment though. But that is hardly without precedent, as starting some 2nd parters like Before the Dawn Part II, you can’t purchase anything.
Andrew Christian wrote: I don’t recall that being said at all. I recall Mike saying that you can’t level from 9 to 10 and still play in a 5-9. But I don’t recall it ever being said you had to leave the tapestry to level from 8-9 as long as you are still within Tier. Someone (I think maybe Chris Mortika?) mentioned earlier that some classes give you material goods when you take a level (usually 1st level) in them, such as a wizard's bonded item, a cavalier's mount, etc. He said you wouldn't be able to do that while stuck in the tapestry. I believe that's what Fromper's referring to.
Michael Brock wrote: And we are trusting our GMs to provide this info to the players. Why are GMs not providing this info their players? I don't know if there's an issue with GMs talking about it when players arrive at the table, but I'd think the bigger issue is scheduling weeks in advance. As a non-hypothetical situation, there's a convention coming up over Memorial Day weekend (two weeks from now), and 16 players are signed up to play part 1 of this, even though part 2 hasn't been released yet. How many of those 16 do you think know about this? How many do you think would have chosen to play a different scenario instead if they had known? When they do find out from the GM at the table, how much chaos will be caused by players trying to find a different table to play a different scenario at the last minute? That's why I wanted it made clear in the product description, not just in the scenario. Not that everyone reads those in advance, but I'm sure some people will.
Jiggy wrote:
Well, for the Wizard’s bonded item (and a Blade Bound Magus) doesn’t it say in the description of the class, that the items will just show up (unless like you, you changed your bonded item and had to purchase a new one) ? Couldn’t this be worked out with the GM? If there is no other option but to leave the Tapestry to get your level-up stuff (I can’t think of something that would, except for perhaps the Living Monolith where you kinda have to be in Osirion) then just level up except for that one thing, and then when you leave the tapestry, you go get it. But the tapestry should not preclude new feats, abilities, hit points, and skill points.”Tapestry”:
It is an entire chunk of the world inside the tapestry. It is conceivable that an item would be there, or a native horse could walk up to the paladin/cavalier.
Chris seems like a reasonable sort. He comes across as unbending and totalitarian with the rules, sometimes like I do, I’m sure. But I’ve had the pleasure of playing at one of his tables, and my fiancée played at one I did not play at. He has worked with the players to “go off the rails” of a scenario because of player choices and extremely good Knowledge or social rolls. As such, like me, I’m sure that Chris would be willing to work with a player in how to get an item or two that are class abilities, within the context of the scenarios, without ruining the boon or without ruining the integrity of the scenario.
Andrew Christian wrote:
No doubt. I only meant to say that I shouldn't speak for him. :)
Michael Brock wrote:
This is bad. You're writing PFSOP rules into scenarios. The more this happens, the more confusing things could become. On principal, I don't like this. In practice, I don't like how you are implementing it for this pair of scenarios. Specifically the new rules on what you can't do between the two scenarios. Although these requirement are reasonable, it is also reasonable that the PCs should be able to utilize the equipment that they acquire from the first half of this pair. Since you are writing new PFSOP rules into scenarios, you at least can add a short list in the second of these scenarios stating something like "PC who completed part 1 immediately prior to this scenario have can share the following items: (short list here, like 2x potion CLW, etc.)" Furthermore, the next mini-arc might take place in a big city and therefore the PC could have access to equipment, spells, etc. between scenarios. Again, I don't like scenario specific PFSOP rules and rulings. The easy answer would be to have a special boon if they're played back to back but no restriction in between. -Swiftbrook
Andrew Christian wrote: As such, like me, I’m sure that Chris would be willing to work with a player in how to get an item or two that are class abilities, within the context of the scenarios, without ruining the boon or without ruining the integrity of the scenario. I would trust Chris and many other judges to do the right thing in cases like this. How this discussion has become a matter of trust and not a matter of working things out as a community is a mystery to me. We were asked for feedback and eventually worked together to get better, clearer language. The same judges who will screw this up are the same who will ignore and screw up many other things. We shouldn't be catering our policies to those bad types: we should do what is best for the campaign for the largest number of players/groups. Catering to the lowest common denominator at the expense of the highest play grows the former at the expense of the latter. I'm not sure that's what we want. -Pain
Mark Moreland wrote:
This is the fundamental disconnect. Some people equate them. That's the "problem". Rubia
Painlord wrote:
Agreed. Rules for how multi-parters should work, should not incorporate rules for how to deal with GM’s who don’t follow the rules. Mike asked why a GM wouldn’t tell his players. I gave 2 reasons that I’ve actually seen happen, and 1 reason that I suspect would be more largely the case.
Jeff Mahood wrote:
This change in semantics should clear up any misunderstandings. I'd prefer the 'Quest for Perfection' method, but either way it won't affect me because I mostly GM/play in home games or conventions. Up to this point, the boons haven't been that good anyway, there have been better boons in single scenarios.
Dragnmoon wrote:
We know you don't read scenarios you're GMing Dragnmoon, that much is obvious.
Kyle Baird wrote:
No, because as others have pointed out you're leaving out how this is different than say the quest for perfection in that your character is locked in to do both parts one after another, as opposed to being able to do quest part 1, then shades of ice I, then quest part II, then shades of ice II
First of all, Jiggy, no problems. I appreciate you making clear who's doing what. And I also appreciate the kind words. --+--+-- Regarding "Before the Dawn", I think Andrew is mistaken. Although it's implausible, PCs who play "Before the Dawn" Parts I and II back to back, have ready access to anything they need back in Absalom, including weeks off. It's one of those disconnects that you agree to, in an Organized Play environment. (Like two characters on the same team, one of whom has encountered "Mists of Mwangi" already, and another who's planning to go to the Blakros Museum and encounter the Mists next. Doesn't make a lick of sense in-character.) --+--+-- The wording for "Dogged Adventurer" is pretty clear. If you need spellcasting, can you go back, get it, and still keep the boon? If your archer needs to refill his quiver, can he go back and buy arrows, and still retain the boon? If your Fighter 6/ Hellknight 1 rises in level and can buy and wear Hellknight armor, can she go back to Absalom, get the armor, and still retain the boon? I think the right thing to do would be to warn the party at the beginning of "Rats of Round Mountain I" about the boon and its ramifications. I'd be explicit and address the players rather than the PCs in-character. And I'd let the character buy up whatever equipment he or she might need, in order to level up in the field. (For the same reason, I might well encourage players to buy raise dead scrolls and diamonds, even if they normally plan to bring PCs back with prestige.)
Chris Mortika wrote:
Chris Mortika = Old School sexy
Chris Mortika wrote:
Hmm... I never ran Azlant Ridge, just played in it. So didn't read the scenario. GM didn't let us buy anything before we started.
Kyle Baird wrote: How do you know the name of the boon? 1) It's been named earlier in the thread. 2) I am prepping for Origins, Kyle, where I'll be running both parts. I've been avoiding looking at the scenario pages, but I still have to copy off the Chronicle sheets and sign them. If that's a problem, I can withdraw from the game Saturday.
I, GROGNARD wrote:
Which are from independent research. The wizard is assumed to be studying and taking notes at night, on lunch breaks , and when he levels he's finished two spells. Quote: (Heck, if you take your first level in Wizard or Magus, you get a spellbook and spell components. Bladebound Magus characters get a new weapon, as well.) DM's are encouraged to provide loot to the party if they find a non combat solution, I don't see why the same thing shouldn't apply for things that come with the class. We're walking, we're walking... he who can pulleth this sword from the stone shall *shkink* "Hey guys look what I found" Or just loot it off the corpse of the next people you kill. Shouldn't take long. Quote: Your alchemist might get new abilities that require new materials. A 20th level alchemist uses the same kit as the first level one. Quote: Same with rogue talents or ninja tricks. (It's hard to cast poison smoke without poison. Fighter: Hey guys, anyone know if these mushrooms are poiso... ERK. Ninja: Hmmm... I'll take some of those to go... The only people who are going to level out of it are the level 9's with 2 xp which assuming an even distribution of levels would be 6.7% of characters, less considering those using the slow track.
Andrew Christian wrote: Hmm... I never ran Azlant Ridge, just played in it. So didn't read the scenario. GM didn't let us buy anything before we started. As the GM in question, the scenario starts you in the middle of nowhere with an implied hurried fleeing which to me reads "no time to buy things. "
Chris Mortika wrote:
I find it odd that you couldn't wait until after Saturday night to read and print these.
Ryan Bolduan wrote:
I don’t disagree. I’d probably run it the same way.
Chris Mortika wrote:
This is a good point. As a matter of fact, I had planned for months to get QfP 1-3 on my Zen Archer, until eventually the local gamestore PFS had the three of them signed up for consecutive weeks. I played 1 and 2, and then suddenly, one of the two GMs got sick. But we still had too many players for one table. Well, at first I put out a call to see if we could find someone else who wasn't pending the boon to run it, but as it became clearer and clearer that no one was going to step up, I also received the QfP series in my downloads unrelatedly due to being a Con GM. So I looked at the boon, just to see what I was missing, since I knew I was going to offer to GM to help out, just as I had the last few times we needed extra GMs. Long story short, as many of you already know, 90% of characters can't possibly use that boon at all. Relieved that the boon was actually worthless, I went forward with no reservations. So I think Chris brings up a good point--it would have helped immensely here to know what the opportunity cost was, so I could make an informed decision. When everyone talks about how it's poor planning or fickle players that lead to missing the boon, consider also the emergency fill-in GMs (like me) who plan everything out months in advance, keep careful record of all the scenarios everyone in the group have played, but then lose it all to save the group from GM illness. This time it didn't matter, but it totally can. And it isn't the only time we have had sick GMs who were last-second no-shows. I know the first counterpoint to this--"if you play Part 1 and then last minute GM Part 2, technically you could still get the boon, since you can credit another character". Given the size of our local group (particularly if the multi-parter is 5-9 or 7-11, as both of the ones that give boons with the strictest requirements have been so far), we can't really just schedule it again, since now everyone in that tier but the emergency GM has played it. I suppose this whole concern will be negated if the boons for GMs rule currently in the pipeline allows a GM to credit Part 2 to a character who just played Part 1 and get the boon.
So everyone can stop talking in hypotheticals and leading the conversation in pointless (albeit unavoidable, given the information out there) circles, here's the deal (if you want to be surprised, don't read the spoiler; like really, all the cards on the table folks): Spoiler:
[Edit] Ok, so not all the cards. But the ones regarding this boon. There are still a few other perks for going straight through, though these are the big ones.
Mark Moreland wrote:
Nooooooooooooooo! You dirty rat! Now nobody will want to risk death in Part 1 first! Spoiler:
EXPLOSIVE RUNES!
You know I got you...
I find it sad and disappointing that a community couldn't be open minded enough to try something new and instead get so aggravated over this experimental issue, to the point where Mark and Mike abandon their plan. All over 16 days of not playing a character while the players wait for part 2. Wow.
Mark Moreland wrote:
Mark, I think that's an awesome improvement over the way it was done for Wonders Part 1 and 2. Bravo! Spoiler:
The key selling point for me is the fact that you can still get the boon for a cost even if you can't keep the strict ordering. This means no one will "lose it forever" by starting with Part II to fill a table or something. I never would have thought of that and it's a great idea. I look forward to seeing the cool things you and Mike have in store for us next!
Todd Morgan wrote: I find it sad and disappointing that a community couldn't be open minded enough to try something new and instead get so aggravated over this experimental issue, to the point where Mark and Mike abandon their plan. All over 16 days of not playing a character while the players wait for part 2. Wow. A-yep. +1. I like and appreciate that Mike and Mark continue to explore ways to make boons and multi-story arcs happen. Testing and trying to find the best combination of things is necessary and appreciated if the campaign is going to advance. I believe that we need PFS to continue to grow and evolve. While the implementation/notice may not have been perfect, I *LOVE* that they are trying new things and willing to experiment. -Pain
Painlord wrote:
+1. I think the only players who have a right to be upset, were the ones that were not properly informed by their GM and were essentially blindsided (and had plans to play those characters in other events, but now can't play in those events because of the blindside).
Todd Morgan wrote: I find it sad and disappointing that a community couldn't be open minded enough to try something new and instead get so aggravated over this experimental issue, to the point where Mark and Mike abandon their plan. All over 16 days of not playing a character while the players wait for part 2. Wow. That really is not the crux of most of the concerns. If you read the thread more closely, you'll see that most of the "negative" comments (and, really, they're from a handful of posters) are from players and GMs whose groups have already shown that getting the same players at consecutive sessions is difficult (if not impossible), due to real-life conflicts. This is not a concern which I, personally, share, but I don't presume that what will work for me will work for everyone. Of the other concerns, most were around players (and GMs) not realizing the need for playing the two adventures consecutively in order to gain the additional boon. Ultimately, I agree with what was posted earlier: not every adventure is going to fit with every group's play ability or style. I like the idea of having a module that can (but does not have to) be a "two-rounder", and I'd be surprised if it becomes the rule, rather than the exception.
I'm going to be brief, just to be mindful of my place in things. There's a lot to be said about learning by doing, and sometimes we don't get a really good idea 100% perfect the first time- because we're learning. It's hard to see the end result till we try to implement it. But out of these experiments we get some cool things, as well as the opportunity of doing it better the next time. I'd ask that you give Mark and Mike some grace to try some innovation (and by proxy the writers, who get to implement these ideas and learn and develop too. Its hard to spontaneously generate perfection. Please consider giving them a chance.
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