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I've started running an adventure path at home. With the number of players at my table, they may not be quite at the level they need to be at the end of a book.

What are the problems with using some of the society modules as fillers to gain the xp between modules?

Pluses:
Modules are inexpensive.
Modules are designed to be played in one session.

Minuses:
XP would have to be calculated as the modules don't use the standard XP system.
The characters would never be in a Society table, and society points would not be earned.
The players would not get credit for playing the module, but if they did in society play, they might have a leg up on the adventure.

Andoran *** (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Airhead wrote:


The players would not get credit for playing the module, but if they did in society play, they might have a leg up on the adventure.

There is really the only problem...

Otherwise The society scenarios can be used for short side treks, and they are cheap!

Cheliax (Pathfinder Adventure Path Subscriber)

Now if you had some ideas for which PFS mods would work well with specific Adventure Paths and where to place them in said paths ... well then you would have quite the makings of a usefull thread sir.

Cheliax ***** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I would love a chart listing the scenario's name, tier, primary location(s), and perhaps any major NPCs. Does this already exist anywhere on teh interwebz?

Andoran *** (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Kyle Baird wrote:
I would love a chart listing the scenario's name, tier, primary location(s), and perhaps any major NPCs. Does this already exist anywhere on teh interwebz?

That is something I was going o ad to my web page. Only problem is I only find the time to wrk on my page on the weekend and only when the wife is not around, and is working. Found so little time the last few months to work on my site.

I am hoping to get something like that up though, also conversion notes for season 0 and a social site for society characters.

Lantern Lodge aka DarkWhite ***** (Venture-Captain, Australia—Melbourne)

baron arem heshvaun wrote:
Now if you had some ideas for which PFS mods would work well with specific Adventure Paths and where to place them in said paths ... well then you would have quite the makings of a usefull thread sir.

This has been discussed in another thread. Check it out for ideas.


Kyle Baird wrote:
I would love a chart listing the scenario's name, tier, primary location(s), and perhaps any major NPCs. Does this already exist anywhere on teh interwebz?

A few things to keep in mind: proper names are not open content and posting any such listing online should come with a warning for spoilers.


further thoughts since I've had a weekend to think on it:

I'd probably have to do some major rework of each adventure. Just to keep my players from having an advantage in a real society game. I'm just not feeling that it is right to play a module 'as is' that way.

The characters in an ongoing campaign are not faction oriented like the society characters are. They are out to solve the main puzzle. They are not going to send 'cool' magic items back to society hq - they will most surely pocket them. That alone may need some rework. They also won't care as much about any of the other secondary goal (faction goals) unless specifically told as a party or as a character to do them...

Lantern Lodge aka DarkWhite ***** (Venture-Captain, Australia—Melbourne)

Airhead wrote:
I'd probably have to do some major rework of each adventure. Just to keep my players from having an advantage in a real society game. I'm just not feeling that it is right to play a module 'as is' that way.

I don't see any problem playing a Society scenario as part of a home campaign, as long as all players realised they were burning a Society scenario, and could never play that scenario at an event, convention or in any official capacity, regardless of how much you reworked it.

Some players, for one reason or another, may never attend a public game day or convention, and while Pathfinder Society can also be officially run as home games, not everyone will do so. Integrating these scenarios into your home campaign is a way for players to experience the adventure, if not the "Society", where they may not otherwise have had the opportunity. And with two scenarios released each month, there should be enough scenarios they could still play at a public event if they chose to.

With this in mind, it might be useful to hand out the chronicle sheet to your players at the end of the session, not award any benefits, but mark it as been played, so they have a record of which ones they've burned and which ones might still be available should any of them every turn up at a convention or game day in the near future.

Airhead wrote:
The characters in an ongoing campaign are not faction oriented like the society characters are. They are out to solve the main puzzle. They are not going to send 'cool' magic items back to society hq - they will most surely pocket them. That alone may need some rework. They also won't care as much about any of the other secondary goal (faction goals) unless specifically told as a party or as a character to do them...

If it's no longer played as a official Society scenario, maybe they're not sent "on assignment" by a Venture Captain, but stumble upon the quest as part of your regular storyline, and they get to keep any "cool" magic items they find.


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