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Clank Clank wrote:
I think it's kinda silly they call it "atheism" in pathfinder which is essentially disbelief in the existence a of god. I don't think many in the Pathfinder universe lack belief that the gods are real entities. They generally either actively oppose gods like in Rahadoum (anti-theism) or they don't care to worship any of them (apatheism).
Terry Pratchett also called it atheism in the Discworld books. I think vocal atheists were something akin to literal lightning rods though :P
I concur - talk to your VC about this. Don't think of it as b****ing - this error had a major impact on you and your son's experience at Gen Con and in PFS as a whole.
At best, the VC might be able to authorize a reimbursement for the prestige/gold incurred after checking with John, Linda, and/or the next campaign coordinator. At worst, the VC will be able to help make sure that you have far better experiences in your local lodge!
I'm sorry that you had this kind of experience, and hope that everything is better from here on out!
How about, instead of this thread continuing to revolve around and around and get nowhere, everyone agrees to disagree, expect table variation, and move on to something else? Nothing on this thread is so overwhelmingly "obvious" of an "answer" that it is going to convince anyone who feels strongly to change their mind.
This falls into the category of things that Mike Brock used to hate being forced into weighing in on, because once threads like this start demanding an official ruling, rarely is anybody happy with how that tends to work out.
Expect table variation - you might get a GM who says "no prob idk", you might get a GM who says "you lose your powers for even thinking about it", or anything in between. Accept the GM call at the table, and move on without slowing down your PFS game table.
Barring an official word from John, Linda, or the next campaign coordinator, this whole thread boils down to one of the more crucial parts of the Guide:
"Expect table variation"
You may find yourself at a table with a GM who doesn't care, or a GM who asks that you justify it, or a GM who will have your PC lose their powers for even suggesting it. Be ready to accept whatever decision that GM makes, and keep playing.
This is normally where I ask John, "do you ever sleep?", but I already know the answer to that one :P
The deep, dark secret:
No secrets, just EXPLODING RUNES!!!
John, you've been even more awesome than usual fielding all of these questions and everything while the office is still probably recovering from "Con Season". Several of my local GMs have mentioned similar feelings to me as well - thank you for all the work you're putting in on this!
At my table, if a paladin wants to do anything (including infernal healing) that I think is even remotely gray area, I ask the player how they justify their actions with their alignment and paladin's code. If they can do so, I let it go. If they cannot, I give them one warning before considering it to be an alignment infraction.
A tiefling paladin focused on destroying evil in the world above all else, or one with the oath of vengeance, passes this test quite easily imho, but risks falling easier in other ways.
Tldr: expect table variation
I did have a follower die once while playing, and I think it was totally legit. We left my PC's vanity follower outside a certain cave entrance guarding unconscious-but-stable (and very-well tied up) guards...
in a certain season 2 scenario:
...as we tracked down Red Mantis assassins who were trying to kill someone we were tasked with protecting. As we fought our way through the cave/base, apparently someone came in after us, pausing only long enough to kill my PC's follower and set their own people free, before jumping us from behind.
Once the GM explained what happened post-game, I was totally okay with it (and to this day my PC still feels ashamed that he led someone to their death like that).
Le Petite Mort wrote:
I appreciate all the compliments. I didn't expect this to take off in popularity the way it did. I just wanted to stop repeating myself whenever someone new stopped by the lodge.
One more compliment to complement your compliments: You're one of the people I often wish I could take credit for having in our lodge :)
Thank you again for putting this together!
Well, I promised Painlord that I'd make a post sooner or later, so here we are (just a wee bit later than I originally planned)!
Gen Con is an amazing and exotic beast, and while I highly encourage everyone to schedule time to take it all in, I find that each year that I attend I spend more and more time in the Sagamore and less elsewhere! The ballroom this year for PFS was absolutely magnificent - the whole space, surrounded by Pathfinder banners, with the 3D Goblin Invasion smack in the middle!
Wednesday was all about getting stuff together and getting up to Indy (normally pretty easy from just ~ an hour away, but with a car full to the brim with maps, minis, books, and people...). Once we arrived, we got our badges and I was able to get a few maps to VOs who jumped on my almost last-second offer to get some of the maps for the Specials printed and distributed, followed by the VC dinner (which I'd jealously watched people head off to for the last few years and now could finally attend myself!) which was a heck of a great time - finally getting to put faces to names and online personas! I think Mike Brock only needed 1-2 assistants by this point in the convention to carry all of the tributes of alcohol that were piled at his altar (yes, Bloomington did contribute, why do you ask?).
For me, I find that Thursday is always the longest day of the con. Especially for those not used to waking up super early, getting up and out and ready to go by 7:45 (I especially feel for those who came in from other time zones!) can be grueling if you're not ready for it! Slot 1 can be rough in terms of player turnout, so we had a ton of GMs released. Thankfully, after learning from a certain very young Canadian GM from last year, I quickly wrangled some of my fellow GMs into a pickup game of the scenario most of us were running at some point during the weekend. It turned into a fun time and also a great workshop on potential issues our players might find later during the con.
My second table went off just fine with some Core players, and then my Thursday night special was pretty awesome! Every single player found an encounter during the event that they totally rocked almost singlehandedly. "Raegar" (hope I'm spelling it right) the Paladin of Iomedae talked down a kidnapper in such a bold and daring way that I wrote that he had gained a follower (perhaps even lover) on his chronicle sheet*, the party's Ranger singlehandedly calmed wooly rhinos, the Witch put out many fires and shut down enemy action, the Unchained Rogue was "off the chain" getting the drop on a few encounters, the Fighter beat down the final few encounters with several consecutive critical hits, and the party's Summoner (APG Summoner played *very* impressively almost more like an arcane version of a Druid) was on top of many social encounters and helped guide the whole party to success after success. All my players really seemed to love it!
* the player loved the story so much that he got the "defector" boon and was already working up the NPC he encountered in the special as his next character! I love when things that happen in-game spawn future RP and ideas from players!
As has become my late-night ritual, I rushed from the Sagamore over to Champions before last call - their soups and salads are always amazing and really refreshing after a long day.
Friday again kicked off with a no-fire table for me in the morning, and the afternoon had a bit of a comedy of errors that resulted in me again having no table, but I was able to take time to see some friends I hadn't seen in over 6 years while their son was playing Kid's Track (and subsequently got them interested in playing PFS themselves!), before grabbing a bite and getting ready for the Sky Key Solution. A group of players who had sat with me in 2014 asked if they could request me as a GM, and Tonya up at HQ graciously allowed it. Fortunately many of the players were really into the story and campaign setting of Golarion, so the moments I myself went "WHOA!" when reading the special hit them just as good. Everyone had a blast!
Friday night at Champions I got to hang out with some GMs from Pennsylvania and elsewhere and shared stories until we were almost about to pass out (or, rather, when they kicked us out sometime around 3am). But I knew I had Saturday morning off, so I was okay with this.
Saturday was a fun and relaxing day - I had a nice family at my table in the afternoon (plus one slightly disruptive player, but he quickly found that his issues were with HQ, and then subsequently took his problems out of the ballroom altogether and left my table in peace), and then another table of players requesting me by name to run the Kobolds special. That one was a heap of fun! After taking some advice from other GMs on the boards, I put my players under the honor system and let the player with the most GM stars be in charge so they could set the [redacted] all over the place, so that when I came back I wouldn't know. All of a sudden it was 6 GMs vs 1 Player, and they *loved* the reversal - giving me DCs to roll for, rolling damage for the NPCs I was moving around. Apparently some of them had a rough game earlier in the day - by the time we wrapped up it had been completely forgotten and replaced by happy memories from Saturday night!
Sunday at Gen Con is always bittersweet. You're in your groove as a GM, on a good schedule, running games, and then you get some time after to just hang out with people you've met and made friends with...but then it's time for people to go back to the real world and it's over. Even on top of all of the great RP moments at my table earlier in the con, having a dad come up to me after the Sunday special to tell me that I "made" his son's convention for him was absolutely the best feeling!
In the last few years I got to meet a lot of people in passing (and nothing last year on Sunday since I threw my back out and was unable to make it out of the hotel at all). This year I got to spend lots of time with a bunch of people, and I feel that I made some really good friends in just a few days. Justin Peters, Tonya Woldridge, Jon Cary, Walter Shepard, Joe Gilbert, Jon "none of that stinkin' root beer" Dehning, Thurston (with and without his mouth full), and so many more that I'm going to stop with names lest I only forget a few and maybe make them feel left out!
Painlord stopping by my table to hang out for a bit was also a highlight - his icon on the boards is a really good resemblance! ;)
Of course, no Gen Con can be complete without a fail or two. My big one was Sunday right before I started to meander my way back to the hotel so I could drive my locals back home in time for them to get to their jobs/sleep. I had a guy come up to me wanting to introduce himself, and his name sounded awfully familiar...Andrew Hoskins...and I'm sitting there like "okay, I know that name, why do I know that name, why am I excited to meet him?" but I was so tired by then that I kinda just figured it was someone I'd had a good conversation with on the boards...I'm in the car driving home and it hits me: "Mike you dummy! That's the author of your favorite Season 6 scenario!!!"
So, Andrew, consider this me being honored and super stoked after-the-fact to have met you!
All in all, this was the best Gen Con I'd been to yet, and I spent 95% of it in the Sagamore Ballroom! Everyone in PFS is just plain awesome, and here's to another one next year and spending time making even more new friends and reuniting with old ones! :)
Mark Stratton wrote:
Only because of time/money constraints. Next year I'm thinking of doing it on a more expanded scale (and thanks to good input from VC Jon Dehning, I think I can do it cheaper than this year too)!
I have two thoughts that I didn't end up getting to bring up at the post- meeting on Sunday.
The first - the gentleman who was mustering for my area/scenario (#7-02) on Friday did something I found really refreshing! He went around to the GMs and asked if anyone had preferences for Core vs Normal or for 4 vs 6 players, and also double-checked if anyone had not gotten a table in the game slot before (checking their names with ones HQ had already highlighted). Even though I got unlucky (he sent me a 6 players but they went to the wrong table - nobody noticed until almost 15 minutes into their game, so c'est la vie :P), I was still really impressed by him!
The second - this one is based 70/30 on hearsay vs. observations. I was in the same area of tables (black) most of the convention, and would often see players coming from the same direction when approaching my table. I heard (this is the 70% part) that the mustering area for our tables was nearly halfway across the room, rather than either of the two doors/marshals closest to us. I know that the logistics of mustering have a lot to deal with (i.e. I suspect we can't muster at the side-doors, only in the main hallway), but I did want to mention it.
All in all, I think HQ and the marshals did an AMAZING job this year - even better than 2014...which might be hard for some who know me to believe, since last year I said that I couldn't imagine HQ doing a better job than they did then!
Mike, Jon, Tonya, Bob, Todd, and everybody at HQ and all of the Marshals - you helped keep your GMs sanity nearly 100% intact this year. Thank you!
In addition to announcing Michael Johnson's 5th GM Star HERE, I have the pleasure tonight of announcing a plethora of other recent GM accomplishments!
Venture Lieutenant Joe Ducey has just achieved his 3rd GM Star in PFS, as have long-time GMs Ben Planton and Daniel McDeavitt!
Joe Connor, who hasn't been GMing with us too long, has already raced to his 2nd GM Star as well!
Bloomington now has 44 "active" Stars' worth of GMs, with no sign of slowing down! I couldn't be prouder to be the VC of this lodge - you all make this gaming community so great!
When I moved to Bloomington, Indiana - I already had one star under my belt, which makes this announcement even more awesome!
Michael "MJ" Johnson was announced at Gen Con 2015 as Bloomington's first 100% home-grown 5 Star PFS GM!
MJ has been running games for the society since PFS first caught on locally, and has been going nonstop ever since! He is a local favorite, and sometimes I'll even catch players asking a week in advance which table he's GMing so they can sign up for it!
Congratulations, MJ - you are one of the cornerstones of our lodge, and we wouldn't be the same without you!!!
Wow, how is this scenario supposed to be played in 4 hours? There are 5 combats, 6 role playing encounters, some with multiple skill checks involved, and a lengthy puzzle to resolve?
I'm not sure we're reading the same scenario. I ran this 3 times at Gen Con, and every table (including the Core table with mostly level 4 pre-gens) finished in 4 hours or less.
1 - Town under attack: Can be a little lengthy at the high tier depending on how the PCs are at dealing with invisibility, but the tactics make it less difficult time-wise (i.e. gloom dragons fleeing once they're the only ones left)
2 - Supply sack: 2-3 rounds of comedy, max.
3 - Gremlins in the gears: More gaming-with-portals comedy, but only takes awhile if nobody has cold iron and nobody tries to use the portals.
4a - Henbane: BBEG fights are supposed to be tough and long-ish.
4b - Grig/Quicklings: Remember, they ONLY fight this one if they don't fight Henbane. If they fight Henbane, the fey here flee instead of fight, so there can only be 4 combats, max.
1 - Briefing with Smine: Not the longest intro ever.
2 - Visser: Always pretty quick and to the point as far as I've seen.
3 - Mayors: Also pretty quick.
4 - Cerotius (sp): Again, pretty quick.
5 - Henbane: Potentially longer, but it's the BBEG, so it's supposed to be involved.
1 - Traps/Heals: If you're under a time limit, it's pretty easy to explain the mechanics and what it represents in terms of travel time adjustment and then just let them roll with some RP embellishment highlighting their successes/failures.
2a - Investigating the tower: A little lengthy, yes, but it's one of the reasons they're there - do this for Ogden so they can get the Essence and access to superior alchemical goods.
2b - Tavern: Same as 1, can be sped up if needed, or skipped entirely without any major problems to the plot. Wholly optional or good for groups with more social than mental characters.
3 - Portals/Puzzle: Several other GMs and I spent hours, days actually, looking at this. The only conclusion I've reached is that the clues that the PCs find during their investigation and the Player Handout both line up to a certain puzzle...but the actual solution presented in the scenario is something wholly different and has no connection to anything else present. I wonder if something got changed part-way through the process that left us with clues for one puzzle but the answers from a different one. I'm going to take time to review my notes on this part and probably do a scenario review and elaborate further on this one.
chris manning wrote:
An email went out this afternoon about said changes. Reposting here in case you and others didn't receive it:
Trevor Burroughs wrote:
How does one become a Venture Captain?
Engage one of us in a sword duel to the death, making certain to cut off the head. This releases our power in a form known as the Quackening that you then absorb.
Once sufficiently full of Quack, you submit yourself to the gaze of The One - Mike Brock. If you do not burn to ash beneath his steely gaze, your green shirts turn to red, and you are born anew as a Venture Captain.
...yes, I have been up for over 30 hours straight, why do you ask?
Just as a note, Ultimate Combat does specify that Gunslingers are guaranteed a number of free actions equal to the number of attacks they can make during a round due to their BAB. Even the most strict GM cannot reduce that number since it is RAW.
I have a few Gunslinger PCs, and I've been at tables with GMs who limit them to bare minimum and ones who allow unlimited free actions - you can always make it work out without having to limit your choices.
I agree with you - another reason why I like Robert's idea of just making it every scenario unless it's a one-two or a special circumstance (GM discretion) where the PC has clearly gone from Scenario/Module X to Scenario/Module Y on a shortened time frame.
John Compton wrote:
Lot of excitement in my region about these books! :)
Having just played this the other day, let me say +1 to Sean's comments. Two of our combats took one hour + each playing at high-tier with the 4 player adjustment.
Also, if you're worried about time but also don't want to feel like you're railroading the PCs, consider adjusting the "tone" of Margaret's comments about the "Swampers" - make it more of an "occult premonition" rather than just making it sound like classicism.
What happened to us, trying to out-think the situation:
We ended up on a wild goose chase because we thought she was just being irrational, plus we had a neat idea using multiple gunslingers firing into the air while our Diviner wizard scryed on Olivinia, trying to hear whether the musket master or the pistoleer were closer...and then 45 minutes of real-time later, we just ended up in the swamp for lack of other ideas... and then ran over on time by - you guessed it, 45 minutes :P
All in all, it was a really fun scenario, one I'm excited to GM next week myself!
The issue is that the player owns the RotR book, but none of the others, meaning that for her, it's the only one she can legally use .
Raise thread, since I can't find anything definitive on this in the FAQ or PFS boards, and just had one of my players ask me about the Bladed Scarf:
Rise of the Runelords Player Guide (which she owns) says they are:
Archives of Nethys (citing ISWG and Varisia Player Companion) says they are:
Since pages 10-11 of RotR Player's Guide is still a legal additional resource, does that make both versions of the weapon PFS legal?