Each Pathfinder Society scenario is designed to be run as a separate event. Each season share a metaplot and some themes, but not all scenarioes will follow that theme.
In season 4 there are two story arcs - one for low level players and one for high level, so you could run one of the arcs as some sort of campaign.
I'm making a kyton-spawn tiefling Paladin of Sarenrae. he'll be heavily tattoed and pierced. A childhood bully who went through some event that made him redeem himself. Now using his wicked looks to intimidate sinners into redemption or having evildoers identify with him and convince them to redemption.
It could be interesting to see a Shelyn-paladin with lots of colourfull tattoos - maybe a gnome?
Buff the characters and suggest pet classes. If done right, they can feel the disadvantage of being two, but have the means to overcome them.
I have a party of 3 and face the same challenges ,but to a lesser degree. I did the following:
We're also talking about implementing Mythic Rules - just the ones from the playtest to begin with.
I don't think Animal Archive belongs in the core assumption - a lot of players won't need it for anything, while the rest of the core assumption is relevant for every player.
Is it possible it could be added to the PRD? The book is great and it would be very nice if GMs had an opportunity to familiarize themselves with the rules.
The only problem I have with givin Mythic Tiers this early is that I can't seem to find any good candidates for mythinc tiers in the antaginists in book one.
I mean: the end boss is an apprentice. A cool fight but not a guy that story-wise is mythic.
But it might be a good thing to wait with the mythic enemies untill a bit later and just beef up encounters, if they get too powerfull.
Or I might make them meet a mythic hexcrow as a "welcome to irrisen" fight.
Neil, I really like that you came up with your own moment of ascention, complete with a flaw and all, before the Mythic rules were made public :D
I know the flaws are removed/made optional, but I really like them and think they can be a nice way to add flavour and side-stories in a small group.
Master Summonner: A chance of summoning random (hostile?) Fey when using his summon SLA.
Cavalier (homebrew archetype removing horse, giving him better banner): I'd like to tie him to the rider or knights of myth in genereal, but the only thing I can come up with is something about keeping his word or defending allies. Bus he's LG, so that wouldn't affect him much.
Ranger: No idea yet. I'm watching his moves carefully, seeing if I figure something out from his actions.
What I was thinking of doing was granting 3 mythic tiers to Malfeshankor, and having the PC's absorb them, Highlander-style, but that they sort of remain dormant until they encounter something that "triggers" their ascension - read: when the as-written encounters surpass their APL...
I have a 3 man group that started Rise of the Runelords, where I wanted to add mythis tiers. Now we switched to Reign of Winter, so I haven't thought the stuff all the way through, but here's what I had planned on doing:
Because some of my players are more rules-savvy than others, I'd introduce the moments of ascention individually through book 1 and 2. I'd keep the flaws-system and pick one related to the ascention-event, but not tell the players.
Dying. If a PC died, one could bring him back the old "this is not your time yet"-style. Maybe a short message from Desna or Shelyn - the gods I think know most of the runelord thread.
The flaw would be weakness to the type of weapon killing him.
Defeating Nualia or The Barghest I Can't Spell. The flaw should be related to the enemy's theme. Wrath for Nualia, for example.
Pucking up and wearing the Sihedron Medallion. This one already has a flaw: keep the medallion and all your cool, new powers, but let the runelord know your every move.
In Reign of Winter, I plan on giving then the ascention at the same time, since there's a built-in moment that would fit perfectly:
The Black Rider's Mantle
I have a group of 3 players and we are considering using the mythic rules. Part to compensate for having only 3 players and i part just to try them out.
I'm thinking of using the black rider's mantle as the moment of ascention in stead of giving a +2 stat bonus.
1: I steal a lot. There's almost always some amazing GM who has played the scenario before and has posted stat blocks, notes or other documents that helps me prepare and run the scenario. Some day I hope I'll be the one that does that.
2: I read about the background and history of the scenario and the area it happens. I normally use 5-10 minutes extra to describe the background when briefing the players.
3: When I, once in a while, plays instead og GMing, I try to play with a different GM each time. In that ways I hope to learn from a lot of different styles. This is especially interessting when I've GM'd the scenario.
4: I translate/rewrite the intro and the rest of the boxed text. I do that to remember the text better, so I don't have to read it aloud but can act it instead, and to insert extra knowledge about Golarion.
One thing that helps me is preparing to be unprepared. What is hardest for you to improvise? Prepare that part and let the rest happen from there.
When I prepared scenarios for my home group, I had one page with a flow chart of the plot - I like to improvise and add details and twists, but if I'm stuck it's nice to have a fallback. On another page I had a list of persons, keywords on they look and behaviour and a sentence or two about their involvmnt in the plot - I prepared those just to have finished people I could throw at the players. Their position in the plot could change, but I liked haviing "finished" poeple to interact with my players.
Try it, just as a one-adventure experiment and tell your players about it before you start ;) They might like it and can give you advice onhow to improve it.
I read an inspiring article (ten years ago and in Danish, so I can't find the link) about how to improvise murder plots. The essense was that you didn't have to know the murderer before the game started, and you were fed plot ideas from your players when they start discussing the case. And if the game stalls, send someone to kick in the door and start shooting (or wanding or whatever). Let the players figure out where he came from and follow your interpretation of their ideas from there ;)
Probably not something you should do every session, but it might be a fun idea to try.
Thank you for all the suggestions :D I went with Golemworks Incident and Voice in the Void.
I really like the idea that all scenarios have the potential for horror. I probably overplayes Frostfur Captives to the point where it wasn't horror but just bizarre.
Talking of playing everything as horror. Even Mrs Doubtfire has the potential.
Can anyone reccomend some good horror scenarios?
I'm running a local con soon and thought it would be fun doing something special in the midnight slot saturday night.
Thanks in advance :)
I really love the community use packages and have started using them for posters and brochures promoting PFS. But when making large quantities it would be nice to have some black and white graphics to use.
The only thing I've found is a line art of the glyph of the open road in the Organizations package. I really miss something like that for the Pathfinder logo and the Society logo.
Is it possible to create a community use package - just a small one with the pathfinder and PFS logo - in greyscale and as black and white line art?
I can see your points about the faction missions, but I'm still in doubt. I think it depends on how experienced the new GMs are as PFS players.
One of my concerns about running First Steps is that I need to get enough players to play at the new GMs' tables. I don't know how willing people are to replay First Steps. What are yoour experiences about people being willing to replay First Steps?
I have a test subject running Silent Tide this sunday. I'll evaluate with him and hear if he would have avoided the Faction Missions.
Thank you for the suggestions!
They will be new to GMing completely, but will have experience playing PFS. It is at a local con, so I am sure I can build a mood of "let's welcome the new GMs and give them a good time."
The reason I dislike First steps and We Be Goblins is because they don't have faction missions. I'd rather have my new GMs try handling faction missions in a relatively safe environment than not knowing what they get next.
(Hmm, everything in Denmark is probably considered "local" in comparison to other countries.)
What scenarios would you choose for a new GM and why?
I think I'm looking for at scenario that:
At a local con I plan to do a small GM intro course, where I start by running the new GMs through the scenario, then have a talk about being GM. After that they're handed out the scenario and are given time to read it. This is followed by a new talk about running this particular scenario. The day after, they're are running a table each.
I'd ask my GM to allow me to play orc or to take the Scarred Witch Doctor Witch archetype without being orc. (http://www.d20pfsrd.com/races/other-races/featured-races/arg-orc/scarred-w itch-doctor-witch-orc)
Your spells would, of course, suffer from spell faliure from armour, but your hexes won't.
World Building, Part Again: Let's Get Hellenistic (+) (also: Egyptian and Norse, maybe a few others)
Fascinating read! I have an idea for a variation of the merged vs separated pantheon ideas.
The pantheons are separate but know each other distantly. Loke, for example could be the trickster god of more than one pantheon. Yes, hes parentage is different in the egyptian pantheon, but if you're a good enough trickster, it shouldn't be a problem convincing someone that you're their child.
Another way for the gods to intersect could be that Zeus is Thor's father. Unless he have some divine way of telling they boy's father, Odin would have to believe the mother who just couldn't resist a handsome dark-skinned god from the south.
Thank you for all the ideas :D I'll Print this thread and take a look at it with the players.
I think we'll end up using 25-point buy and look at the suggested combos (but let the players choose whatever they want, ofc).
I'm new to Pathfinder, so playing a follower npc and keeping track of rules is probably a bit too much for me.
Gestalt Characters are a really fun idea, but since 2 of the players and myself are new to Pathfinder, it's probably too complicated for us, but we'll see what the players say.
I can see your point about dedicated arcane caster - on top of save-or-die and aoe, the life just gets easier with spells like fly and wish. And thay also need someone to craft magic items i guess.
One player would like to play ranger. I have a hard time seeing him as anything else than damage-dealer. I guess you could dip into fighter and get some better armour, so you can tank.
I'm starting Rise of the Runelords this weekend with 3 of my friends and myself as GM.
I would like to avoid nerfing the adventure path. In stead I'd like the players to fight tactically use creative solutions and maybe buff them a bit by giving full hitpoints each level or something.
Du you have any suggestions for us to create a well-rounded party with only 3 players? Any ideas to how one player can fill multiple roles (like making a cleric take a level of fighter, give him heavy armour and make tank and healer)?