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It does have me wondering how my nieces are effected by media they watch, like disney heroines ... They seem to be a little less 1-dimensional than when I was a kid I guess... I still have yet to see one that doesn't adhere to pretty much that same overblown concept of what is feminine.
Yeah Mulan is an empowering story but I wonder what mulan really looked like if she did live. It kind of robs the story of some of it's power to give her the usual disney heroine look.
I've been playing Super Smash Bros with them on WII. The younger niece definitely gravitates towards the "princess" characters like peach, zelda, rosalina... The older of the two plays female warrior characters, lucina, sheik, samas. I think across the board they are the usual kind of girly depictions, not overly sexualized except for Samas but all kind of samey in that idealized "perfect" "pretty" way.
I did notice when they watch my little pony and they talk about which one's their favorite they both mention the one that does hair and make-up or whatever, you know the white one with purple hair? Even when another pony has done something really heroic or brave in the episode and charity or vanity or whatever her name is has just acted kind of shallow really.
Anyway way off topic, sorry guys. Back to anime.
Well I am also considering it as an art issue not just a female issue. For example the wayne reynolds/pathfinder art style has the same effect of disconnecting me from the world and characters depicted by making them appear sort of like action figures and arsenals of abilities.
The 2e art had it's chain mail bikinis and perfect hairdo's in the middle of a swamp but it still made the scenes come alive in my mind in a way the PF action shots don't... It's probably different for each individual I guess. Interesting to me though.
I don't mind it at all, it's visually cool and I appreciate it as an aesthetic.
I just noticed something like Moribito is drawing me in more deeply to have an emotional connection with the characters.
I don't even really know what fan-service means exactly or if Blood C is an example but after seeing that discussion on here I'm wondering if it could be a barrier to really believing in the character and feeling like they're real people. For some people at least.
What I do is have an NPC or two in Zelkor's Ferry give them some idea. Like Old Russ.
"Now that this Maw of Doom has been discovered every greenhorn would-be-hero that comes along has a chance to go dungeoneering. I saw a mere hedge-wizard who only just learned the Melf's Acid Arrow incantation delve that place and live to tell about it. Mouth of Doom. Ha! Doesn't deserve to be called a dungeon, if you ask me. Not that it hasn't claimed plenty of lives of those who were unlucky or ill-prepared."
Stuff like that. Gives them a reasonable idea.
I love the idea of this girl playing basketball at school by day and then facing down these awesome demons with a sword by night.
But, as much as I regret mentioning this after the big fan-service derail just let up a bit... the "sexy" kind of art style makes this feel sort of 2-dimensional in a way. Coming from Moribito and 12 Kingdoms all week, those are drawing me in much deeper.
Ugh. I'm trying to find this one I liked but I can't remember even close to enough to give any one any hope of recognizing what I'm talking to.
There's like a normal high school student maybe, and at night she walks down to this creepy lake and a super creepy monster comes out and she kills it with a sword maybe? And there's maybe some creepy trees near the creepy lake...
Something about blood in the title maybe?
Nevermind I don't know.
Whoa easy it's just an opinion, not necessarily an elitist thing... I love Hero Lab and could care less about system mastery but when my game group got access to hero lab I saw a marked increase in players showing up with characters and not knowing how the mechanics worked... needing to look things up constantly. Not a slight increase, I mean night and day.
It's kind of like back in the day when most people knew some friends and families phone numbers by heart, but now with cellphones most of us have very few phone numbers memorized.
Doesn't mean we should all throw out our cellphones, it's just a consequence.
Has anyone considered an actual "run away" mechanic for adjudicating retreats from battles?
Even with all the disclaimers in the front of FGG adventures advising PC's to run when in over there heads, seasoned 3.x players are so conditioned to believe that running away is not viable, so they will rarely attempt it.
Reebo Kesh wrote:
In my group there is one guy who plans a rough outline like when he is going to pick up a level of a PrC, another guy who plans more detailed but just through 6th or 7th, and the rest do not plan at all whatsoever.
I am interested in non-combat encounters with opportunities to trade goods or intel, get clues about lairs and dungeon locations, or especially link back to NPC's in Bard's Gate for example. I know there is stuff on the tables that can serve this purpose but I want to get more specific with it.
That frog stuff above is especially good Aux.
My players please don't look, seriously:
I was thinking of a sub-plot of abductions from zelkor's ferry, with abductees returning from the cloister with some kind of tsathar seed planted in them.. or under frog priest mind control to advance a froggy plot or do some clandestine evangelizing.
Mixed group, most would rather play 5e or OSR at this point. A little less than half still really like the build game aspect of 3.x. When they ask me to DM it means they feel like playing pathfinder on gritty mode, for the most part.
A lot of the stuff people are talking about here are the same things we've tried. Always tweaking but the consistent thing I can think of is no shopping and crafting except consumables.
I like it.
Yeah I think there was one more big try as well but it gets blurry because we were experimenting with things like two parties at once in the same sandbox campaign, and revolving roster of players and characters.
I remember another party that got really involved with Drusilla, running around doing her bidding. They ended up somehow clearing those spiders she wanted out of her grove by convincing the spiders to follow them in an exodus to go live in the mouth of doom dungeon of all places. They made it out to be a promised land with a plentiful supply of rats to eat. This way they had a backdoor they could always use in and out of Rappan Athuk without worrying about it getting repopulated too much with hostiles. They could keep their treasure there and everything because it was totally crawling with giant spiders that only let them come and go freely. That was awesome.
Then there was a party that got Aragnak to spare them by promising to work for him doing delves into Rappan Athuk since he was too big to go down there. So every time they came up they pretty much got auto sacked for all the loot, unless they stashed some before they saw him or convinced him they needed to keep some things in order to keep doing their job. The whole time they were plotting to get powerful enough to kill him and get back all their stuff though. That was really cool too.
There was a revolving pool of players doing these things playing in different configurations with different characters. Like it was all one big campaign but it was different campaigns? They kind of ended up with an unofficial guild of adventures, with information and resources being stockpiled and exchanged and bequeathed to and between each other and even to replacement characters. Kind of a big web. Hard to explain but really cool.
But yeah that intrigue-y Bard's Gate based adventure arch was one of the times it felt like we were getting it right. It's important you don't expect RA to provide all the impetus for plot like an AP does, as someone pointed out up-thread. It doesn't have inciting incidents and signposts saying "go here next". The group has to make the story. The city adventuring helped develop reasons for the characters to want to delve, but you can do some of that with backstory too.
Once I figured that out it got really good, that's why I decided to try it as a PbP. But that medium turned out to bring it's own challenges too. It's a learning curve.
I agree with Lemmy/Rynjin/Pandora's as to the plain english interpratation based on the language alone... but I also do put stock in 3.x legacy when dealing with stuff that is copy/pasted straight from 3.x into PF. I think if PF devs want something to work differently in PF they ought to change the wording to make that clear.
GM Tribute wrote:
I liked your simple spreadsheet maps, leaves more to the imagination.
Ok Moribito added to my list.
As for the fan service/erotic stuff, it doesn't offend me but it doesn't seem to add much either.
If a story has powerful thought provoking messages about life like this 12 Kingdoms series seems to have, I am just glad it doesn't seem to have too much content that would make it inappropriate for young people.
Yeah I think you got the CR right, maybe Rynjin forgot NPC's are calculated at CR = Level -1 (when they have PC classes and what is that, heroic stat array I guess?).
Anyway I honestly think you could keep him as is and still throw in 2 zombies or 2 vegepygmies and it not be too much, but... if a couple players are just learning, maybe drop him to level 2, have him cast the web off a scroll, and make it 3 minions?
Incidentally then those bracers of armor would be a little expensive for him at that level but not too over the top I guess. Definitely a nice drop for the party!