Lem

Harveyopolis's page

** Pathfinder Society GM. Starfinder Society GM. 21 posts. 5 reviews. No lists. No wishlists. 6 Organized Play characters.



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Overall decent fun

4/5

Not much to say other than my group quite enjoyed it. There is a fair bit of flexibility in tackling the different encounters and really allows the player some creativity in how they want to handle things. It feels like one of the few scenarios I've encountered where the players can make a big impact in the world, and I've always welcomed that.


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Utter Genius

5/5

Gm'd Low-Tier

By the Gods, they really nailed this one. They hit it out of the park. The perfect blend of zany RP, interesting combats, and a genuinely interesting story. This is the kind of scenario that everyone can get engaged in and really shine. It's worth the effort to prepare a little bit before hand, and a GM with some good acting chops will definitely help make the scenario shine. Absolutely great scenario.


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Flexible and Customizable Dungeon Crawl.

4/5

Gm'd this in High Tier.

Very fun dungeon crawl making good use of the Bigger Caverns flip-mat. What I like most about this is the ability to customize and flex a little bit of creative control over a Society Scenario. I believe that you get the most out of this if you go through the differing monsters yourself and pick out the ones you want. Although story light, I was able to create a cohesive theme by go through the tables myself as opposed to rolling and I think my players really appreciated it.

That being said, the formatting of the scenario is a bit clunky and difficult to navigate in PDF form while running a game and there are more than a few typos and formatting errors, that make the technical side of the scenario a little messy. Editorial step up your game! (Sorry Publishing Nerd here)


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Fun and Flavourful

4/5

Played at Low Tier.

The scenario was fun, with some rather bizarre but memorable combat encounters. The final combat at low tier was relatively easy and I disliked some of the environmental components to it.

Spoiler:
There is a crowd of panicking people that causes a big chunk of the map to be difficult terrain and it just kind of bogged down the combat in a boring way

Has some room for some fun RP encounters if you have an imaginative GM and the time, but the insistence on using the Influence system from Ultimate Intrigue seems a bit unnecessary.

All in all a memorable time was had.


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Benefits from a bit of finagling

3/5

Opinion based on GMing w/ 3 Players.

Spoiler:
I agree with most other folks on here that the scenario is short (which I don't mind). I also agree that Maro is really under utilized and that the first act didn't really feel like much of an act. I feel like some GM discretion to pull a little life into the city is necessary.

I do really like Tasch as a setting, a little dinky mining town. Again, I think the scenario benefits if the GM is willing to do a bit of quick improv in order to bring the town to life. On the fly I made up some quirky 'hick' NPCs to interact with before getting into the chunk of Act 2. I definitely agree that the fights are a bit tough, but I also feel that in Starfinder you're expected to get downed more often and despite having only 3 players (and a stand in NPC) everyone was more or less fine. I find a lot of players get grumpy when Society games actually provide a challenge and I, for one, am happy that you can't breeze by every scenario.

The mine fight is pretty cool. I like the mechanics of the cart, and my players were smart enough to get out of the way. I do find it a little disheartening that there's no real chance to RP with Talbot before the fight occurs. It feels like a missed opportunity for the story. Again I think the fight can be really hard if you just stand there and shoot, but if you think strategically then the encounter is manageable. My players ended up running back to the entrance and really only had to fight Talbot since the other workers were too slow to catch up.