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I've been running the campaign in Pathfinder, with the help of free Pathfinder NPC conversions, and it's been great. Hasn't been a problem at all.
If you're running in Pathfinder you absolutely need to use the free conversions, or it will be too easy.
The real crux of the issue is whether you want to start playing Pathfinder or if you want to stay with 3.5.
Personally, I think Pathfinder is a much better (and balanced) game system with lots of fun options that 3.5 didn't have. And it's current, which means I get to enjoy playing PFS (so I don't have to GM all the time).
Most of the changes in Pathfinder were done to character creation (and re-balancing spells), so the combat and skill systems are almost identical. Basically anyone who knows 3.5 can play Pathfinder with no coaching.
Having said that, some of the changes are subtle (Ex. Sneak attack now affects almost every opponent), so it's likely you will be making some mistakes for awhile, but it's not a big deal.
Either way, welcome to the boards!
So I’ve been playing the last 2 months and here’s my report.
This is the best MMO I’ve played since WOW vanilla. The game is a horror/survival/Lovecraft based game and meant for adults. The game is actually challenging, both in terms of combat and quests. (Of course if you cry “Uncle” and read the walkthroughs, it can be less challenging).
There’s lots of content for both grouping and solo play, and definitely the best questing I’ve experienced of any MMO. In terms of questing, its worlds ahead of WOW.
There are also lots of people still playing and lots of people levelling up in the old zones (thanks to the Steam sale). So you can still find groups for dungeons.
For $30, this game is a great deal. I like the game so much; I’ve recently bought all of their additional content and have a subscription as well. And it’s worth every penny.
I’ve completed every single quest and every dungeon until Transylvania (maybe 200 hours of content?) and there have been no bugs. I’ve read this game was buggy on release but it’s completely clean ATM.
The game hasn’t been a grind at all; you only need do at most 25% of the quests before you have the gear and XP to leave a zone. Having said that, I find the story/questing to be so well done, I usually do every single quest before leaving.
In terms of progression, I’m still not at end game yet (after 2 months) and I’m a fast at levelling in WOW. I think my PC has 15% of the abilities and that’s only on one ability wheel out of three. So in terms of horizontal progression, there is a lot to go. I’m still not sure how much vertical progression there is, but it takes a while.
They have substantial content updates every 4 months. Like any MMO, I assume eventually I will run out of casual-player content, and will need to do elite content if I want to play every day.
This game is not for people who want to:
1) Level up as quickly as possible: If your goal is to level up as fast as possible and to get the most uber gear as possible, you won’t enjoy the game. And quite frankly, you’re missing the best parts of the game. Yes, you can probably do 25% of the quests in each zone (less with an XP booster or a friend) and get the gear/XP you need, but you’ll be missing all of the content and you’ll get to end game and say “is that it”? And then the content becomes more horizontal and challenging, which most grinders will not enjoy.
2) If you skip watching videos to do the quest as fast as possible, this is not the game for you. If you don’t take the time to listen to the optional voice dialog offered, this is not the game for you. It’s extremely entertaining stuff.
3) Like to be handheld through quests. If you like your quests to be “kill 10 rats”, you might not like this game and you’ll probably spend most of your time reading the walkthroughs for every quest. Congrats on making the game easy mode, but again you missed the point.
This is a game for:
1) People who like a good story.
2) People who like dark horror themes and mature content. Zombies, werewolves, vampires, ghost, etc.
3) People who don’t like questing and dungeons to be super easy.
4) People who like to try different builds and options for their PC.
5) People who like to customize how their PC looks and dresses.
6) People who want something different in an MMO.
It’s a great game, I give it 9.5/10 stars.
Mark Hoover wrote:
Is "auto-win-while-looking-more-awesome-than-anything-ever" count as a campaign setting?
If you don't fudge, there's no such thing anyway.
For example last session a challenging encounter almost ended with a TPK (3 hp and 1 guy standing). It wasn't intended. If I had intended a killer encounter, I would have needed to cheat and fudge. Fudging and cheating to keep the campaign going is auto-win to me, and the worst part is the players know exactly what you're doing.
In my experience when everything is hard all the time, it gets boring too. And... arduous. Variety is best.
I think it’s very uncool if GMs don’t help players understand the next step to the campaign. In one campaign, we were stuck on a puzzle for 4 hours (without a single hint!). And it was a campaign killer.
In video games, if I’m stuck for any longer than 20-30 minutes, I’m just not “getting it” and it’s best if I look at the walk through. And (depending on the game) it’s almost always a good thing. I think you can pretty much use the same logic with RPGs.
With combats, I just don’t want them to be ridiculously easy. Well, some can be easy. But when it comes to bosses, I don’t need there to be 1 person standing at the end, but I also don’t want to see the boss die in 1 round without taking an action. Two extremes, neither of them good.
And just because a boss fight is moderating challenging doesn’t make it good. I want stuff to be unique... and interesting. But that’s just me.
I say I like challenge, but like most people, I don’t like to die. Well, I wouldn’t mind dying if the penalty was much lower (if there was no penalty for dying except not playing the game for a bit, I wouldn’t mind at all). In APs, I definitely don’t want to die more than once per book.
Laric: Your analysis is really good and it’s not an easy answer.
Having said that, I would make an escape before the party spends any money. Maybe make it look like a theft. That will piss the party off, so you might want to let them chase a red herring (the party has been asking around town to understand the item, maybe it informed someone who wants to steal powerful magic items). I think that is both interesting and the party also doesn’t spend any $$$.
Vimara could also try to use Cerulean society resources to send a very good pickpocket to get the dagger. Considering how very difficult it is to make one (5000 gold, 1500+ gold in spellcasting services, 500 XP, not to mention a Prince’s heart), I think she would use considerable resources to get it back. She could even offer to buy it back.
If the party guards the dagger extremely well and escape/theft doesn’t seem likely, it could always just turned itself into a non-magical piece of parchment/scroll that has writing on it. You could write a long letter or perhaps even a short message like “Sorry” or “Maybe next time you should negotiate”. Player rage! Hahahaha.
When the Pounce ability was first created, it was only meant to be used by animals like cats, so they could jump on you and use all 4 claw attacks and bite when charging.
In my opinion, Pounce should only be used with two weapon fighting or unarmed. You shouldn't be able to "pounce" with a two handed weapon, that's completely against the original intent of the ability (and it's impossible to explain (or imagine visually) like we did with the cat).
This change would help make two weapon fighting (and unarmed combat) more comparable to 2H weapons, which is badly needed.
First problem was the Crane Style feats were a little too good. Everyone was trying to get them. This was made possible because of MoMs, which was the real problem.
Second problem is that it should have been a monk only buff, because monks desperately need it.
But the nerf was completely too harsh. Crane Style has gone from one of the best feat chains in the game to something no one will use. They did a poor job at redesigning it imo, they should have selected something in between the extremes.
I guess one of the things I was trying to get out of this thread was “on a conceptual basis, what would the church of Asmodeus do in the battle for Korvosa”?
Did anyone have the Hell Knights return? Are they even a significant force (I think I read that there are only 50-100 of them). Yes I know they went back to Citadel Vraid, but what are the changes of them coming back? What about if the PCs recruited them?
What can the Arkonas and Cereleon society bring to the table? What about the other "big guy" (demon) that is sitting behind the scenes and everyone thinks he's dead?
Surely almost every faction would be doing something in this state of crisis. The question remains, what are the factions and what can they do?
walter mcwilliams wrote:
Do you advise that I purchase one of the Kingmaker books and run the mass war using those rules? Or the rules regarding Ultimate Campaign? Would that kind of mini game even be fun?
I’ll keep an open mind, but my initial thought was I wanted to keep it abstract, rules light, and feature personal combat (not mass).
I personally wouldn't be too harsh on the PCs unless they actually kill Krojun. Maybe remove one point... but more likely I'd roleplay it out and see what happens. If the PCs are apologetic, don't remove a point, if they are idiots/jerks, remove 1+ respect points.
I forget Krojun's alignment, but there would probably be fallout in some way during the Grand Finale. If he is CN and the PCs are jerks, it's entirely possible that he could even try to kill them (maybe even with a few buddies helping).
I think it all depends on how the PCs handle the roleplay after the attack. Jokes about burning a burn rider will probably not help.
Pretty obvious: Charm Person. There are practically no limits with this spell (if you’re a little/lot shady). When I’m a billionaire, I can hire dozens of servants to do whatever I want.
Runners up: Disguise Self (same as charm), Comprehend Languages (lots of applications with dead languages), Expeditious Retreat (running twice as fast as a normal human would be awesome).
Probably the most fun would be disguise self.
I also haven't read the source material recently, but I think it should have the following effects:
2) I might remove any Shoanti points that were earned from gaining his respect. I might even give the PCs some negative points (in other words, making it harder for the PCs to earn the nice boon at the end of book #4) for killing a chieftain's son unprovoked.
You might want to remind the PCs who he is (son of a powerful chieftain) after the 1st fireball is cast. This is probably not something they want to do... for diplomatic reasons.
Has anyone found a way to incorporate the Church of Asmodeus or the Acadamae into the AP?
To me, it seems really unlikely that either of these organizations would sit on the sidelines during the battle of Korvosa.
I read that some GMs ran "Academy of Secrets", but I find it ... strange that the party would take part in the Breaching Festival, especially since they're wanted by both the ___ and ___ at level 13. Or they're right in the middle of the battle for Korvosa. Doesn't seem the right time to enter a dangerous (and famous) contest.
Is there another use of Academy of Secrets besides running The Breaching? (For example a map of the Academae with major NPCs?).
Well, Cerulean Society isn't technically in the campaign, but the masters of it are.
The Cerulean Society is the major thieves guild in Korvosa, and because of that there are lots of plot hooks and uses for their services. I've allowed my PCs to fence items, buy blackmarket gear, and purchase information. They sold Lamm's severed head to the Cerulean Society (could be useful for information using Speak to Dead).
One of my PCs is a ninja, so she had contacts within the organization which helped her with various things. At one point we were "wanted" and being hunted, and they provided a safe house for several nights.
Plus what the other's said above. They probably have an interest in restoring order to the city.
doc the grey wrote:
How often do gm's and players find themselves in gaming groups that are composed in large part or entirely of players who are not the traditionally thought of players of tabletop games (i.e. hetero, white, cis, male players)?
I think it matters more that you like the people that you play with (or at least like playing with them), regardless of gender or race.
I successfully introduced 2 women (out of 6 players) to Pathfinder who had never played RPGs before, so it feels non-traditional to me in the sense that they don't bring any pre-conceptions to the game (unlike the other players), which makes it better imo (less metagaming, treating the situations like they were real). And they're great roleplayers. (I don't say this just because they are women, I'm sure I'd find the same thing if they were male as well. At this stage of life however, I find women to be more open-minded to RPGs than men for whatever reason.).
So sick of people not understanding that the written word and film are two completely different medium and dont work in the same way to entertain.
I think you just have to accept the fact that some adaptations are good and some are bad. And sometimes the movie is just bad on it's own and being a fan of the original work just rubs salt in the wound.
I agree, some fans take it way too far (that *any* change makes the movie horrible), but saying a fan can't dislike the movie/TV show is going in the opposite extreme.
I think what bugs me most these days is that many directors and writers don't even make an attempt to pay homage to the original material. For example, why did "World War Z" even have the same title as the book if the only thing they have in common was zombies? Yeah, that makes fans mad, and rightfully so.
My group doesn't have a healer and has only a Wizard and two Magus to provide healing in the form of wands of Infernal Healing. I might have to do some tests in Scarwall, but instead of it being trivial (with a level 12 Paladin and aura of justice), it should be interesting. The (unmodified) hit points of creatures in Scarwall are so low, I wouldn't even want a paladin in there. The two Zon Kuthon clerics can help with restorations and support. I'm actually more concerned about Seven Days.
Aubrey the Malformed wrote:
And the only reason that people do adaptations is to make money, by and large.
The only reason to do *anything* is for money. If they didn't think a book/movie/TV show would make money, they wouldn't do it!
Loved Lord of the Rings movies and did not find the combat overly cheesy (it is fantasy after all, I don't hold Legolas accountable to the same physics that we are), and count them among my favorite movies of all time. Can't say the same about The Hobbit!
Starship Troopers is actually a great movie, kind of a guilty pleasure. While it's cheesy in parts, it actually has really powerful and subtle messages that just go *way* over most people's heads. People are dumb.
That's kind of my point. For Star Wars, lots of Marvel comics, and many books, there's often no need to stray so strongly from the original material. When it comes to movies, the original material is almost always significantly better than the director's vision. Especially when the director is Bay or Abrams. IMO at least. Failures like the current Hobbit really bother me.
I am glad that someone is consolidating all of the material into cannon and non-cannon. Well, it should be good in theory anyway.
As others said, I don't think you should ignore it, I think you should tell him that the death was cheesy, unfair, and you feel singled out. And that if he wants to run s@**ty campaigns like this, you won't be participating.
I'd also talk with the other players about this, maybe others feel this way and it will make it easier for him to change his ways. Maybe they like his style, maybe not, but it's best to find out.
When you GM I wouldn't stoop to his level. You don't have to do things to be extra nice to him (like fudge dice or make up nice backstories), but you also shouldn't outright kill him in a very obvious and immature way. If you run like that, things will only escalate. The group will break up and you might be the one that looks like the bad guy.
Jeff Way wrote:
We tend to dismiss the spirit of the rule.
This I agree with. I wish everyone followed the spirit of the rules, it would be more fun for everyone.
Jeff Way wrote:
People that tend to lawyer up can slow a game down to a crawl, frustrate the GM and players (new and old) leaving several dissatisfied customers. If you have an issue, hold it till after the scenario unless it is something that the GM is doing wrong that results in a player death.
I want to play by the rules whether I’m GMing or a player. As long as the dispute takes no time (the player can look it up), I don’t see the problem.
Of course if it starts making the game unfun, that's a problem.
Jeff Way wrote:
I personally do not need others to tell me how to play or build my character.
That’s not being a rules lawyer. That’s being an overpowering, opinionated, powergamer. Different problem altogether. No need to complain to the community about this, just tell whoever is bothering you exactly what you just said in this post!
How can you answer this question without having huge assumptions about the aliens?
On one hand, one alien like Galactus could conquer Earth, and if you had weaker aliens that didn't want to use weapon of mass destruction, it could take millions of aliens to do it.
If you want to see how many tanks, planes, and infantry each country has, it's pretty easy to Google. Then take whatever alien assumption you have and divide.
Don't know why they can't do it well. I think the best sci-fi films are actually character and psychology focused. For example, please compare the original "Total Recall" to the new one. Hated the new one but I loved so many subtle elements from the old one.
Love Aliens 2 and Predator also, two of my favorite movies. Again, I think they were awesome because of the unique characters, lines, and psychology behind the whole thing. And the music.
Wheel of Time would be awesome in either TV or film. It would be really hard to do well however, especially in the later books.
Marvel Comics from the 80s: I'd like to see more of the Marvel comic book stories I loved in the 80s made into movies. I really dislike how directors (who don't even know the characters!) change so much about the characters, change the plotline, change everything, when it was never needed. The reason why the Lord of the Rings movies were so successful is that Jackson made very few changes to the book.
Stuff I like: Contest of Champions, Spiderman mini-series (Kraven, Venom), X-Men (Brood aliens, Days of Future Past which I hope they don't mess up, sentinels, Hellfire Club), Dr Strange, Iron Fist, Secret Wars, Mutant Massacre, Scourge.
Star Wars Expanded Universe: I'd like to see some of the Star Wars novels made into movies. Again, a wealth of great storylines, no need to change everything, it just needs to be changed into screenplays.
Dragonlance: God, I would love if they could do it right, but it seems like when they try it always comes out cheesy.
World of Darkness: Writing content using the World of Darkness (masquerade - older version). Vampires, werewolves, mages, wraiths. All good stuff. Would be hard to do since it's the characters that matter... but still.
Game of Thrones is awesome btw. :)
I see a number of homebrew GMs have responded to me and seem to take the snub personally. It's not personal, they're just my experiences.
The fact that you feel snubbed tells me that your ego is involved (in a negative way), otherwise you'd just listen to my statement and realize that I'm not talking about you; I'm talking about maybe ten GMs total.
Personally I've had enough bad experiences that I won't do 100% homebrew again. The homebrew campaigns I've been involved with have always been more about the GM fulfilling the GM's fantasies than the GM fulfilling my fantasies. Thanks, but I have better things to do with my time.
Sorry, I forgot to say something. I think the boons in general have been great, especially in season 4.
And... goblins aren't a class. :) But opening up restricted classes with a boon would be something that would be very desirable.
Michael Brock wrote:
Just out of curiosity, Have you seen any boons that made you suspicious?
No, I just noticed this year that all of the (regular) Gencon boons were photocopies and that metallic ink wasn't used on any of them, unlike prior years.
I like the following boons that I've received in the past:
1) Boons that offer one shot spells or abilities (like "Night March of Kalkamedes", "Crypt of the Everflame", the boons from Gencon specials, or some of the holiday boons).
2) Boons that offers a static modifier to a skill or ability. Example, "The Ghenett Manor Gauntlet".
3) Powerful circumstantial modifiers: I love the following boon (even if I haven't been able to use it in 4 levels) "The Rats of Round Mountain Part 2". Some of the season 4 scenarios involving Krune runes could also be placed into this category.
4) Special Items: Special items are great but they come with two caveats. First, they should be slightly cheaper to purchase compared to normal (this might be a nice perk in general if you find an item in a scenario, -10% cost). Second, they should be useful.
Quest for Perfection example/rant:
For example, the braid in "Quest for Perfection Part 3" should have been useful, but unfortunately the item uses the neck slot which is a must-have slot for unarmed monks (Amulet of Mighty Fists), so it can't be used. Also it's not cheap. In addition, some abilities overlap (and don't stack) with Monk's Robes. So I liked what PFS was trying to do in theory, in practice the item was a tease and was annoying because it couldn't be used. I'd rather they made it use a different slot or if all else failed, make it slotless and a weaker and cheaper item.
5) Race boons. Everyone loves them.
6) Class boons. I saw a boon that provided the ability for a player to use the prestige class Assassin at gencon (charity auction only). And then there was the goblin boon at Gencon for completing . Players LOVE these boons.
Static bonuses for skills in certain circumstances are nice filler, but most players won't remember them, and the bonuses aren't large enough to matter. Example, +2 Intimidate in Riddleport, or +2 Sense Motive against former Pathfinders. They do add a good story though, for players that care about that kind of thing. It might be better to have a one time skill bonus, but make it large (+6?).
I personally found the boons that you earned with chips at Gencon this year to be completely underwhelming. Some of those boons were identical to a boon I earned in a chronicle in season 5, however the Gencon boon only gave the boon after paying a huge amount of gold or prestige. In other words, not useful.
Regarding the security of boons, if you're going to have special or powerful boons, you need to at least put some minimal effort into their security. For example, using a colored pen to "sign" them.
You realize that the GM makes the rules and that you can (and should) limit anything that is not core and broken right?
I believe "Council of Thieves" ends at levels 11-13 but it's one of the worst APs.
Instead I would consider playing "Curse of the Crimson Throne" (levels 14-16) and just level them up at appropriate times. It's 3.5, so the PCs don't necessarily need to be levels 14-16 to finish imo.
(GM advice?) Got Pathfinder for my bros and I as a gift and it's exploded through our circle of friends.
Instead of homebrew, I'd strongly recommend Pathfinder adventure path, modules, and even Pathfinder society scenarios to start. With the APs and modules you can still homebrew a tonne of stuff, but the campaign will have a solid basis and it will save you lots of work, especially if you are GMing 2 campaigns.
I wish I had that growing up. Yeah, we played homebrew and it was OK and no one left, but it could have been a lot better.
There's so much advice to give, but you can find a start here. There are some great links there, check them out.
I've been playing this game for the last week and I'm seriously hooked. It seems like they fixed all of their puzzle and gameplay issues which were a problem at launch. They all work awesomely now, very enjoyable.
Really enjoy the full video missions (and in general, I don't think I can go back to reading box text), voice acting for fluff, and the lore in general.
The investigation and stealth missions are hard, but not too hard. They make you think and the missions aren't hand fed to you.
Surprised this game isn't more popular, it has everything you could want. Cthulu creatures and lore, tentacles, Kaiju, zombies, werewolves, secret societies, and lots of other Pathfinder creatures.
Plays like a solo game too, at least for a few months. Well worth $29, especially considering there's no subscription.
The entire point of what I wrote is to make homebrew GMs understand that their homebrew campaign isn’t always what people want to play. It’s not personal, for example you made a pirate homebrew world and I hate pirates. It’s called a different perspective. And it seems like I’m the perfect one to tell you, because chances are your players won’t.
Generic Dungeon Master wrote:
I disagree with most of what Jason posted above.
Yes, those are only my experiences and I don’t expect many homebrew GMs to agree with it. Consider this player feedback. Most players are just happy playing *something* and won’t tell you otherwise.
The common denominator is that everyone thinks their homebrew world is better than it is, and it’s not necessarily the campaign that everyone wants to play. I’d strongly prefer a GM that homebrews stuff on top of an AP (and alters it) than write everything from scratch.
Generic Dungeon Master wrote:
I do not "run" campaigns - I present to the players a setting, the players decide what happens next
“Running a campaign” is a common term and you’re running a campaign whether you’re running a homebrew sandbox or not.
Generic Dungeon Master wrote:
Any homebrew setting has the potential to be as good as or better than any pre made campaign setting
It’s true, some of the best custom material is easily better than adventure paths. This is why APs should be customized. But then again, some homebrew has also been much worse than even the worst AP. Swings both ways, and sometimes in the same campaign.
Pet Peeve: With homebrew I find the GMs ego is involved more than normal, especially with regards to his “pet NPCs”. You see, much more ego is involved when you’re the writer, it’s human nature.
Generic Dungeon Master wrote:
My favorite kind of game is one where the setting begins as almost a blank canvas and then the world of the characters is built by the play of the game.
Again, not for everyone, maybe when I was a teenager. I don’t have much time and I don’t want to just meander through my game. I don’t want a soap opera; I want a fully featured movie.
I don’t want to derail this thread any further, it’s clear we have different perspectives and my job here was to give the OP a different perspective. A lot of the time the GM can’t see that his homebrew isn’t always what is desired. I hope Crank gets to the bottom of the problem eventually.
CCP lays off 15 in Atlanta, but World of Darkness MMO continues dev
Although they say they're going to continue development, I can't see it being very positive that they're laying off 15 of 70 staff. When writing software, you ramp up, not down at this point. And no, they're no different than any other company. This company seems to be in dire need of at least a little venture capital or public funding. And then buy back shares if they want to go private again.
Yeah, regarding homebrew, because of my age and the fact that I’ve been playing for 35 years, I’ve had more negative experiences with it than positive.
1) Homebrew campaigns have always felt railroadier than pre-made campaigns. The GMs always THINK they’re not, but they are. Their favorite NPCs always put us in our place and the only solutions that work to solve problems are ones the GM has already thought of.
Several homebrew campaigns fell apart before they began because “we were doing it wrong”. I’m pretty sure the GM put anywhere from 40-300 hours into the campaign and yes, many of them fell apart in 1 session and almost all fell apart in 10 sessions, either because we got stuck or “we did it wrong” or followed a storyline he didn’t anticipate. And the sad part is that we tried our best and weren’t even trying to break the campaign. Railroad!
2) Having a huge campaign bible isn’t always a good thing. What I mean is, you’re definitely running the campaign YOU want to run, but it might not be the campaign the players want to run. I had one GM who did this and it can get very… narcissistic. The campaign was more about him (and his plans) than us. Huge turn off. Yes, we played it for months, but it wasn’t good (for me the player).
Please contrast that to the GM who gives their players 15 campaign options (including adventure paths) to choose from. The players and GM compromise on the campaign that everyone wants to play. A much better experience for the players imo.
3) GMs who homebrew always think their campaigns are better than pre-made campaigns, but they’re not. The quality is never as good compared to a pre-made campaign with GM adding and modifying the material. GMs can still “homebrew” the campaign to personalize it to their tastes and the player’s tastes, but this is always in addition to what already exists, there’s already a base.
Anyway, I won’t play in a homebrew campaign anymore. I’ll play (or run) in an AP that has homebrew elements in it (personalization is GREAT!), but 100% homebrew. No way.
Your players sound disrespectful and have no appreciation for the time and energy you put into GMing. I wouldn’t put up with that for a second. You’re damn right someone else can GM, soon they will know what it’s like (a lot of work).
All cell phones and mobile devices should be turned off or rarely used during a session. I would kick someone from the table if that happened more than occasionally. Slows down the game, ruins it for everyone, and shows disrespect. If someone wants to talk on their cell phone, go ahead, but not at my table.
I think the real problem is you’re trying to fit a square peg into a round hole. The GM wants something different than the players. They want a beer and pretzels game, you want immersion.
In addition, maybe they are better off just playing a board game (Pathfinder Adventure Card Game?).
The most shocking part of this story is that you lasted 6 years. I wouldn’t last 6 hours with that.
If they want to continue playing Pathfinder, I suggest that you look into Pathfinder Society (PFS). All scenarios are one shot games (4-6 hours), needing minimal GM preparation, so the GM can prepare for a few hours and run a good game. Low time commitment. And the scenarios are generally high quality. So even if the gaming group falls apart (or not everyone can attend on a given night... or people are late), everyone is still getting something out of it. Also, it’s a lot easier to swap players in and out, or go to conventions with a PFS character you’ve been working on.
Personally, I would never start a campaign without doing PFS first. I did PFS for 2 years, found the right people (people went in and out), and now everything is cool. Without (low commitment) PFS to help buffer those changes, things wouldn’t have worked out. I’ve also enjoyed playing and GMing PFS at conventions and has made me a better player and GM.
Anyway, good luck. I suggest find a local PFS group and attending as a player (I think Denver has a really good community). And then consider GMing for them when you’ve recovered. I think you'll like it a lot.
That's what I'm starting to think. Maybe just run sessions that have four loosely-tied encounters. Maybe a social, a battle, a puzzle, and a "final" battle. It would encourage all the dice-rolling and miniature-moving they want while letting me create a story.
That's almost exactly what most PFS scenarios are like.
Is this game still worth playing? For example, is it possible to get groups or will I level up solo just to find that no one is playing? Is there an end game? Or do you just have new "issues" to play every once in a while?
The graphics on the demos look amazing (awesome ghosts, cthulu monsters, yikes), I guess I don't understand why it's not more popular.
Now that subscriptions are not required, if I like the game, should I subscribe anyway or should I pay for the micro-transactions? What do the micro transactions buy?
Is there anything I should know about the game before making a character? What server is the best?
Congratulations Shadow Stalker and whoever mentored her, you did a great job!
On a related note, my 2.5 year old daughter has memorized the Pathfinder Bestiary. It’s a good book, lots of creatures from legend and nature, so it's genuinely useful (or at least I will keep telling myself that). It’s her favorite bedtime book. :)