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Gold Dragon

Jason S's page

RPG Superstar 6 Season Star Voter. FullStarFullStar Pathfinder Society GM. 2,638 posts (2,664 including aliases). 125 reviews. 2 lists. No wishlists. 16 Pathfinder Society characters.



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Return to Awkwardness

**( )( )( )

Sky is a mix of roleplay, investigation, and combat.

The roleplay at the start was one of the most painful and awkward RPG experiences I’ve had. “Make friends with Y”. Ughh. It was so awkward, unfun, and delved into painful roleplaying conversations that actually involved date rape drugs at one point. Sigh. It's enough to turn anyone off of RPGs, lol.

The rest wasn’t very exciting. I skipped most of season 6 and I have to say, I hate tech. Hate tech. Hate hate hate. Did I mention I hate tech? Please, season 6 is done, no more, save that s*** for Starfinder.

There was basically one combat encounter in the entire scenario, you had time to prepare for it, and for us it wasn’t challenging at all, it was over in 2 rounds with almost no damage taken. Our healer was bored to tears.

”Detailed Rating”:

Length: Medium (4 hours). I think we actually did the optional.
Experience: 6 good PCs at subtier 11-12.
Sweet Spot: tbd.
Entertainment: Not interesting. (2/10)
Story: Not interesting. (2/10)
Roleplay: There was roleplaying, a lot of roleplaying, but this is not the kind of roleplaying I want. (1/10)
Combat/Challenges: Looked sophisticated but was weak. (3/10)
Maps: OK. (7/10)
Boons: Very good, especially if you like tech. I’m beginning to think people are rating stories based on the boons. (8/10)
Uniqueness: It’s a get the McGuffin story with no twists. (3/10)
GM Preparation: TBD.

Overall: I'm not sure why this scenario is so overrated, what a letdown. (3/10).


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A Horrible Nonsensical Story

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Peril is a mix of combat and investigation (if you call following non-logical clues from location to location investigation).

There are two main problems with Peril. First, not much happens in the scenario, and it doesn’t happen fast.

But the main problem is the story. First of all, it’s not conveyed, I had to ask my GM the story at the end. Even worse, once you hear the story it makes absolutely no sense and it’s just a bunch of contrived coincidences.

Also the investigation doesn’t leave the players anything to figure out, everything is solved by skill checks. No meaningful choices.

And last, none of the challenges were fun. The last encounter was long, but not in an enjoyable way. A very forgettable scenario. My GM didn’t have harrow cards so maybe that changed the experience, but I doubt it.

”Detailed Rating”:

Length: Short (3 hours). We probably skipped the optional.
Experience: 6 under average PCs at subtier 1-2.
Sweet Spot: tbd.
Entertainment: Turn your brain off for this one. Just do it. (2/10)
Story: Stupid story on par with “Shadows Last Stand 1”. (1/10)
Roleplay: There was some but it was not interesting at all. (3/10)
Combat/Challenges: Not fun. (2/10)
Maps: OK. (7/10)
Boons: Really good, maybe too good. (8/10)
Uniqueness: This story could have been a winner. (1/10)
GM Preparation: TBD.

Overall: Nonsensical, forgettable, turn your brain off for this one. (3/10).


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This is what a high tier scenario should aspire to be

*****

Abducted is a mix of roleplay, skill challenges, and combat.

Abducted was a terrific wrapup to the season 7 story arc. The locale was exotic and interesting, the NPCs were fascinating (that hopefully make a return one day), cool trinkets, great story, and flavorful combats. And it fits into a 4 hour time slot. You couldn’t really ask for anything more.

The only bad part is we didn’t interact with the Aspis agent very much, didn’t learn her story. Also, I still have no idea why the end boss wanted the mcguffin. So the entire story wasn’t conveyed.

”Detailed Rating”:

Length: Medium (4 hours). We skipped the optional and maybe some encounters that weren’t optional.
Experience: 6 average PCs at subtier 10-11 (2 of them optimized).
Sweet Spot: tbd.
Entertainment: The NPCs and storyline were super amusing. Intelligent fights. (9/10)
Story: Fantastic story, fun, open to great roleplay moments. Some story not conveyed. (9/10)
Roleplay: Mostly this is a roleplay scenario. (8/10)
Combat/Challenges: Intelligent challenges and combat. Not too hard, not too easy. (9/10)
Maps: Looked great at a glance, GM didn’t use them :(. (8/10)
Boons: Good boons without going over the top. (9/10)
Uniqueness: The NPCs and storyline were very fun and unique. Exotic is the best word to describe it. (9/10)
GM Preparation: TBD.

Overall: When you get to level 11, this is what you imagine high level play to be like. (9/10).


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Boot camp best for levels 1-2

****( )

Ungrounded is a mix of skill challenges, roleplay, and combat.

Ungrounded is basically a boot camp. Your PCs are going to be unfairly intimidated, harassed, yelled at, and maybe more. I found humor in it and played up to it, but others might not.

I think this scenario is ideal for level 1-2 because you’re still a novice and training. If my PC was level 4-5, I would have disliked this scenario.

Having said that, all aspects of this scenario were good. Unlike other reviewers, I felt there was a lot of flavor in this location (GM fluff?).

I just read Amanda's review and I have to say, we the players were clueless. I'm just glad the GM didn't penalize us because it could have easily spoiled the game.

”Detailed Rating”:

Length: Medium (3.5 hours). We skipped the optional.
Experience: 6 weak PCs at subtier 1-2 (we had two level 1 rogues).
Sweet Spot: Subtier 1-2 because it makes the most sense and PCs will not feel the loss of dignity as much.
Entertainment: Was funny to me. (8/10)
Story: Apparently we didn't understand a major part of the story. (4/10)
Roleplay: Lots of interaction, opportunity for humor. (9/10)
Combat/Challenges: The right challenge level, fairly interesting. (8/10)
Maps: Standard. (7/10)
Boons: Creative but too weak or obscure to be of use. Flavorful equipment. (7/10)
Uniqueness: Boot camps are not unique but it was fun to do with an outsider/planar twist, which added to the humor. (9/10)
GM Preparation: TBD.

Overall: A fun time if you can see the humor in army style boot camp training (8/10).


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Get to the Good Stuff

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Hold is a combat based scenario.

Hold is really hard to rate since we only got through the first 1/2 of the scenario. We never even got to the good parts of the scenario, the scenario is too long. Part of the problem was party size (4) and the fact that 2 of the players didn’t really know their characters, but still I felt the length of this scenario was a problem in a 4 hour slot.

Maybe I'll replay this scenario one day with a better group, a faster GM, and more time.

Overall: I wish one of the 1st two encounters were dropped so we could get to the good parts. (5/10)


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