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Dolthysuun

Kolby Sample's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Modules Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 97 posts (102 including aliases). 9 reviews. No lists. 1 wishlist. 17 Pathfinder Society characters. 2 aliases.


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Mike and all the development team thank you for the continued efforts. Alot of what you do is thankless stuff and cat herding but you keep striving to improve pfs and are taking the feedback to heart by having major meeting like this.

Looking forward to more info on the changes to come.

Also ban gunslingers pls


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So with paizocon only a couple of days away I thought I would post a topic to discussing some of the ways for GM's to run games in the big room better. I was at paizocon last year so most of my ideas come from that experience but I am hopeful that other people will comment with ideas that they have found at other con's and that as GM’s we can strive to make each experience fun.

~Noise control/GMing in a noisy room~

*if you try to shout over all the tables around you the whole convention your voice will be very stressed before the first day ends and it’s going to affect you the rest of the weekend and not be fun. So tips to cut down on the noise.

*Print the venture office briefing. Give everyone a chance to read it then take it back. At the start of every game you are surrounded by people trying to read block text clearly. If you don't have to fight to be heard all the players will understand the mission and it will make transitioning into the adventure smoother.

*Print the Knowledge check information and let the player who makes the check convey the information to the group. It helps to get the players interacting with each other early on and encourage them to do so in character.

*Look at the person you are speaking to!!!! Try not to get stuck sitting with your head down reading text. Your voice will not carry as well and you will end up having to repeat yourself a lot.

*Keep control of the chatter. If your whole table is talking all the time all at once you’re going to have a hard time hearing and being heard and the tables around you will be negatively affected.

~Auditing players pre game~

*one thing you should not do is spend the first half hour of a game slot pouring through character sheets and chronicles looking for mistakes. You end up losing a lot of game time and it can come across very adversarial. Here are some of my recommendations.

*As players make player introductions look over character sheets/hero labs and their inventory tracking sheet. Ask questions about any ability’s you don’t understand as your reading it and try to get a basic understanding of what the character is and does. You don’t need to know every trick, it’s the players job to understand the character and be able to explain it.

*Have a copy of the additional resources printed and if you have to cross reference something ask a 3rd party player to do it so that you can keep things moving. Make sure that the player is not using something like d20pfsrd or herolabs as the source for abilities and items but don’t make it into a witch hunt. Ideally you should be able to do this as the introductions happen.

*Check to see if they know what they should have for a bonus to hit, damage, concentration check etc. Get a sense of what they do best, if it seems high ask how.

*Ask questions!!!!!!!!!!!!!!!!!!!!! and one of the best ones would be does this character have aspects that have been subject to table variation and try to sort those out before the game starts. Let the player know where you stand on a rule beforehand and it will save on rules discussion that bring the game to a crawl mid game.

~Common mistakes~

*Chronicles or inventory sheets not filled out properly

*Gun Slingers continuing to double dip in the bonus dex damage.

*Cleric’s that take extra channel more than once.

*Mounts with barding and items but not the feats to wear or use them.

*People in medium or heavy encumbrance but not taking the penalties or even calculating the encumbrance weight they are at.

*Zen Archer trying to use rapid shot & many shot during a flurry of arrows

~Time saving~

It can be very easy to lose track of time. Some season 5 games are hard to get done in the time slot. Here are some tips.

*If the player has a mount or companion or summoned creature make sure they have access to the stat block for it and can have it at the ready. If they are taking an excessive amount of time offer a warning but be prepared to take the creature over as GM. You can’t let Fluffy the Wonder Bison take 5 min to resolve a turn.

*When in combat inform players of the order and give advanced warning so that they can plan out their actions ahead of time. Be prepared to put players that are indecisive on delay if needed but give them a fair warning before doing so.

*Ask players to roll all the damage dice at the same time as the too hit.

Fill out the bottom part of the chronicles beforehand to save you some time finishing the end of the game.

*Have Stat block organized so that you can see all the information you need before had. If they have spells or abilities you don’t know try to have those printed so that you don’t need to stop the game to reference them. Printing more than one copy can keep you from flipping back and forth.

And Finally

~Smile!~

Yes that’s right Smile. Enjoy the game you are running interact with the players, be funny give bad guys some dialog during combat, toss an insult out (By Besmaria’s barnacled arse!) expand on the flavor of text. Your sitting with a bunch of people that enjoy the same thing you do, make it fun!

If anyone else has some good ideas please post them.

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thistledown wrote:
Michael Brock wrote:
Kolby Sample wrote:
All hail Grandmaster Torch, bring back the Shadow Lodge
He doesn't want to come back. He is perfectly content turning info into gold.
In a certain recent scenario where you vote on the new head of [redacted], some of us considered writing him in as a third party candidate.

Played it last night and thats what I wanted to do but the gm was not really on board with the idea. So we voted for the most qualified one who has not been found hog tied in a closet in a prior scenario.

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All hail Grandmaster Torch, bring back the Shadow Lodge

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I present 6 mighty adventurers who bested the Waking Rune hard mode.

Nailo Tealeaf, the undefeated alchemist.
Tsemichla Tal'Nar, elven alchemist extraordinaire.
Varric Chaoswielder, The Righteousness of Iomedae.
Henric, humble servent of the Dawnflower.
Ahote Takoda, Warrior of Tamiir-Quah
Cyax the Horselord.

Despite the chalange put before these 6 they were able to overcome a 7 hour battle of wills and end the Runelord of Sloth.

Congratulations

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My half orc ranger has a pteradon mount from the racial feat beast rider. I have to cast ant haul on it to make sure he stays in light load but it makes for an effective and monstrous animal compaion who is also a flying mount.

I took this feat after a pack of hill giants beat my axe beak mount to death on some stairs.


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I have been running this for a few groups and this is the pace I have been seeing or expect to see for each section

Intro and Witch tower 4-5 hours
Abandoned quarry 3-4 hours
Hunclay's mannor and cave 4-5 hours
Auction and Town meeting 2 hours
Dragon slayer's tomb 3-4 hours
Creepy abbey 5-6 hours
Lair and wrap up 2 hours

So your looking at 25-30ish hours for just the enconters depending on how well you bring the town to life, side quests, breaks for food and distraction add more time as needed.

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I will repost what I had said on facebook as an idea.

I think the best solution to adding tricks from the animal archive would be to create a inclusive list of the tricks an animal can learn as a seperate file and have it available to download similar to how traits are available seperate from the apg and included in the core assumption.

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Drollis spit Chewing tobacco on the paladin twice :) .....good time had by all.

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My personal opinion on this matter is to try & put myself in the shoes of the creatures that are fighting for their lives. I tend to agree with your examples and have a few other instances where it has come up.

These are rare examples & I would agree that targeting downed players is not a normal part of combats I run.

If combat has moved and an evil or intelligent melee enemy is now outside the range where he can reach a standing adversary then in those rare instances they will follow the "do something useful every turn" and a downed player becomes fair game.

If an enemy has the opportunity to use a downed player as a hostage (came up in Shades of Ice part 2 last time I ran it) if the players continue to engage in combat then the downed hostage would end up paying the price.

Constructs with only one player in range,,,,this is the one really hard, one do they attack rather then move or move on to a standing foe. "Normally" I would continue to attack the closest foe regardless of condition because that's how I think they would act but I have in the past & may in the future have constructs move on to the next threatening target.


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