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Male Human Software Developer 8/Gamer 4/Musician 2/Artist 3
I never thought I'd write one of these. The only light I have to write by is the radioactive glow coming from my spleen. I'm writing with my nose because they are trying to turn me into a pencil. The food here is awful - they call them nutritional supplements, but I think they are only fit for an overaccepting pekingese. My cellmate is babbling about quantum realities exposed in his brain. Got to go, looks like it's time for another biogel transfusion.
Vyr Azul has been vanquished, but Trini lies dead from poison, Lini has been sent to another plane, Droogami is not accepting commands, and Ydersius himself in climbing from the pit from which he was sent so long ago.
Kavi will try to raise Trini as Venthal, Igori and Droogami face the risen god, in the hope that Trini's prowess can make the difference in stopping this ancient threat from casting the world back into another age of darkness.
Find out in another two weeks!
I started playing in '82. I remember the stigma that some media groups presented (like 700 club. he picks up the 1e PHB with the demon statue on the front and starts with "now... (pause)". That's when he lost me). I never encountered any specific protest against my interest in playing it, though. My psychology professor once playfully pressed me on whether or not the game affected me, but he didn't seem convinced he had to show concern. If anything, the largest complaint was the time I spent prepping the game and writing adventures instead of doing other things I should have been doing.
The games I played didn't feel demonic. They felt tactical, explorative, story-based, even brilliant (Castle Amber was the most fun I had losing a PC in almost every room we visited).
Also, since we didn't have the internet, we felt like our worlds were our own and we could present things exactly as we wanted without someone trying to present an overqualified opinion of what things should and shouldn't be like - except for a fixated ex-Marine that complained about the layout of a castle map I designed.
Even the modules that dealt with demons (Queen of the Demonweb Pits) portrayed the PCs as planar heroes dealing with an evil force left unchecked.
Granted, there were... behavorial oddities that occurred. One of my players said after finishing Temple of Elemental Evil, especially after the encounter with Iuz and St. Cuthbert, he would wake up from nightmares, running into the hallway and hitting the wall. I'm not sure what to say about that, except that I myself became a bit fixated on how long the PCs I built would survive. I hated losing them, not getting to that point of 'success' that I saw other characters achieving. And there just wasn't any way other than DnD of experiencing that. After I finally got to the higher levels and reached superhero status with all the magic items I had, I had gotten my fill of that.
Probably the biggest epiphany I had was that the GM really determines the quality of the game. When the ex-Marine GM'd, it was a merciless struggle to survive. With another guy that GM'd, it was playing against his whims (which I didn't enjoy). With the guy that ran into hallways after a nightmare, the games felt heroic and rewarding. That was the DnD I fell in love with.
I played in the special at Tier 13 with Blazej and Pirate Rob. After the game, I realized I was playing with Mattastrophic, and TriOmegaZero was GMing!
There were two other fellows whose board names I sadly did not recognize and thus had nearly no chance of remembering.
Thanks, guys, for a memorable special, and thanks to Pirate Rob for arranging the seed for the tier 13 group.
Journals of Urschlar Vohkavi --
For many years I have served on the Seven Spears Council. Despite my desire to divine more of the pending destruction, my superiors and the deities have been frustratingly silent. The others' teachings of the Great Fallacy will undoubtedly destroy us all.
This ship has numerical stats similar to a TIE Fighter (same attack and evasion, but 2 shield + 2 hull rather than just 3 hull). It also retains the usual Rebel ability to target lock, and has an ability new to Wave 2 (Boost, which allows it to cover more distance as an action).
One of the A-Wing pilot cards also has the most hilarious ability I've seen in the X-Wing minis game so far - Arvel Crynyd, who served as Green Leader in Return of the Jedi (you know, the guy that screamed and ran into the Super Star Destroyer bridge?), has the ability to be able to target a ship that the A-Wing is touching (which normally can't happen). This means it is a viable strategy to try to crash this ship into other ships. Enjoy!
Liz Courts wrote:
Oh my poor chat server that day...I think I heard it die in a pyroclastic explosion all the way in Bend.
I kept a log from that day in chat.
Our first awareness of what Paizo was doing came at 18/03/2008 21:52:19 in the log.
Pardon the PG-13 language throughout...
Not sure how often this comes up, but there can be ambient sounds in an environment that become familiar to whoever lives there (air flow, dripping water, etc.). If those ambient sounds are suppressed, it will alert them that something is amiss.
So sometimes, a silence spell can actually give you away.
Just something to keep in mind.
Erik and Lisa have already made it very clear that they will continue to produce tabletop content, because that is what they are in this to do and that will continue to be their primary focus.
I'm not worried about how the playerbase might be split by this, because I think the gaming paradigms are going to be different between the two. Plenty of MMOers still play tabletop RPGs. A few months ago, I was one of them. They are different game types, and many people want to scratch both itches.