Furious Kender wrote:
Doug gave an example to help the initial poster. It doesn't wholly represent the rules. In your situation it wasn't a rules problem it seems like a GM problem who defers to dice to make his/her decisions. I've played for many years at many conventions and game days and rarely come across this issue like you explained. A person should have a very good idea what they're facing with 10+ over the DC to identify a creature. That's how I've experienced it when playing.
Michael Brock wrote:
Mike, I was expecting you to say something about the Fresh Prince of Bel Air the way that post started.
Congrats, England's Captains. I was there the first time during these past Olympics. London and the surrounding countryside is wonderful.
I'll add you to the list of players. I started prepping to run RotRL before my table fell apart. Prepped the recent anniversary edition and the group fell apart again.
Anyone else? NYC area.
Eric Brittain wrote:
I think #3 is the deciding factor if a scenario is fun or a complete waste of 4 hours. Amazingly written scenarios in the hands of a bad GM are putrid stinkers while smoking piles of ink on paper are fantastic journeys when run by good GMs.
[Excluding Pain's quote for space] I agree with cutting down combats if it causes crucial RP to be cut. To me this doesn't mean skipping the combat entirely but cutting it down. To save time I call out who's on deck, place people on delay if they....take....for...ever....to...make.....a......move (to give them time to think, of course), I don't take the baddies down to the last hit point (e.g. running away if over half the baddie party is down or retire them to an early grave if below 20% of HPs and no immediate danger to the party). Without telling the story through RP then the table is performing an exercise of initiative and rules look-ups. That's not fun, for me, and I'm sure many others.
My opinion is I rest the entire responsibility on the GM to deliver a fun session. I've had to control bad players, players who try to destroy table dynamics on purpose, expand RP story opportunities if the scenario doesn't detail areas, expand NPC RP opportunities if the table is enjoying the discussion, monologue through important story events (through the eyes of the PC's) if a long combat couldn't be avoided and, above all, conscious time management to know how and when to employ learned tools of the GM trade.
I truly believe every scenario has the potential to deliver RP, combat and story. The GM needs to care enough to deliver it and players need to respect others at the table so each enjoys the "scooby snack" for their PC build.
Jonathan Cary wrote:
(hand raised) Oh! Oh! Oh!
Have the GMs wear a cone-shaped hat with the number written on the front and back. :D Wait, if it's circular which side is the front and which is the back? Huh, oh yeah, that's easy. The back is the number the GM can't see. Haha. No, wait.....
(hand raised) Oh! Oh! Oh!
Have the GMs wear bling in the form of a plastic gold chain with the laminated number hanging on the chain in the shape of a goblin's head. :D
- written in memoriam to Ron Palillo (Arnold Horshack)
Khashir El'eth wrote:
Hey, everyone had very specific pieces of advice , links and great lists. Here's one everyone might be thinking but overlooked mentioning. And that simply is, have fun - and enable those around you to enjoy the game with you. That's it. It's your first PFS game so don't overwhelm yourself with this cave troll-size volume of information.
The only problem I have seen with getting art, is if the characters die! The last two of my characters to not have art were the ones I played today. One was fine, but the other was nearly killed permanently. I was texting my friend to ask how much work she would lose! Fortunately, he was resurrected, and got a nifty giant scar across his throat.
If they die frame the picture with a black ribbon across a corner. It'll be a conversation piece when people visit.
Andrew Hoskins wrote:
pffft, Marshal. That's an upcoming Mystic PrC. It's Musterai, folks, Musterai. Teach your players, teach your children. #AzantiLanguageResurgence
Check out the post made by the person I was replying to. It's all there to save time here repeating the conversations.
Andrew Hoskins wrote:
I agree that if a table *can* pre-organize themselves it will go faster, but much of the time there are groups of 2s and 3s with the occasional solo player. The best mustering volunteer I saw was quickly able to take small groups of 2 and 3 of the same sub-tier, then add some singles of the appropriate levels...
Oh, yeah, completely agree. When the bulk of people are sat the person mustering should assist the 2s, 3s and singles to form up. Especially when Real vs Generic adds additional complexity. I also don't play the selling your character game. It gets shut down immediately.
It makes very little difference to me if I'm sat first or the players. Give me a scenario and point me to my already seated table of restless players. When they've read their faction missions and introduced their characters I'll be ready to give them a fantastic play experience. I'm not showing off. I'm giving a different perspective here and have no doubt there are many GMs who do better than me in similar situations. Large shows will never be perfect. GMs should prepare themselves to be as mobile and flexible as possible. That's my approach. Again, adding a different perspective and not trying to discount anyone else's wishes or preferences.
Matt Goodall wrote:
Glad everyone likes her.
She was a blast to roleplay. I took liberties and targeted players who would fall in love with her and be motherly, protective or friendly with her. A few players got sobbing goblin snot on their trousers when they'd show her kindness apart from all the abuses she lived through.
I think every scenario has the ability to roleplay well. The GM just needs to find the story and highlight that moreso than mechanics and combat. Some scenarios are easier than others as most know who run a ton of PFS. As an example, an NPC had a minor part in a recent scenario release. I took that NPC and made her into a major *story* element that created huge roleplay situations within the party. It didn't change combat, objectives or length of the slot. It just made this NPC more a living character rather than a Diplomacy dice roll to learn where the party must go next.
James MacKenzie wrote:
Good one about the dream ending. When I ran it the players were required to introduce their goblin-PC using the song on their pre-gen sheet. I'm glad the entire table was into it. It was a fun slot.
There's a lot of good feedback and advice on the list Mike Broke started asking for such comments.
Andrew Hoskins wrote:
We had some volunteers telling mobs of people to sort themselves out and just let them know when they could seat a full table. I don't believe it should be the players' jobs to assemble themselves, but the responsibility should fall on the mustering volunteer.
Can you explain this a bit more? I have the complete opposite opinion. If the person mustering has to build tables it'll become an auction, "I need a fighter on table 3, fighter on table 3." (seven hands go up) "4th level fighter with 55hps and tanks" (four hands go down), "65 hps, going once, twice, ..." I've seen it when putting the responsibility of table-building with the muster-volunteer created a huge bottle neck. I've also seen tables rejecting a player because he/she didn't meet their power or class standards and the muster-volunteer asks someone else to appease the rejecting table. That is not a situation for anyone to create or experience.
It's faster when players build themselves into a table of six and elects one person to represent that group who alone approaches the muster-volunteer to be sat. This is how I instruct everyone when I muster. It clears the area so everyone isn't mobbed around me and I can easily sit up to 10 tables in less than 10min. I've seen a smaller mob take 20-30 min when their table-building with the person mustering.
I have the firm belief and experience to prove players can call out what PC they want to play, what tier and fill an available slot quickly. The player can also listen to a table call out its need for a certain class to balance it, and if they have that character, the player can raise their hand to be welcomed to that slot.
Well generally unlocked. Also ever consider buying PrC with prestige points
I like this idea. But how would it get worked out? You need to buy it by a certain level because of the level 12 cap. How many points for what PrC? The tastier the PrC the higher it costs? Or are all a flat cost? If one uses PP for raise dead does it put one out of the running because earning it back will take up too many levels for an effective build into the PrC?All questions to work out but I really like this idea. It also makes earning those PP much more valuable if you're working into a PrC. It also creates an even field for all PrCs available and doesn't create this "stars upon thars" issue I've read with boons available only at conventions (Which I don't think should stop. I think it makes attending the Con special and rewarding as it should be for a large show like GenCon.)
A few more pieces of feedback:
FAQ at HQ for 411:
Delegation 4 Rest:
Express Lane Serving 4061:
Hope this helps
@Saint Caleth - the original poster said he didn't want to start a back and forth. Let's leave it as a disagreement in interpreting the rule. He asked how GMs would call it. That's how I would rule it at my table. I don't see anything in the Core book that says one can jump over an obstacle or difficult terrain as part of a Charge action. It clearly says a Charge isn't possible. To me, the Style section in UC does answer that issue. Having a Style exist doesn't pass through to other characters in as much as having a gunslinger doesn't allow everyone to use guns without the feat. I respect your opinion and would follow your ruling if you were the GM.
Eric Brittain wrote:
Rock on Southern California as we blaze a path of awesomeness!
I think you just hit upon one of your red flags that affects community. Your above statement violates the community rule:
Eric Brittain wrote:
Not sharing spotlight
Therefore, we need to invoke your rules for teachable correction.
Eric Brittain wrote:
If they want spotlight, minimize it.
Eric Brittain wrote:
A gaming community is a community.
Eric Brittain wrote:
Communities can only thrive when all members contribute to the overall awesomeness of the community.
In Conclusion, the community states...
We are part of that Path of Awesomeness and Blaze it together.
Sober Caydenite wrote:
Well, the Janni Style feat chain grants bonuses when jumping during a charge, implying that it is a normal thing to jump during a charge.
Hmm, I haven't read this book so I wasn't aware of this ability. I looked it up in the PRD. It appears this style supersedes the Core book definition. If the character had this style and feats I would be fine with it.
The Great Rinaldo! wrote:
If I were the GM I'd say no. It clearly states if there is an obstacle or difficult terrain, including an ally (I would say even one that is prone) then the Charge action is not possible. Acrobatics can't be used to circumvent the Special Attacks rule. As far as jumping to get higher ground I would say no as well. That, to me, is a silly way to scrap up another +1 to attack.
Rule included for reference:
I'm not disagreeing with anyone here but want to point out offering PrCs through faction missions or other in-scenario requirements creates issues. For example, if scenario 4-1x offers the Big Damn Hero PrC and one of player Kylee Tam's six characters, Veera, wants the PrC, how is she going to know to play that scenario with that character? She can wave Mr. Universe here on these boards but then we'll have threads giving scenario hints and spoilers. I've seen it happen in a different organized campaign where we were forced to leave even though we were so many.Now, if joining the faction itself automatically gave access to the Big Damn Hero PrC then I think that'll keep the power hungry spoilers at bay. But then it forces players to create characters belonging to a particular faction that maybe they wouldn't want to play.
Doug Miles wrote:
Keep the lid on the cookie jar as long as you can. I think that one of the mistakes that Josh made was to open up everything early in the campaign and not control access. It's hard on the players to take stuff away once it is given, as we saw with the recent bans. Keeping the cookie jar on top of the fridge is a policy I am completely behind. Delayed gratification will keep PFS healthier in the long run.
Absolutely agree. The only hard and fast reality is players want everything, all the time and as much as they can get. I'm not saying this to sound mean or negative. It's a simple, true reality. All the old LG campaign leadership will attest to it.
Mike, I think you're doing great. Keep doing what you're doing. You're always going to get players asking for more. You'll always have players say it's not enough no matter how much you access you give them. You have the big picture and can implement your vision. Players can only see things at ground level. Players need to trust in you and your long term plan.
Now, talking about complaints I have only one, access is playing alternate races. I wish that didn't exist. But I know I'm in the minority, perhaps. Please keep that available only as special boons.
I would like to second these suggestions. When I was asked to muster this is exactly what I instructed the players to do. From years of experience coordinating many, many events and conventions this works. I zipped through mustering in no time. I even had a couple people make comments on its efficiency. My only hold up was waiting when I was allowed to sit generics.
I saw people taking a personal approach to filling seats. This shouldn't happen. The person mustering cannot be held responsible to make balanced parties. Without guidelines for the players a mob will result and the person mustering will become overwhelmed.
I would like to add guideline #4: have a cut off time when a player is considered late. I don't know if GenCon has rules about this but someone who arrives over 15 minutes late and expects to be seated creates a huge disruption for those who arrived on time and ready to be sat. If possible within GenCon rules, if a person is 15 minutes late his ticket becomes a generic.
One point I would clarify in the above suggestion #1 is to have the person mustering clearly understand when he can sit generics. For example, if all real tickets are pre-mustered and sat then he can move to real/generic hybrid tables at 5 minutes after the hour. Then at 10 minutes after the hour all generics are assigned tables, if available, and any late arrivers with real tickets automatically become generics.
The clipboard with DMs names, tier level, etc. worked well. It would help though if the DMs checked in at the mustering area and provided their PFS ID. All that is needed, in my opinion, is incorporating these suggestions as a model and making it better using constructive feedback from this thread.
Dave the Barbarian wrote:
I believe the words we're all looking for is, ........ any way......
Brandon Hodge wrote:
WASH YOUR HANDS, WASH YOUR HANDS, WASH YOUR HANDS!!!! =-)
+1, +2 and +3.
I recommend carrying hand sanitizer and use it every time you sit down at a table, leave a table and any time after you walk in public places. Don't believe me? Let's hear from those who come back with Con Crude. I've never had this happen because I follow the above advice.
Michael Brock wrote:
Ah, too late. That reason expired when you insisted I post it myself. :)
Thanks. Hopefully I can. .
I'd like to say I resigned because my work schedule is developing into another year of heavy traveling. I was on the road over half the year so far in what's left in 2011. Most likely in 2012 I'll be gone for at least that much time. I can also say the reason is the attendance at my FLGS (Gamer's Inn, Mesa AZ) has dropped because I can't attend and run consistently. Also, the other location I started (Imperial Outpost Games, Glendale AZ) is growing into three tables each game day. They need more time and support than I can provide. I can also say I need to start preparing for my move to NYC on April 1st.
No, the real reason I quit is because I don't like Mike Brock. The level of GM talent he has far surpasses my ability. I played at two tables he ran at NeonCon (Las Vegas, NV NeonCon.com). After the slots I went to my room and suffered through the feeling of how much better he was than me. How could I continue after those lessons. Another reason is my venture-lieutenant, Jason Leonard, is so dedicated to seeing to the success of PFS he's become a brighter star in Phoenix than I could ever be. And for that he's backstabbed me into realizing I must step aside.
Thus the result is I have resigned as Venture-Captain. Jason Leonard has taken over effective immediately.
(I hope you all enjoyed the post. This was much more entertaining wasn't it? I could have taken a typical approach of "I left", "I'm appreciative of the opportunity" and "good luck". But I'm too much of a smart-aleck to leave like that.)
Mike - maybe you should have taken me up on the offer to make the announcement yourself. Haha. Hope you had a good laugh. :)
To all my former VC and VL peers: good luck during the rest of season 3. It was pleasure working with you. Looking forward to seeing your ideas flourish.
PFS Players: you can't see behind the scenes but you've got a very dedicated group that wants to see you, PFS and Paizo successful with the campaign. Treat them well. They are good people.
So now I turn everything to Jason Leonard. Congratulations, Jason. You'll do great.
"After slaying dragons, exploring dungeons and pranking fey I sit down to read the latest release by Creighton Broadhurst. Raging Swan Press. What's in your satchel?"
(I worked with Creighton as an author for a different campaign. Always been a fan of his projects. Check out these releases, folks.)
Vinland Forever wrote:
... The way my friends and I played was always informal. We'd play verbally while walking home from school or something, not sitting down at a table, and the GM would decide what happened based on character stats and the Rule of Cool, not dice rolls..... Is the fact that I have never actually played real D&D or Pathfinder going to get in the way?...
My opinion is you have played real D&D (Pathfinder). The game is all about imagination and playing in fantastic settings. Dice, movement, etc. etc. is only mechanics. Don't be intimidated you haven't rolled dice. I'd always prefer a roleplayer like you at my table over one who only plays the mechanics. Good luck.
Doug Daulton wrote:
Ok. What about GM slots? How do register for those?
Registered to attend as player & GM. Playing Thurs - Fri, running Sat - Sun. Though I don't see where I can print the player schedule. Also, how would you like me to sign up for the games I'll run on Sat - Sun ?
Edit: got the player schedule figured out. Pretty cool you can click on the scenario link and see who's signed up. I just did a copy/paste to a Pages doc. Though it has me signed up for two games in the same slot. How do I correct that? I changed my mind on the tier for that slot.
Rene Ayala wrote:
Just reported my September events and hit 4 stars!
@Nosig-I've got a real question for you. Is she saying all this to drop you a Roc-sized stork of a hit about a real life baby? Don't mean to pry but that would be on my mind if I was asked so much about a pregnant PC.
btw-who need rules or a timeline about this subject. Batman is still around and we're not looking up rules on venerable stats. 007 is immortal. Why can't her PC always be 5-months along? There's no need to track time in PFS if you don't want to.