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Angazhani (High Girallon)

Russell Akred's page

FullStarFullStarFullStarFullStar Venture-Captain, Ohio—Cincinnati. 492 posts (499 including aliases). 20 reviews. No lists. No wishlists. 7 Pathfinder Society characters. 2 aliases.



Greeting Mortals--

As PFS continues to expand and we welcome in new players and new groups every week, I would offer humble suggestions for PFS Coordinators.

As usual, nothing I say is perfect, but represents my best practices to date. I encourage other game day organizers to offer their tips and suggestions as well.

Overarching Theory:

I want my players to have the most fun possible while maintaining my sanity and giving players an opportunity to contribute as well. I believe that organized gaming will not survive on the backs of one or two people: it takes a community of players to make things work.

As such, most of my suggestions are about building community and creating guidelines for play within that community. A gaming community is a social group and I strongly believe that cultivating the social aspect of PFS is an essential part of the coordinator job.

Your Players:

Admittedly, I'm old...old and grumpy and I've lost my youthful enthusiasm so take these comments filtered by the lenses of experience and crankiness:

As organizers, we are never going to be able to make everyone happy all the time. I will do the best I can, but recognize this is a fight that I cannot 'win'. There will be players who just won't be able to or be willing to follow basic directions or adhere to the Society rules. There will be some that will try your patience and make you sad...and others who fill you with awe.

It's your job to makes things work for players as best you can while giving yourself the leeway to do things to keep your sanity. I find that players manage themselves better when they have clear instructions and expectations. I try to communicate that when they do their job, they make my job easier. In general, people want to help things work out.

There will be some players who aspire to do more than just help out...they'll have to contribute in significant ways. My advice is simple: give them everything they need (advice, organizational help, whatever) to promote and grow Pathfinder in your area. One guy has even built a website for our Bay Area Pathfinder group with all the information about local game stores and whatnot.

On Atmosphere:

I try to create an environment where gamers are free to be gamers. I try to encourage roleplaying and free expression and individual tastes at all times. I try (but often fail...I'm getting better) to learn all my players' names and greet them when I see them. I will always try to make sure that people at tables know each other and *especially* know the GM. I will do introductions. Yeah, I know it's strange....but it helps create the friendly environment that I want.

However <thunderclap>, part of having a safe and fun environment is setting boundaries.

I do not feel that I need to bend over backwards for players, especially ones that repeatedly break rules, show up late, overtly metagame, or piddlespot around. There will be players in every group who do this...it's up to you to decide where your line is.

The truth is that I do not feel like I have to kowtow to rude or obnoxious players nor subject my players to inappropriate behavior. I will give them firm warning about behaviors are unacceptable and, if bad behaviors exist, I'll dis-invite them to events that I run.

I am *NOT* shy about protecting my players, neither should you be. If there is a player who is making you hurt inside every time he shows up OR is causing massive mustering problems because no one wants to play with him: give him a chance to amend....or get rid of him. It just isn't worth it. Mods are too few to have them ruined by bad players. Do *not* feel guilty about this. Also, if you're giving negative feedback to someone, never do it at the table or in front of others....this should be handled privately and professionally. Having open loud spats are bad for everyone around.

(As a side note: you don't ever have to let someone play with you that you don't want despite popular belief. If you're organizing, it's your party. There is no Paizo Ninja-Pirate Police force that is going to swoop in and tell you who to play with. Handle your job as a professional, adult manner and you'll have few problems.)

Nuts and Bolts Organization:

For me, there are two essential tools to the being a Coordinator: our Yahoo group and Warhorn sites. With them, I am able to adequately communicate and organize with my players. You can use other tools (Google groups, etc.), but to be successful, imho, you need a way to communicate effectively (push communications) and a way to muster/sign up.

Yahoo Group:

I founded BAPS, Bay Area Pathfinder Society, Yahoo group, on 12/3/2009. In the first month using current contacts and players I knew, I had 29 members. After a year of inconsistent marketing and promotion, I have just under 90 members. (PFS is growing!)

It is essential to our communication over and scheduling. Furthermore, it serves as a social focus for our community. We have banter and discussion about Pathfinder and Pathfinder Society topics....as well as off topics. The ability for anyone to participate is great...as is the daily digest or individual email options.

We use it for:
Posting upcoming games
People being awesome!
Tool tips and Info, Rules, etc.
Special Events
Shout outs!
Calls for Judges
Announcing and coordinating local Conventions
Coordinating Adventure Paths

Our database has all blurbs and tiers of all the mods.

Our file section has useful downloads (blank char sheets, BAPS logos, etc.).

The big challenge with Yahoo groups is getting people to sign up for it. However, it's power is worth the hassle of trying to get people on the system.

Warhorn:

Warhorn is our scheduling and mustering tool of choice. I can't imagine running a recurring game night without it. It gives our players the ability to plan and prepare their schedule and characters well ahead of time.

Our FLGS, Endgame Oakland has THIS Warhorn site. While it's not perfectly easy to use, it helps tremendously with sign ups and mustering.

While it can be difficult to get players on the system, once installed and the players trained on it, it is an invaluable resource.

Random Organizational Notes:

1) I train my judges to bring 7 chronicles, 3 copies of each faction mission, and whatever tools they need to judge. In return, I ensure a table of players, the Reporting sheet, and whatever support they need to run the mod. I also handle the reporting/data entry back to Paizo.
2) I act as Head Judge when I am there to handle any disputes during gameplay. I pretty much *always* stand by my judge and his rulings at the table. It's amazingly rare for me to override him...in fact, I can't remember ever having done it. I try to trust my judges to run the best mod possible and give them the freedom to run it.
3) I work hard at maintaining relationships with my FLGS...we try to foster the necessary symbiotic relationship that is, obviously, mutually beneficial: we bring in the players/customers, they provide the space and seating. Since I started at my FLGS in December 2009, I expanded to another gamestore in March 2010, and PFS has hit three more again after that. It's difficult to get all the players from the different groups to join the Yahoo Group, but that is part of the challenge of Coordinating in a big area. Your challenges may vary.
4) Marketing is probably my weakest suit. I do what I can in terms of promotion at conventions and local game stores, but it's still slow. I probably need to do a better job of motivating my player base to help me in this process. We have a couple of local PFS all-stars (you know who you are) who are doing a lot to promote PFS in our area...and I cheer them on like no one's business. I cannot do it all alone...and that's the point of this post: we're a community and we need to work together to make things happen.
5) VC Azmyth has been a wonderful breath of life into our community. I try to work with him often to make things happen in our area. If you don't know your local Venture Captain yet, make yourself known.

I believe that not everyone is going to make a good judge...some players have the ability, some players do not. Not all capable players have the desire or drive to judge. As a coordinator, it is your job to help capable players become judges. I trust you to know how hard and when to push your players to become judges.

Judges and Judge Recruitment:

I do not like to judge too much...my comfort level is once a day at conventions, at most every other week during normal times. I stay fresher and motivated when I have a decent break between judging sessions...my sessions can take a lot out of me. As such, I've earned my first two stars over the last 12 months. I mean 30+ mods over 12 months feels right to me...but that's a slow weekend for someone like DougDoug. YMMV. I don't feel shy about trying to pace myself. And I don't feel shy about pushing others to judge.

In general, I ask my judges to judge one out of every 4 times that they play. Yep, play 3, judge 1. That seems to be the right ratio for keeping games stocked and judges fresh.

As Coordiator, I try to schedule myself to judge and play with every new player that comes to my games. I like to help them develop as players and scout out future judge talent. I tend to be pretty good about knowing who is ready to judge...I look for players who play nicely with others and have a character at level 4 or above. That's all it takes. Really. Charisma and a bit of experience and you're ready to go. Often, I'll give a mod that I've just run to prospective judges to get them to read it and understand what's going on behind the curtain. It's very effective in subtly laying the groundwork for a future judge invite.

Here are some of the arguments that I'll make, as appropriate, to perspective judges:

1) Do your part to help the community. When you contribute, we all succeed. (this works well)
2) When you judge, you become a better player. I want you to take that next step. Be amazing. (this works well)
3) Guilt. "When are you going to pull your weight?" (rarely used)
4) External rewards. I have players in an AP who are committed to judging once a month as 'payment' for entry into the AP. Actually, any external reward (above and outside of usual GM credit) helps. Two FLGS give $5 in store credit to the judge. Another FLGS charges $6 per person to play...the judge gets it all!
5) Outright flattery: "You're a great judge and I want this group of players to have you on this mod." "I'd like to play...and I want to play at your table. I'd be stoked!"
6) Challenge them. "Do it so you can put your mark on this mod/adventure. Let's see what you got." Or "These pathfinders here really want a challenge. I know you can give it to them!"
7) Highlight the GM credit rules: "You get full XP, gold, and PA for judging this. It's a great way to level!"
8) Intrigue: "You'll learn that different parties will solve the same mod differently. You'll be awed how things turned out. Compare how this new party with how you did it."
9) <activate Painlord Rage power> "JUDGE, YOU LAZY PIDDLESPOT OR I'LL BEAT YOU TO DEATH WITH YOUR OWN DICE!!! REALLY, HOW MANY MINIS DO YOU THINK I CAN CRAM UP YOUR NOSE!?!" (never used outside of my own head)
10) <please add your argument/thought below>

Most experienced judges know that there is a significant mental initial barrier to entry into judgeship, however, once that barrier is crossed, judging becomes much easier and less of a mystery. Most judges do not start judging out of fear...fear of not knowing the rules, not being good enough, not blahblahblah. As coordinators, we need to motivate beyond that and get the player to be comfortable enough to step up to judge.

Excuses are excuses....they are nothing but a smokestick in the way. I try to focus on ways to assuage their worries and support them.

Here are some of the typical excuses and comebacks that I'll use in return:

Excuse #1) "I don't have the time." (of course, this is just a stalling tactic)
Response) "No worries. Here's the mod now...I'll schedule you to run in a month. Surely, you can find time over the next month to prep."
Response if the above doesn't work) "You can't prepare a mod in a month. Really? How about 2 months? Or is there another issue that is really causing the problem?" (proceed to excuse 2, usually)

Excuse #2) "I'm not good enough./I don't know the rules well enough."
Response a) "I'm asking you because I know you know enough....you're good enough and you're ready."
Response b) "Knowing the exact rules doesn't matter. You know enough to look things up as appropriate and find solutions. Use your players as a resource...and as a check when you are unclear. They will be happy to help...they always are."
Response c) Here are some handy guides to help you get ready:
Introducing Faction Missions to Players
What makes a good GM
Painlord's How to Be a Better Judge
Response d) "This forum is great for additional information about the mod you're running. Check it out...the judges there have lots of insight into the mod."
Response e) (Before they play the mod) "PlayerX, I may ask you to run this mod at a future time...be sure to pay attention to what happens." (Immediately after the mod, hand them a copy.) "Here you go...read it and see what just happened. I think you'll run it just fine."

Excuse #3) "I don't have the supplies/mats/pens/minis/grognards."
Response a) "Here borrow mine. Anything else?"

Excuse #4) "I don't want to."
Response a) "I understand that, but you're good enough and smart enough to run a fantastic mod. Sadly, if you won't contribute back to the community, I may not have room for you at my games anymore. I hope you'll want to stay playing with us and want to be part of our community. I need you to step up every once in a while." I suspect many of you will think this is harsh, but I don't think so. In order for the community to grow and survive, you need people to contribute...everyone has to pull their share. And, as Coordinator, you have to make it happen...there is no one else!

Feedback: I encourage my judges to ask for feedback on their judgings. Often, I'll ask how things went to offer constructive thoughts to new judges. Sometimes, when appropriate, I'll have an experienced player at the table with the new judge to specifically give feedback. I think reflection and review are essential processes for becoming a better judge. PFS will grow on the strength of its judges.

It should be stated that once a judge has repeatedly given good faith efforts and failed to achieve quality judgemanship, I would relent and remove them from my judge pool. It's never happened...but I've had bad judges before and I'll try to keep them away from my players.

Here is the email I send to prospective judges about becoming a judge. I usually follow up with a private conversation to reinforce what I've asked and to answer any questions. Feel free to re-jiggerify for your own use.

Judge Email:

"Hey Joe--

Though we haven't talked to you about this before, I wanted to touch base about getting you into the judging pool at Endgame.

I've seen you play and I know you know you stuff and so I think it's natural that you would begin to think about contributing back to the Endgame community. Of course, there is no pressure to do so, but the system works better when everyone judges at least once in a while. We have lots of new players and need judges to fill all the tables.

Consider this a formal invite to getting started.

This is what I do to prepare for a game:
1) Read the mod and make notes on the combats and anything that I want to add.
2) Pre-draw the maps.
3) Re-read the mod again, paying special attention to tactics (this helps after I've drawn the maps).
4) Plan how the monsters will fight in the different encounters.
5) Run it and have fun with it.

I know you can totally make it happen and I could schedule you at an approaching game night of your choosing. You will get player credit for judging, so that shouldn't be an issue.

You help would be appreciated. Just once every month or two would make a big difference.

Thanks,
Pain

Fun:

I like to have fun with my players. I want to encourage the social aspect of the game.

That's why I send messages like this.

Oh well, it made me laugh. After all, if you had a player who choose to name his character "Ruddy Piddlespot", wouldn't you have some fun with it?

Again, feel free to post your comments and ideas below. I'm a huge fan of feedback and getting multiple inputs to find solutions.

If you've liked/hated the above, you may also love/hate the following posts:
How to be a Better Judge
What to Expect at a PFS Table
How to be a Better PFS Player

-Pain


Greetings Mortals--

(For a thought on how to be a better player, go here.)

I am not the best judge on the planet. But I do think upon things a bit and I have been doing this silly game for a while. This post is for those who want to aspire to be something capable of the *Amazing* when they judge.

There are a lot of things you just can't control when you judge (the depth of the mod itself, when your mod is played, the mood of the players that come, etc.) so I try to focus on things I can control....things to make the experience the best for my players. I consider each judging experience to be an opportunity to share something amazing with them. I like to give it my all and make it as fun and challenging as I can.

Remember, each player can only experience a mod for the first time once...and that's an awesome responsibility. I feel the need to present the story and make it as memorable as possible.

Sometimes I succeed, and I know it. I rejoice.
Sometimes I fail, and I know it. It hurts.
Either way, I aspire to do it better the next time.

(This is a long post, I make no apologies for it. I'm pretty sure this list is still just a fraction of what good judges could do. Points are noted to give weight to certain concepts and ideas.)

Thoughts are broken down by category:

About the Mental State:

+2: For being awake and alert.
+2: For being in good humor and mentally prepared to run a good mod.
+5: When you're running this mod because you understand that giving back to the community (via judging) is important
+5: For running to learn from your players as you judge. There are always tricks and tips to be shared and learnt.
+3: For hoping your players do something exciting and unexpected so you can rise to the challenge and make it even better.
+5: For embracing "losing", as in, acknowledging that the players are supposed to 'win' the day. You 'win' by making it fun for the players to win, which means your bad guys have to 'lose'. But don't worry, that means that you really win. :)

About Starting:

+0: For arriving at start time to begin setting up.
+2: For arriving 10 minutes early to prep and get set up.
-2: For showing up late.
+1: For introducing yourself to all the players at the table.
+1: For making sure the players introducing themselves to each other in real life (or giving a proper introduction).
+1: For making sure the characters have an opportunity to introduce each other in character to begin the roleplaying.
+1: If you use initiative cards, have a sample filled out for players to follow.
+1: For getting the sign in sheet filled out and going around the table.
+1: For asking and setting the subtier (aka APL) of the mod so that players know what to expect.
+5: For encouraging players to play what the character they want to play in the mod, rather than some misguided notion of balance.

On Preparation:

+15: For reading the mod at least twice: once as a general reading, again for more detailed understanding.
+10: For pre-researching the powers, spells, and abilities of the bad guys as to not interrupt game flow with looking up of stuff. I try to write out such things in the mod when I read the mod for the 2nd time. Sometimes, I print out the monsters directly from the online bestiary so I'll have copies to easily refer to rather than the book (I'll group them by tier or encounter as appropriate).
+5: For pre-thinking (if you know the players in the group that you are running) of ways to customize and personalize the mod in advance. For me, I often run for a Luggish brute and a sour Sage and I make notes on how to screw with, uhm, I mean, "appreciate" them beforehand.
+2: For having maps pre-drawn and ready to go.
+2: For having the chronicles pre-signed and filled out (as appropriate) so you can get them out quickly should you be rushed for time at the end.
+1: For having handouts, faction missions, and what not ready to go.
+1: For having faction sheets for players to keep an take notes upon...for each player.
+2: For having pre-gens and PFS numbers to hand out to new players.

On the Setting:

+0: For reading the box text about the setting in the mod.
+1: For taking the time to show the players where they are and where they go on a map and describing the location with backstory.
+2: For additional color and flavor that you can impart during the mod from external sources. (If I don't have the Paizo book, I'll often do a search on one of the many wikis to get additional info.)

On Pacing:

+1: For finishing a mod within the time allotted.
+3: For stretching with color/flavor/roleplaying a 2 hour mod into a 4 hour mod.
-10: For rushing a 4 hour mod into 2 hours when you're just trying to get it done so you can say you judged.
+2: For politely pushing slower playing characters into action rather than having them drag the game to a halt with their indecision.
+2: For calling a decided combat early so that you can return to the story or next important event.
+3: For being attuned to player reactions and mood to know when to pick things up and move on and when to dally and let roleplaying happen.

Managing Players and the Table:

+100: For acknowledging that you're the one in charge and using that authority appropriately. It is your game to run and it is your party.
+15: For clearly talking about your judging style and quirky rules when you start the mod.
+10: For sharing your attention around the table so that all players have a chance to speak, act, and react.
+10: For seeking opportunities for each player to shine.
+5: For toning down the aggressive or loud player. "Would you mind dialing it back a bit?" usually works.
+5: For encouraging the timid or quiet player, when appropriate. Some people need to be invited to participate.
+5: For shooing away other players and distractions from your table. Feel free to pause and wait for the distraction to pass. I politely stare down anyone who comes and distracts me or my players.
+5: For inviting a sleeping (really...it's happened) or disinterested player to leave your table. I like to ask them if the experience of PFS or the reward is the reason why they are there. If they answer "experience", I invite them to leave and enjoy the full experience at another time when they are rested (or mentally ready). If they answer "reward", I would give them a chronicle and gladly see them on their way (it's never happened, but I'd happily excuse a tired/unhappy player from my table). I would rather not have them drag down my table. I expect most players will perk up and re-engage when such a question and offer is made.

In Combat:

+10: For efficiently managing initiatives, combat actions, and the bad guys in an encounter.
+3: For describing combat effects and the combat beyond just rolling the dice.
+3: For describing the bad guys as they appear when they show up in combat. Example: "You see a pair of medium humanoids. Both are dressed in leather and carry clubs. The second has a few javelins nearby."
+3: For playing the bad guys within the realms of the intelligence/nature that they have.
+2: For using good tactics against the party where appropriate.
+5: For clearly describing terrain and environmental effects before and during a combat.
+2: For having minis and tiles to tactically represent an encounter and allow players to visualize the combat.
-3: For using cheetos or M&Ms to represent bad guys.
+5 (Tier 1-2 only): For teaching and encouraging proper tactics in new players.
+5 (Tier 3-4 and above): Allowing players to make tactical mistakes (or intentional roleplaying 'gaffes') and then helping them learn from those mistakes through experience. "No one is going to engage the caster? Interesting tactic, here's another fireball."
+1: For prompting players when their turn is next so they can be ready to go.
-3: For allowing slow players to overtly slow down the game.
+1: For rolling in the open, for better to let the fates decide.
+1: For helping players adjudicate cover and concealment as they decide their actions. "Okay, so you're firing an arrow from there...your target has cover." Be ready to help with appropriate rulings.
+2: For being ready to provide appropriate information based on Identify Monster rolls.
+2: For cheering for your players when they crit or do cool stuff. Pepper your combats with "Well struck!" and "Nicely done!"

On Difficulty Level:

+5: For assessing (or just asking) how much of a challenge your table would like at the table. Deciding factors may include: # of players, average party level for the tier, your personal knowledge of the player's styles and preferences, understanding with the gameday or Con organizer, etc.
+25: Adjusting the difficulty of the mod, when appropriate to the needs and wants of the party. Of course, it's unclear whether the Paizo Gods understand or approve of this, but I feel it's essential to a fun mod.
-EleventyBillion: Adjusting the difficulty up wherein you kill a character or the party. You fail. Deaths should only happen via outright stupidity or just bad dice rolls: "Yep...I rolled it in front of you, a crit with the Great Axe from the raging Orc Barbarian. Then the '15' on the die to confirm. Sorry..." Don't ever up the difficult to an extent where players die unfairly.
+5: Adjusting down the difficulty when you are playing with new players or a first level party.

On Personalization:

+5: For RetConning your players chronicles (or using personal info) to customize and personalize events and reactions from NPCs into the adventure. A venture captain might make vague allusions to previously played successes (or failures) for the Pathfinder Society. Recurring NPCs (Miss Feathers, anyone) might follow up or react to previous events. The more customization, the more living and real the campaign feels.
+10, each instance: For adding roleplaying notes and text to a character's chronicle at end of mod. The text shouldn't be anything that adds anything other than roleplaying or fun value, but opportunities for such should be sought and cherished. Examples might include: "Commissioned the Painter of Cassomir for a portrait of his Eidolon. Paid in gold." "Burnt down the remaining story of the proposed retirement home of VC Savarre." "Engaged in turpid (but unknown) activities with Miss Feathers behind closed doors. Paid in gold." I give every personalized hook that I can squeeze out of events and reactions from a mod.

With Box Text:

+0: For reading the box text.
+1: For reading the box text clearly and forcefully so players can really hear and feel it.
+1: For repeating important box text and/or including additional flavor as you go.
+2: For allowing appropriate knowledge checks during and after to enhance the players' knowledge.
+1: For customizing and altering the box text as necessary to fit the mood or story you are telling.

With Roleplaying:

+15: For being an active, alive proponent of roleplaying at your table.
+3: For encouraging your players to describe their actions rather than just rolling dice.
+1: For each time you say "yes" to a player's roleplaying idea.
+2: For each time you say "OH HECKS YES" to a player's roleplaying idea.
+5: For each time you demand and insist that the roleplayer enacts his idea or plan and then make it even better.
+2: For giving proper and incidental bonuses to roleplaying within a mod. For instance, I will happily give props to those who use their craft/profession/perform in the mod to enhance the party's goals. For instance, if the party starts the mod sailing from Absalom to Sandpoint, I will give a bonus to profession (sailor) rolls for those PCs what wish to use it as their Day Job roll.
+3: For delivering Faction Missions in a way that is interesting a appropriate. This link is a good resource.
+10: For roleplaying with each player based on the *character* that they present rather than their class. Don't assume that Paladins are brave, Clerics should heal, and Rogues should sneak. React to the character, not what you think they should be doing.

Deception:

+1: For realizing that players, often unintentionally, are metagamers and sometimes will do things out of character.
+3: For keeping your players off balance and in a state of wonderment. This might include: asking to see a character's sheet and asking a random question about something, asking the party to roll d20s and write them down in front of you, taking a player aside and asking them what type of cheese they like best while pointing randomly at other party members.
+3: For not putting down/drawing the combat map until combat is actually initiated or needed. Ask for a marching order, ask the players to describe their actions or their placement, but avoid the map until you really need it. Players are keyed to such things.
+3: For putting down the map in non-combat situations or in situations when combat is not advisable...risky, but I believe in training the players to be honest.
+3: For shushing or discouraging a metagamer at your table appropriately and politely. Do not let them ruin things for others. A reminder that "in-character knowledge and views are appropriate for making decisions" usually works.
+5: For using your powers intelligently and usefully for the fun and spirit of the game to both befuddle and delight.
+10: For making one encounter a mod seem so overwhelming and difficult that the players almost feel that they have no chance to overcome it. This could be just illusion or setting or description(or just the tough fight in the mod)...but give them a challenge and let them amaze you and accomplish the 'impossible' to win the day.

Knowledge of Rules:

+20: For realizing that no one is expecting you to have all the rules mastered and on the tip of one's tongue at a moments notice. Please banish any such thoughts from your mind.
+5: For really, really understanding the above and accepting that your players will not know everything either.
+5: For working with your players and your handy rulebooks to rule correctly on matters.
+10: For knowing when just to make a ruling and move on, for sometimes the wait is not worth the damage to the flow of the game. Remember, you are the guy in charge. You can make decisions and push things forward.
-5: For being too proud to acknowledge a mistake. They *will* happen but sometimes the best response is "I screwed that up. Sorry, but do you mind if we move on? I'll do better next time."
-5: For extended arguing with a player about a rules issue at the table. At the worst, take them aside and have the discussion away from the other players, but do *not* have a prolonged argument in front of other players. If the player persists in bad spirited comments, invite them to leave the table.
+5: For asking your players about spells/powers/feats that they are using. *Absolutely* do this...sometimes they will be using the effect incorrectly or another player may have some insight as well. I sometimes ask players how they total up to their 'to hit' and damage rolls or their AC. Asking about such things promotes honesty, lest they called out and unable to explain the numbers they are using. Also, it's a good way to learn about different classes and abilities. "Oh, so my 26 to hit misses you, eh? I'm curious, what is getting your AC that high? [Player explains while I add it up in my head.] Nicely done...I'm going to have to try the same."

Ending the Mod:

+5: For really tying up any loose ends, including making a full report back to the Venture Captain.
+1: For ending before time so you have time to clean up and handle paperwork.
+2: For filling out chronicles accurately.
+1: For finishing up the sign in sheet and Prestige Awards sections...and turning it in.
+10 again, because it's important: For adding roleplaying and story notes to the chronicle to help build a living, continuous feeling to the campaign.
+5: For making a point to celebrate the key actions in the mod/fights that turned the tide or made a difference. "You, Lugg, did a good job of placing your character in the first fight. I couldn't get around your huge @## to get to the squishes. Nice work." "I would have won the 2nd fight if it wasn't for the Wizard having a scroll of fly!! Nice work, Wizard. I just had nothing to deal with the now flying *Thongar*, the Barbarian Master of Airborne Pain and Suffering." "Hey RogueyMcSneakSneak, way to scout out the bad guys for your team to go into the combat fully aware of what they were facing. Against perfect tactics, my guys were toast. Well done!"

Feedback:

+5: For asking for feedback after the mod (or a few days after the mod when you can, some players like to ponder and stew upon things and you'll get a better response) to help you get better.
+5: For taking notes for yourself on things you work upon or get better at.
+5: For adding your comments and thoughts for me to add into this post. I appreciate it.

So, there you go. One yahoo's thoughts on how to judge.

-Pain

p.s.

My usual judging speech goes like this:
"Hi, I see that many of you are playing with me again, but, as a reminder, I'd like to go over my ground rules. First, please do not talk over me when I'm reading box text or describing the environment. It makes me sad to repeat myself. Second, I tend to talk quickly or slur when I'm really excited...if I'm talking and you're not understanding, please let me know so I can be more clear. Third, since you guys are experienced Pathfinders and since I play my bad guys with absolute and total tactical perfection (pause for laugh), I will not be going back to correct mistakes that I've made during combat unless they egregiously need to be fixed. By the same token, when you end your turn, I won't be going back to add something that you've missed...when you end your turn, be sure to be correct. Don't miss the Bless effect or the extra damage from the Bard Song. When you end your turn, you've ended your turn. Lastly, I'll let you know when your turn is coming up...please be ready to do your thing. Plan in advance. Oh yeah...let's have fun and roleplay. Any questions?"



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