Desna Effigy

SplittingImage73's page

2 posts. No reviews. No lists. No wishlists.


RSS


Hello Nix, thanks so much for your input, really helpful. It saves me time from driving out to the bookstore in town to see what's in an actually AP.

In general, APs sound like a ton of fun. I don't mind doing the GM "homework", in fact I look forward to it.

For the sake of budget limitations, is the Anniversary Edition of RotRL a good investment? Having everything in one book seems convenient and the plot seems easy to get myself and my friends feet wet (although APs like Skull and Shackles or Reign of Winter sound cool, I don't want to dabble in "must-have skills" during character creation yet).

Also, in term of maps, do APs show you or describe to you what you should draw in terms of places of interest? When I was doing AP research, I know some of the dungeons are crazy massive. How do GMs deal with these massive dungeons in terms of map grids and combat? I'm willing to draw on my BB flip map, I'm just not at the level of sand-box invests to make all the rooms up as of yet :P

Thank you again for your help, Nix.

Nix Tharel wrote:
SplittingImage73 wrote:

Now that My friends and I know the basics, I wanted to start an AP with them. But I'm not sure how APs work.

Are they the same as how the black fang campaign was written in the Gamemasters Guide of the Beginner Box? As in, does it tell you what to do, when what events trigger, what to tell the PCs, etc.? Thanks for your help.

Adventure Path's are a series of 6 books. The bulk of the book contains adventure text. There are typically 2 segments on side topics per book (city/village/location description, new (special) rules for the adventure, description of one of the religions related to the campaign), a few pages of fiction, and some new monsters). There is also a free Players Guide which can be downloaded.

The Adventure Path (and modules) doesn't give as much direction, as Black Fang's Dungeon was meant as an introductory encounter with rules interjected into the text. Instead, you'll need to "understand" the rules well enough to have an overview of what should happen, although the trick to good GMing is knowing how to improvise past parts you don't know very well offhand. (Don't stop the game, just make a note to look it up later, and use a dice roll that seems appropriate.)

The APs/Modules use a similar format as Black Fang's Dungeon. There is a section title, "Block Text" (designed to be read aloud), then text describing to you the true details of what is present that you need to interpret/handle, and then Stat Blocks (or page number references to them) for any combats.

Before a session, you'll have to review the encounters, check the bad guys abilities, and look up what the mean. You'll have to read up on the backstory of critical locations and characters, and be ready to act out NPC's. Key NPC interactions are noted in the APs, but you'll presumably have to take some notes.

1) The APs/Modules use more rules than the Beginner Box. The 'Open' part of the Pathfinder Rules are available for free at: http://paizo.com/prd/....


Hello everyone. I just recently got into Pathfinder and I really love it. I just finished the Beginner Box black fang campaign with a couple of friends. I love being the GM.

Now that My friends and I know the basics, I wanted to start an AP with them. But I'm not sure how APs work.

Are they the same as how the black fang campaign was written in the Gamemasters Guide of the Beginner Box? As in, does it tell you what to do, when what events trigger, what to tell the PCs, etc.? Thanks for your help.