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Hmmm... Let's pretend I have a Saurian Shaman druid. I just want to confirm what I think is true before I screw it up. Wild Shape, Saurian style:
At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2. Not counting Totem Transformation (which I think is pretty darn clear), at what level can this Saurian Shaman begin using wild shape? Eh?) At level 2, but for dinosaur forms only as a level 4 druid would. Bee!) At level 4, but dinosaur forms only and as a level 6 druid would. See?) At level 6, as a level 4 druid for most forms, as a level 8 druid for dinosaur forms. Dí) Something else. What say you? -Briar Edited for clarity.
I'm not sure all of you follow Brock on the Facebook, but this here points to all sorts of zaniness at PaizoCon UK, the Grand Convocation: Goblin Songs & Olaf. After seeing that video, I:
I hope to get more updates on the chaos over the next few days. -Pain Edit: Goblin Frostfur Song. Anyone know the board aliases of the PFS leaders of them there goblins?
Dear All You Magnificent Piddlespotters-- I don't like you and you don't like me, but that doesn't mean that we can't have another awesome PaizoCon thread of Bloggery. Last year, we 'blogged' the heck of Paizocon. This year, I'd like to do better and do more. As most of you know, I believe PFS's core is a social community and so whether you can make it to Paizocon or not, I hope that you will participate. I hope that you'll share your experience, comments, and funny PFS-related stories and whatnot with others. I'm inviting both you attendees and non-attendees to help 'blog' the events at Paizocon in this thread. For you attendees:
For you non-attendees: Tell us who you want us to talk to, questions you want us to ask, and things you want to know about so we can try to find those answers for you. I, like usual, promise nothing...except that I'll be twisting some arms of people here to join me in describing their experience playing PFS this weekend and the people that make it happen. -Pain
Hey All-- With pleasure I announce that the Warhorn for Pacificon 2012 is open for sign-ups. We have a heck of a schedule this year:
We also have some of the best GMs in country in the Bay Area and will be offering the following for PFS play: Pacificon Schedule:
Fri: 2-6:
Fri: 7-11:
Sat: 9-1:
Sat: 2-6:
Sat: 7-11:
Sun: 9-1:
Sun: 2-6:
Sun: 7-11:
Mon: 9-1:
Mon: 2-6:
Located at the Santa Clara Marriott Hotel. You can buy Con badges and get hotel info here: Pacificon 2012. Let the awesome continue. -Pain p.s. Please don't confuse this with our production thread where we are codifying our convention planning process for others. This thread here is for rocking this convention.
Greetings Mortals- I love Organized Play conventions. I started going to them during my Living Greyhawk days (Theocracy of the the Pale), then moreso during my run in LFR, and when I started the Bay Area Pathfinder Society...it turns out that I started to run local PFS play at our local conventions. I believe conventions are really important to building a local PFS community. In the Bay Area, we have PFS play in 10 different locations and those players get to come and melt and play together each and every convention. For me, I love seeing the same yahoos every convention and catching up and playing games. It's a part of building community. In the Bay Area, we are blessed to have 4 great local conventions: DunDraCon (February), Conquest Sacramento (March), Kublacon (Memorial Day), and now Pacificon (Labor Day). We are about 10 weeks out from Pacificon and our Bay Area team has begun planning...and we're going to do it openly. Pacificon 2012 (August 31 to Sept 3, SF Area, CA) is going to rock this year. The "Cincorate" (the 5 yahoos of the planning team) started planning with the following goals:
The point of this thread will be to discuss our planning process for Pacificon. We have 10 weeks until Pacificon. The Cincorate and I will be posting to this thread all the stuff we're doing to plan and prepare for Pacificon. I know that we don't have the best convention practices (yet), but I hope that all y'all will share your experiences as well and so that the ability to run a good PFS convention becomes less of a mystery and more certain. -Pain p.s. The "Cincorate" (the planning team for Pacificon): Verdigris, aka the Amazing Walking Wondrous Item
p.p.s. If any of you want to be invited to our next planning meeting or be more involved in this, please drop me a PM or email. See my alias for contact info.
Holy Piddlespot! Check out this Video of Awesome. It's our judge rewards for Kublacon. I'm really excited for this Con and I want more of you all to be there. (Coin Designer link: Markusdark Alias link: Markusdark) Two years ago, PFS started play at Kublacon with 19 tables over 10 slots. Last year, we over tripled that to 77 tables over 10 slots. This year, we are up to 150+ tables of PFS goodness, 4 VCs, 4 VLs, the PFS Campaign Coordinator, a real Pirate, sweet ass judge rewards, a Shivok, a sloth, and one of my favorite players on the planet. Our Bay Area judge pool has really stepped up. We have over 30+ local judges who are judging 3 slots. Only one judge is doing more than 5...because he prefers to judge. Everyone else is stepping up to do a bit and contribute back to the Society. Though a combination of sweet rewards and asking appropriately, we already have 140+ of the 150+ tables filled with judges. And there is still room for you. Memorial Day Weekend - May 25-28. KUBLACON 2012.
There is still time for you to get there. -Pain
Hey All-- As you might know, I love finding ways to promote better play. I want to play with good players...and I hope by playing with better players that I might eventually become a good player myself. (Someday.) As such, I love this thread on roleplay mastery by HolmesandWatson. I'm not sure I really understand it all, but love to chew off a piece to think about once in a while. In addition, them Canadians up in Ontario have a local player named Mergy who has been writing some local blogs to his gaming community. With his permission, I've linked them below. I love them. They are really good introductions to better play. Mergy’s Methods: Excellent Equipage Episode I
So...anyone else have a thread that might be good for this thread? -Pain
Title: Why I am leaving the Pathfinder Society, by Thorne, the Most Powerful Mage in *All* Absalom 4712-03-14
After almost 12 levels, first as a summer recruit, then in the Grand Lodge, and now in working in Sothis, I believe I have worked here long enough to understand the trajectory of its culture, its people, and its global quest for artifact hording. And I can honestly say that the environment now is as toxic and destructive as I have ever seen it. To put the problem in the simplest terms: the interests of the Decemvirate continue to be focused solely on the acquisition of artifacts and knowledge not destined for the good of Golarion. This is achieved at the expense of humanoid-kind, the natural environment, tombs of long-dead Osirian monarchs, and various Azlanti ruins. The Pathfinder Society is one of the world’s largest and most important artifact and historical heritage collectors and it is too integral to global procurement to continue to act this way. The Society has veered so far from the place I joined right out of the lodge that I can no longer in good conscience say that I identify with what it stands for. The Society is one of the Golarion's largest and most important adventuring organizations and has too much potential as a peacekeeper and global sheriff to continue to act this way. The Society has veered so far from the place I joined right out of Grand Lodge that I can no longer in good conscience point menacingly (with words of arcane power on my lips) and say that I identify with what it stands for. For more than two years, I trained and adventured with my fellow pathfinders, some of whom were unworthy copycats, through our grueling adventuring process (Explore. Report. Cooperate.) In 4710, I managed the summer expedition to recover in strange artifacts in Osirion with the 4 to 5 other recruits who made the cut. I knew it was time to leave when I realized I could no longer explain to my fellow Pathfinders about what was happening to our returned artifacts with any certainty nor what the Decemvirate intended to do with them. What happens to them after the Decemvirate gets the returned and acquired knowledge and artifacts? The Society changed the way it thought about acquisition of knowledge and power. Knowledge used to be about ideas, setting an example, and using that knowledge to the betterment of Golarion. Today, if you make enough prestige you will be promoted into a position of influence, even if you have no idea about the true motives of the Society. What are four quick ways to become a leader in the Society? a) Execute numerous successful missions in which you risk your life. b) 'Hunt Oliphants'. In Common: - manipulate a massive Society-wide shadow conspiracy against the Society itself then leverage that shadow war into a seat as a Faction Head. c) Orchestrate numerous assassinations against the Decemvirate while working from the inside (Note: might end badly). d) Betray one's own chosen faction by assisting other factions and seeking their assistance in return, all in the pursuit of fame. When I was a first-year recruit I didn't know what a wayfinder was, or how to tie my wrist sheathes with magic, or what wand I should purchase with my first 2 PA. I was taught to be concerned with learning to draw a weapon while moving, finding out what a Meteor Hammer was, and memorizing the correct spells so I could incinerate my foes with a single spell. My proudest moments in life - when the Shadow Lodge attacked Absalom, fighting through the streets of Absalom then avoiding acidification at the hands of a ancient lizard - have all come through hard work, with no shortcuts. The Society today has become too much about shortcuts to artifacts and knowledge and not enough about making Golarion better for anyone. It just doesn’t feel right to me anymore. I hope this can be a wake-up call. I hope that the knowledge that the Society has gained over the last two years can be used to make Golarion great again: what is the point of uncovering lost knowledge if not to use it to remake the mistakes of the past? We need to weed out the morally bankrupt people, no matter how many dinosaurs they can summon, how many assassinations they execute based on orders from their Faction Heads, or how many weapons they use to flurry. And get the culture right again, so people want to join the Society for something more than the nihilistic pursue of knowledge for the pursuit's sake. People who care only about knowledge will not sustain this Society — or the trust of its Pathfinders — for very much longer. Knowledge (Current Reality) DC 20:
Greetings Mortals-- Who's ready to crunch some data?!!!?! w00t!! Data!! w00t!! ::crickets:: I said: Who's ready to crunch some data?!!!?! ::crickets:: *sigh* Anyhoot, here you go: Survey Data and Quick Stats Note:
This data has been order-randomized. IP addresses, date information, & comments have been removed to ensure anonymity of the responders. The two tabs of stats are the 501 PFS players who said they played PFS and the 32 people who are not PFS players yet took the survey anyway. As far as surveys go, that was a pretty good response rate. The raw data might not tell us much, but we've have some amazing PFS Community members working on cool data analysis right now. That link should be to a easily downloadable GoogleDoc wherein you can take the data and perform what rituals that you must. Here's what I ask of you:
Here are the *comparisons of groups* that I'd like to see and invite youse guys to help make it happen (in addition to whatever interests you): 1) Judge vs. Not Judge
The Most Important Part of Pathfinder Society Play Fix:
I would appreciate a 'fix' of the "The most important part of Pathfinder Society play" question, however it makes sense to do so. Not everyone did it backwards and it should be easy to identify those entries who probably did it backwards. I know this might require a line by line review, but I think we can clean up this question by looking at the responses and seeing who both liked "Organizing Pathfinder Society" (answers = 1 or 2) and hated "Hanging out with friends playing Pathfinder" (answers = 4 or 5). Check out the data and see what you think works. If you want to ignore this question altogether, please do. I know we have Community member tackling this issue right now. And he's good. As usual, I respect and appreciate constructive debate and thoughts...both for me and other respondents in this thread. So...any questions? Thoughts? Show me your data/conclusions! -Pain * * *
If you play Pathfinder, why don't you play in the Pathfinder Society?:
Areas where offered are too far to be regularly played.
What would get you to play in the Pathfinder Society?:
Campaign management that didn't come off as arbitrary and capricious. (Not for following question "would I recommend", you do not allow an answer of "No, from my experiences in the society, I would not recommend it to others.")
Where do you usually play Pathfinder Society?:
all of the above
What got you involved in Pathfinder Society play?:
4th Edition Refugee
In general, do you wish Pathfinder Society scenarios included:
A Balance of combat and roleplaying
What is the one thing you would change with the Pathfinder Society?:
"active" communities cross communication and involvement in scenarios( like 'pen pals')possibly culminating in convention scenario team-ups
Why do you GM for the Pathfinder Society?:
A combination of giving back to BAPs, trying to improve the gaming runs as best I can with more detailed RP of the NPC characters with the players and the enjoyment of telling a story.
Does your regular Pathfinder Society playgroup offer GM rewards outside of GM chronicle credit? If so, what do it offer?:
10 dollar gift card every one pitchs in
Why don't you GM Pathfinder Society?:
Annoying paperwork
Would more (or different) GM rewards induce you to GM?:
"GM ONLY" port on web to discuss with game designer, OP incentives (patches, pins, t-shirts, registration/advertisement materials) public not
Greetings Mortals-- So the Pathfinder Society Community Survey is now closed. I appreciate everyone's responses and everyone who pushed the survey to their local gaming groups. I should have the data available for Community download shortly. At this time, I believe I will be able to put it into a google document with open access. As usual, I respect thoughtful and constructive comments and suggestions on this survey. I have never claimed to be a wizard with school focus: marketing or two-hand wielding keyboard fighter with the survey archetype. At best, I'm a level two goon with the Dilettante feat and a few ranks of making-stuff-up and not-being-afraid-to-fail. As a philosophy for this survey, my motto was: "Do not let the perfect be the enemy of the good." At a certain point, I had to say "Piddlespot it!" in regards to the survey and just go with it. I avoided discussing the survey in detail while it was still open to keep focus on the survey itself. I'm going to open with answering a few posts that I sadly ignored, but feel is important to acknowledge: Beckett wrote:
One of the things that I struggled with is how to balance length with getting the depth and breadth of topics that I wanted information on. If you've read my other posts of note, you know that I'm not shy about talking way too much. But with a survey, it's a different animal altogether: if I had been able to ask all the questions I wanted with all the detail I wanted, the survey might have been 300 questions and taken 2 hours to complete. Beckett, you make a good point. I chose to exclude, perhaps unfairly, PbP play from this survey. There just wasn't room. As far as having more spots for open-ended questions, that too, leads to problems. The strength of a survey is getting useful numbers rather than dialogue and then being able to do some statistical analysis on that. Too much open-ended and all we really have is a bunch of stuff that doesn't tell us much statistically. Don Walker wrote: There were a few editing glitches, and I found some of the questions leading, with answers that did not allow a full range of responses. In some cases a simple yes or no rather than "yes, because ..." would be better. But it is what it is and should generate some interesting feedback. "Some of the questions leading...." Yep. Hello, Response Bias! I did the best I could with this, but I can understand V-C Walker's feelings on this issue. While I hope to do better next time and don't think it's huge factor in this survey, I encourage you to ignore/omit any questions that you feel are heavily influenced. Mark Moreland wrote: I hope that when people post this to their local messageboards it's made clear that this is an unofficial, fan-generated poll that does not necessarily reflect the specific metrics we are currently measuring in campaign HQ. If, however, the poll seems to generate a lot of interest, we may consider having a professionally designed poll with a bit more of a scientific sampling and question phrasing based on the type of things we're interested in hearing from members of the community. I would prefer that the existing poll not be purported as coming from Paizo, though, so please keep that in mind when spreading it around. Thanks! If and when Paizo does conduct such a survey (sounds great!), I hope it will be done in the same spirit as game design—open and transparent to all of the Pathfinder Society community. Fan input has been a great source of strength for Paizo, and will continue to be so. I choose to think that their results will mirror much of what we will see with these results. And next... Oh yeah...a *facepalmkeyboard* moment. Remember this question? PFS Community Survey wrote: The most important part of Pathfinder Society play to me is: (rank in order of priority, 1 is of highest priority, 5 is lowest): It lead to the following... Drogon wrote:
Drogon wrote: I agree that it has the potential to do so. And, Pain, you know I love ya, man, but those questions probably ought to be thrown out due to bad execution. So...one of the questions may be screwed up. How screwed up? I dunno yet. I used the standard 1 to 5 scale that we used at Wikipedia...a scale that is designed for a Global audience. "Many/some/???" people read 1 as least important and 5 as most important. (However, I'm not so naive as to think that people wouldn't have made the same mistake with the order the other way. Stuff happens.) I believe a majority did it with the right scale, however some did not. This is understandable...and, in retrospect, I should have done the question using a different format (or done the questions individually...or with a more clear header). This might have increased the overall length (which, as stated above, can be an issue). However, I'm not throwing this question out. Heck, it's not my place to throw it out. I believe that some of you will be able to comb through the answers for this question and find the ones that are clearly wrong and re-statify things. Some of you will want to ignore the question altogether. Please do what you wish with it and post your results on the upcoming "Survey Results" thread. I look forward to seeing what, if anything, the Community will learn from the results or this survey. It might be a troll-augury, a Commune spell, or something more. Other Random Thoughts:
Since this is a meta-discussion of the survey, I wanted to highlight a couple things that worked well. 1) The survey software easily handled all the responses and can generate some basic statistical analysis. I was worried the server might pop...but maybe I'm just a worrier. 2) The survey software is actually fairly robust and allowed a lot of complexity in generating questions and trees. 3) There seems to be very few obviously redundant submissions (at least via the IP rejection filter). I will review those again to be sure that multi-submission households don't get screwed, but I'm pleased with the security against spam. 4) I'm pleased with the Community support on this. I know a lot of people pushed it along. People were happy to give feedback and share. It was nice to see. 5) I think I learned a lot during the construction and handling. I will do future surveys better. So...constructive and thoughtful feedback?
-Pain
Hey All-- Just a quick update. The survey remains up until Monday...we'll see if we can get a few more responses. I would have closed it and begun typing up some discussion and tried to get the data out now, but the current website issues (I *need* to be able to edit!) and time restraints means that it won't come out until Tuesday or so. I have DunDraCon this weekend (Friday, Sat & Sun) and will be rocking that. Thanks for your patience. -Pain
Hey All-- The Pathfinder Society Community Survey closes in about 24 hours (at least that is when I'll begin final backups). Please forward a reminder to your playgroups to get their thoughts in. As an additional note: 1 = most priority, 5 = least priority, for the purposes of this survey. The link is: Pathfinder Society Community Survey. Thanks. Let's finish strong! -Pain Painlord wrote:
Hey All-- Just a reminder that the survey will only be open for about another 5 days...please make sure that you and your playgroup respond. I would love to get a wide variety of input from different groups and players. We are still getting quite a few responses each day, but still want to finish strong. So...*reminder!* As an additional note: 1 = most priority, 5 = least priority, for the purposes of this survey. The link is: Pathfinder Society Community Survey. I look forward to a more full discussion of this survey next week. -Pain Painlord wrote:
Fellow Pathfinders-- I have started a survey project with Bay Area Pathfinder Society players to learn how they feel about the Society. After some consideration, I invite the broader Pathfinder Society community to respond, as more responses lead to more data and more data can help us see trends and preferences better. It would make me happy for you to take this survey: Pathfinder Society Community Survey The survey should take less than 10 minutes to complete and ask questions about various Pathfinder Society topics: storylines, difficulty, judging and judge rewards, etc. Furthermore, I encourage you to forward the survey link to your local playgroup. The more responses we get from different players in different areas, the better our results will be. While I want the results of the Pathfinder Society message board denizens, I would love to reach other players as well. I will be posting the results on these forums and I want *your* responses and the responses of your *playgroup* as well. I would be honored if you would post in this thread that you've forwarded the link to your playgroup. Since this survey does not track any personal data (IP address is tracked as protection against spammers), it would be nice to know that many different regions have players that have been invited to participate in this. *Please do *NOT* discuss the survey questions in this thread!* I am a firm believer in giving people the chance to answer the questions for themselves without taint or influence. Maybe someone will create a separate spoilered discussion thread for survey responses/discussion. I look forward to sharing the results with the community. The survey is scheduled to end on February 15, 2012 (or earlier if problems arise). Painlord
p.s. Please email me directly at painlordpfs @ g-mail D0t com if you have problems or questions with the survey. I've had it up for a full day for our local Bay Area group with no problems so far. However, that may change if 100,000 hit the server all at once. We'll see what happens. p.p.s. For best results, it is best to fully complete the survey correctly the first time. There is no way to edit your results once you submit. Thanks again. p.p.p.s. The link, one more time: Pathfinder Society Community Survey
Greetings Mortals-- Local Coordinator:
Definition in Process: One who advertises, musters, judges, and/or coordinates PFS play at a gamestore, convention, or home. This may or may not include setting up the Warhorn, mustering, recruiting judges, reporting sessions back to Paizo, and/or other duties to make PFS play happen. They, ultimately, have responsibility for the enjoyment of the PFS players in their group. From my own local coordinator experience, I really believe in setting a good example for my players [Note: I understand that I'm still growing as both a player and judge.] and communicating the communal, social nature of PFS play. This game is at its best when everyone is participating and contributing to make the group go. I cringe when I hear stories of local coordinators who are judging 3 or 4 times for every time they play: it means to me that they are either choosing to judge (they are like DougDougBot 3000) or they are doing a poor job of encouraging and pushing others to judge. Sadly, while they are 'taking one for the team', may be hurting their group by not spreading and sharing the judge load as well as burning themselves out unnecessarily. I want everyone to be better players...and I believe that being a judge is part of being a better player. I believe groups are better when the judge load is shared and everyone has a chance to bring their judge skills and emphasis to the table. How do you get people to judge? Here you go: Some of this will be a re-post of my Painlord's Guide to PFS Coordination thread. Yeah, repeating myself for emphasis. How to Turn PFS Players into Judges: #1: Ask properly:
A personal verbal or email pitch works best. People respond better to a personal tailored appeal from a person they know. When you send a personal email, it gives both weight and credence to your ask...it gives the recipient fewer ways to ignore the appeal. Do *not* send out spam emails to group lists asking for judges: this is rarely effective and serves to hurt morale more than helping. It leads to confusion and uncertainty among your players. If you learn nothing else from this post than to do personal and targeted email requests for judges, this post was worth it. (Yes, it's fine to post a long schedule and invite everyone to sign up to judge, but for specific spots, direct emails are the way to go.) My email template for judge recruitment is spoilered at end of this post. #2: Promote benefits & explain needs:
Here are some of the arguments that to make, as appropriate, to perspective judges:
#3: Don't take 'no' for an answer:
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)
Excuse #2) "I'm not good enough./I don't know the rules well enough."
Excuse #3: "I don't have the supplies/mats/pens/minis/grognards."
Excuse #4: "I don't want to."
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! 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. . . . Statement #1: I know this is a hard one for some people, but it’s not okay just to show up and play all the time. PFS is a community and for the community to grow, everyone needs to contribute. And there are many many ways to contribute. Some people may need to be invited to do so...and if your PFS community has areas of need (like judging), it's up to the local coordinator to ask. Statement #2: You can exclude players from your games for a variety of reasons: they are abusive, they are rude/untimely/jerks, *and* if they don’t contribute back to your PFS game. If you have potential judges who just refuse to judge & refuse to participate/do anything but play (perhaps holding onto the excuses above), you should consider dis-inviting them from your games. They are doing more harm to you and the morale of your group (by being a barnacle) than is worth it. They are welcome to go start their own PFS group and organize their own games at which they don’t have to contribute: but you don’t have to let them play at yours. As mentioned, there are other ways for players to contribute beyond judging. As a coordinator, I will create opportunities for people to make the group better, especially if they are not a good fit for judging. Non-judging Ways to Contribute:
There are tons of ways for people to help…it’s up to the Local Coordinator to offer and promote those opportunities. Judge Recruitment Email Template:
"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 <yourgamelocationhere>. 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 <yourgamelocationhere> PFS 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. You can find tons of information about judging at the [http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderSociety/gmDiscussion]Pathfinder Society GM Boards[/url]. 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, <yournamehere>” So, my thoughts on judge recruitment. Of course there is more...what do you have to add? -Pain
Hey All-- Sorry if my search fu is weak, but missed this if it exists. Does the witches Hex Ward (+2 to AC/Saves) apply also to CMD? I think I may be confusing this with this with the Cha bonus that Paladin's get to both AC and CMD, and wanted to confirm. Not sure why it would count in one instance but not both. Thoughts? -Pain
Hey All- I'm hearing some different feedback on things and wanted to get a general response from the community. When does a your typical wizard/witch/sorc/whatever start to need Mage Armor? Suppose 20 point builds, your 'typcial' Adventure Path, but that you're only going to be casting it upon yourself (no monks/eidolons/whatever or whatever with whom you'll be sharing). How much do most of you sweat AC at level 1 or 2 when you play a Wiz/Sorc/Witch? As a witch/wizard, I've been reluctant to 'waste' a slot into an hour buff when I could be ending combats quicker and use my intelligent positioning to keep me 'safe'. As a low level Sorc, do you really want to 'waste' a precious spell slot on Mage Armor? I like knowing the spell, but don't consider it mandatory. I might pick up a wand when I can afford it or a scroll down the line... I wonder and ponder. What do youse guys think? Thanks all. -Pain
Hey All-- With pleasure I announce that the warhorn for Pacificon 2011 is open for sign-ups. Located at the Santa Clara Marriott Hotel (2700 Mission College Blvd., Santa Clara, CA), you can buy Con badges and get hotel info here: http://www.pacificongameexpo.com/ The warhorn is here: http://warhorn.net/pacificon-2011/ We have some of the best judges in country in the Bay Area and will be offering the following for PFS play: 2-06 Heresy of Man pt 1 (5-9)
Let the awesome continue. -Pain
Greetings Judges, VCs, and Local Coordinators-- With GenCon coming up, I have been thinking about what we teach PFS to new players. I am primarily interested in developing 'good players' in my area and teaching them to play the game 'the right way'. Of course, this means different things to different people. This is meant to be a community wide meta-discussion on how to introduce new players to the game and what is important. I have playing PFS for a while now and have brought in quite a few new PFS players. I have run many players in their first games, pointed countless others to the PFS online resources, and organized a fairly large community (145 members and growing!) in the Bay Area. I have established strong feelings about what constitutes a 'good player'. For the purposes of this post, that will what I will be referring to. Your reality, needs, dreams, and desires may differ. Keep in mind: the PFS metagame is different from what you'll have in a home campaign or previous editions of the game. GOAL: My goal is to have a healthy, social, and vibrant PFS (and Pathfinder) player base. I *want* to play with new, interesting, and different play styles and I want many opportunities for play. By teaching our new players correctly, we lay the foundation for that community to grow. Caveat #1:
Not every new player is attracted to the same facets in PFS. Every player has preferences either for combat crunch, or fluff, or roleplaying (and those factors may change from day to day based on mood, energy level, tiredness, etc.). Of course, it is best to tailor any approach to new players building on what they have interest in. Caveat #2:
Not every new player comes in at the same starting point. You could have new PFS players who:
1) Never played any roleplaying game, let alone any version of DnD. 2) Play in a Pathfinder home campaign. 3) Took acting in college, played a bit of DnD in the '80s. 4) Played DnD when it first came out, haven't played since. 5) Come over from 4e/LFR or other living campaigns. So, people previous experiences should be taken into account and that should play a part in what you stress to the new PFS player. Here is what I would love every new player to get and understand as they begin to play PFS. Not a lot of this is Pathfinder ruleset or Golarion/Pathfinder Society trivia...this is Meta-PFS information, i.e. the stuff behind the stuff. Point #1: The game is about having fun, whether you like roleplaying or rolling dice. You can be into your character or into the combat or both. Play as it makes you happy and in the way that makes it fun for you while not making it unfun for others. Advanced: Trying to help others have fun, asking yourself: "What can I do to make the game more fun for them?" Point #2: Pathfinder is a roleplaying game. It is a social, group roleplaying game. We don't want to tell them they have to talk in a funny voice or dress up in costume, but we should stress how important the ability to build a character then be able to enact that concept at the table is. This game isn't about playing you, but playing the character. It's about reacting to situations as your character might react. It's about creating an interesting play concept then bringing that into the PFS module. I'm not saying that new players should be made to roleplay or that they need to do it on the spot, only of the importance and place in the game. Advanced: Try to bring up the level of roleplaying for everyone at the table. Roleplaying becomes easier and funner the more people are involved in doing it. And when the judge can handle and magnify it as well, the game becomes much more fun. Being able to bounce off other characters and their personalities is a key ingredient. Point #3: Pathfinder is a social game. Not all new players will remember any or all of the names of the other players when they sit down at their first PFS table. They may or may not...but they should remember that they were introduced to and greeted warmly by the judge and those players. Personal introductions are of *CRITICAL* importance. I have made lots of friends in Organized Play and that's why I continue to play PFS: the chance to meet and hang out with fun like-minded people enjoying a common pastime. This game *is* about making friends that you can see and play with on a regular basis. I want new players to know this the moment they sit down. And that they can expect the same warmth wherever they go to play PFS. Point #4: You have time to learn and people will be patient with you. I want new players to have an immediate sense of ease and comfort with their learning process and their development in PFS. There is a lot of focus on mechanics when teaching a new player to play because it's important and easiest thing to teach. The reason that we all teach the mechanics of how to attack, cast a spell, or use a skill is that it quickly allows the new player to achieve some competence in the game and allows them to concentrate on learning. However, the important thing about teaching the crunch/mechanics, is that it helps put the new player at ease. Of equal importance is teaching the new player that they have room for roleplay and creating a comfort area for that as well. Advanced: When the new player feels comfortable helping other new players get involved. Point #5: The importance of being flexible. After all, this isn't a living campaign, nor a home game, nor LFR, nor Living Greyhawk or Living Arcanis for that matter. It's not Xendrick Expeditations nor Living City. It's piddlespotting Pathfinder Society. We do things differently...and one of the skills that is necessary is flexibility. 5a: Be flexible in your expectations. The rules are not perfect...neither are the other players, judges or anything else. We should all forgive, forget, and embrace that imperfection...while striving to be better. Scenarios are more likely to be difficult based on human error, either GM-side or player side, rather than mod as written difficulty. There is nothing wrong with this...we are all human. Players do dumb things. Players purposely have their characters do dumb things because of character. GMs misread or misinterpret things. GMs are imperfectly prepared. It all happens, but it is part of the game. Advanced: Realizing that those things also make the game interesting. Roll with them and learn to use them to have more fun. 5b: Be flexible with your character and within your party. Having a 'balanced' party is much less important than having a party that works well together. You never need a 'balanced' party to succeed in Pathfinder Society play. You can succeed without a front line figther type, without a rogue, without a dedicated healer, and without any spellcasting. A motto should be taken from the Marines or even a favorite of mine, the movie Heartbreak Ridge wherein soldiers are encouraged to "Improvise, Adapt, and Overcome"...come in with the will to find a way to succeed. Avoid: I will never, ever teach a new player that you need an X, Y, or Z roles in your PFS party. It simply isn't true and leads them to the wrong expectations as they play going forward. Good experienced PFS players never ask "who is going play the healer/fighter/blahblah?" Good players and good judges find a way to work together to 'win'. 5c: Be flexible in play style. One reason everyone plays this game is the opportunity to be the center of attention. Each player should have a chance to shine and each player needs to feel like their contributions matter. Equally important is having a play style that understand that the GM is not your adversary, but there to facilitate the fun of a well-run PFS scenario. Advanced: As AdAstraGames once wrote: "Understand that the goal is to enjoy the game, not win it without expending any resources, getting hurt, or without any challenge." I hope we teach new players the same. Point #6: Where to find all the tools they need to learn more. Some players like to learn by reading on their own, others want to ask questions directly to people, yet others like email, yet others want to ask anonymously...we want to be able to accommodate all of them. When a new player shows up, I want them to have a handout that gives them all the following as a way to learn more: # The local Yahoo! Group or email list
Point #7: Understanding of the PFS volunteer community. This is a tough one to convey, but I think it's important for new players to realize that judges and coordinators are all volunteers, donating their time to make the game run. As part of this, it is important to invite new players to join the community and eventually be part of giving back to the community, whether through judging, organizng, setting up or whatever. I know this point may be hard for some people, but I can stress the importance enough to teach new players that giving back is an important part of PFS. Advanced: When new players ask what is takes to become a judge. Okay, those are my yahoo thoughts. What am I missing? What would you want to teach all new players from a meta perspective? -Pain
Best part of the banquet (for me anyway) was seeing Kyle Baird and Jason Roeder being elevated to 5 stars by Hyrum. Piddlespottingly awesome!!! Kyle and Jason have put in literally thousands of hours putting on PFS games. It's nice to see them elevated to PFS's highest honor. I hope to someday achieve the greatness that they have. -Pain
Greetings Mortals-- As many of you know, PaizoCon is this weekend. It is being held not far from the Paizo HQ at a hotel in Bellevue, Washington. I was lucky enough to attend last year and this year I'm back again. I'm expecting a lot of fun and random stuff. As many of you know, I consider (right or wrong) PFS play to be a social game, a common pastime that I can enjoy with friends. Last year, I was somewhat new to PFS play. Over the last year, I've been to two out-of-state conventions (BashCon in OH, Neoncon in LV) as well as hosting Kublacon locally. I've met a lot of new friends at those conventions and now that I'm back at PaizoCon I'm looking forward to meeting new friends and old friends that I haven't met yet (like DragnMoon and Kyle Baird). Hopefully, some of my fellow PFSers at PaizoCon will want to join me in jotting down notes and thoughts about the PFS players and PFS games as they can. Obviously, it's not a blog. Nor will it be live, but maybe it will be interesting. If you have any questions or thoughts, please share them. I'll be visiting this page as things happen during the Con. I, like usual, promise nothing...except that I'll be twisting some arms of people here to join me in describing their experience playing PFS this weekend and the people that make it happen. -Pain
Blades of Golarion
Introduction: "To Heal the Worldwound"
Game Thread: (let the snark ride free) [ Party | Aurelian | Kosz | Kergrik | Zaharin | Saiai No Kodomo ] [ Game | Discussion | Google Tracking Doc | Painlord Ground Rules ]
Something is different about you. Something...regal? Refined? New haircut? No?
You just seem more shiny than before. More commanding. Almost worthy of respect. Almost worthy of respect, truly. Ah, that's it!! 4 stars. 4 piddlespotting stars!! Wow. Congrats. -Pain
Holy Piddlespot! A random note on the nature of things. Last year, I organized and ran the Pathfinder Society's first appearance at Kublacon, SF's biggest con. It was a humble affair...we scheduled to run only 14 tables over 10 slots over 4 days, last year. We ended up with 19 tables. Meh, right? RIGHT?! What a difference a year makes. This year is a bit different: Kublacon Warhorn. We already have 57+ Pathfinder Society tables set and ready to go over 10 slots...judges and players for them. Over 17 different judges are running multiple slots...no one (yet) is scheduled to run more than 4 slots. I can't tell you enough how happy I am with the way our Bay Area judges are stepping up and sharing the load. Crazy growth! 19 tables last year...this year 3x that...and a willing judge pool to make it go. And I'm just excited for Kublacon. Big props for Paizo for sticking Jason B on us and VC Azmyth for his promotional and support work. Sorry to bother...I just think this kind of growth is neat. Now back to your regularly scheduled rantings. ;) -Pain
Hey All-- Done for now, that is. We can still make updates. But here you go: Community Updated Guide to PFS Play. It should load quickly and nicely to your browser. You can also download a copy from this PFS Yahoo Group from the files section. You'll see that it's both hyperlinked, has a linked table of contents, and has changes documented with links and highlighted in red print. We also appended a useful cheatsheet. Rumor has it that another version of the PFS Guide will be released by Paizo soon. I can only hope that the Powers That Be release any new Guides in formats that can be hyperlinked and have new changes marked in red so that our community can easily highlight and discuss changes. I found that this Community was receptive to a draft process--allowing for feedback before it was released. I would love to continue that. Thanks to community members: Verdigris, 0gre, and Zizazat for their help in making this happen. Enjoy the Guide peeps. I'll be passing the link on to my players. -Pain
This thread is meant to set guidelines for a community to compile an update to the Guide to Pathfinder Society Organized Play quickly, until the new, improved, 3-part Guide is ready. Why update the guide ourselves?:
While not blaming Mark or Hyrum for this, we can't wait "a few months" for a new guide. There is no need to have the continued chaos and questions when we have a community willing to update the guide. Let me be clear: Both Mark and Hyrum have already stated, repeatedly, that they are under sometimes severe deadlines. There is no problem with that. I believe they are both acting as their bosses would wish and, no doubt, wish they had more time to do everything that the community wants. I fully support Mark and Hyrum generating this new and awesome 3-part Players Guide. The difference is that I believe that this update is too important to our community to delay. We'll just be updating and re-writing from various posts and this is something we *can* do. Heck, these are our players, our communities that are having issues...this is something we *should* do. I need all you Coordinators and VCs to think about who runs PFS, who is ultimately responsible for it's success. It's us. We need to make this happen for ourselves and our players. Updating Process:
FAQ:
1) Q: Will this document be 'official'? A: Since it's just a compiled set of the responses from Mark and Hyrum since the last update, it's as official as you want it to be. 2) Q: How long will this take? A: I have no idea, but pretty quickly if we all help or identify links. Truly, you all know (collectively) the changes better than any one of us. 3) Q: What if some rule is still not clear? Or something that Mark/Hyrum wrote is contradictory? A: Just like right now, we'll have to acknowledge and deal with it and do the best we can and document the inconsistencies. We won't be adding/creating any additional rules to this guide. This is only a compilation document. 4) Q: Won't this lead to different people playing by different guides? A: Like what is happening right now? Right now some people are playing with the old guide...some others with the old guide and *some* of the unpublished updates. We can use this to get on the same guide. 5) Q: What if I'm not willing to write something up but know of a change? A: Link to it and maybe someone else will make it happen. We work together on this. 6) Q: When this is done, what next? A: I'll be emailing the Google Doc link to all my players and it will be law of my land in my playgroup until the new version is released. 7) Q: What if my coordinator doesn't want a community produced, thoroughly researched, updated and collaborated document, instead wishing for darkness and confusion for their players? A: So sorry...that makes me sad. Moving or playing online will work. Also, sorry that JP is your VC. ;) 8) Q: What about stuff Josh Frost wrote? A: Yes, I'd like to include that as well, however, I believe Mark and/or Hyrum's word supersedes. Player's Guide Table of Contents/Sections:
1.0 Chapter 1: Basics of Pathfinder Society Organized Play 1.1 Pathfinder Roleplaying Game 1.1.1 The Core Assumption 1.1.2 Common Terms 1.1.3 Pathfinder Society Organized Play Basics 1.1.4 Getting Started 1.1.5 Organized Play Quirks 1.1.6 Converting from 3.5 2.0 Chapter 2: The World of Golarion
3.0 Chapter 3: Factions
4.0 Chapter 4: Character Creation
5.0 Chapter 5: The Rules of the Pathfinder Society Organized Play
6.0 Chapter 6: Additional Rules and Clarifications
7.0 Chapter 7: Character Death 8.0 Chapter 8: Purchasing Spellcasting Services 9.0 Chapter 9: After the Scenario
10.0 Chapter 10: Purchasing Magic Items and Equipment
11.0 Chapter 11: Spending and Tracking Prestige
12.0 Chapter 12: Pathfinder Society Organized Play Game Masters
13.0 Chapter 13: Additional Resources
* * * * * First update/sample: 6.2: Replaying Scenarios:
Replaying Scenarios
Replay adds an extra weapon to the arsenal of GMs who run smaller game sessions and often have trouble finding a scenario that fits all of the players present. Remember: the goal of replay is to make sure fun gaming happens, not to remove the fun from gaming.
Greetings Mortals-- Disclaimer of Pain:
To be honest, the thoughts below are ideas that keep recurring for me and I recognize that not everything fits where it should. I share them here to gain insights from denizens of the forum and respect thoughtful opposition or further continuance of my ideas. Not all of the below are fully baked ideas, I recognize that there is much room for discussion. Please share your thoughts. We know that PFS is a self-described as an "Organized Play" campaign. Everybody probably has a different understanding of what that means. I probably have a different understanding built upon my previous experiences in LG and LFR than someone who hasn't played either. Which means that I have been operating under some different assumptions than most of you, and maybe most of the staff feels about the Pathfinder Society. I am not sure if Paizo yet has a coherent vision or overarching theory for the Pathfinder Society. Sure, they have some basic rules, but no stated or printed theory, core tenets, or goals. If they exist, I would love to have them shared with the Community. I think PFS needs to decide what kind of campaign it wants to be and clearly state for players, coordinators, and *themselves* upon what tenets the campaign is built. Once those tenets are posted and discussed, then the community and designers can begin working together to build the kind of campaign that PFS should be...an established goal with a set of principles behind it. I do feel some dissonance in both how I organize my gamedays/conventions, how I run modules for my players, and the current PFS rule set. I just believe in certain things about what PFS should be that I'm not sure that PFS is...or ever will be...but I wish they were. Let me 'splain: Painlord's Dream Core Tenets for the Pathfinder Society
Core Tenet #1: Character Choices Should Matter:
Perhaps this is too narrow a description, but I think it's very important: player choices (in terms of the build/personality/etc.) and character choices (in terms of what they do/accomplish, brave deeds, etc.) should be meaningful for the greatest enjoyment of this role-playing game. When players know that their decisions will have impact and effect within the game, they will take more care and enjoy the outcome more. When actions/decisions have consequences, they have *value*. I want PFS to have value...and I want people to care about it. Core Tenet #2: Ensure Promotions of In-Game Goals and Rewards:
PFS will thrive as long as there is very clear and meaningful goals and rewards for play. Most of the time, rewards are as simple as a good time, gold, XP, and/or PA. However, built upon that, as equally as important, is that there are additional opportunities for the player to earn more chances for rewards. There *should be* a meaning full tier system, i.e.: higher tier mods for higher tier characters only. There should be rewards for continued play. Most people will be happy to 'work' to get their reward...in fact, they will enjoy and value the experience more when they have earned their way there. Again, it's about creating *value* within the game.
A story: My VC, Azmyth, was telling me about his experience at GenCon. One of Josh Frost's hardcore rules was that you just can't play mods out of tier. Azmyth described Josh as describing it as "earning the right to be there." I really like that...it made sense.
Core Tenet #3: Money and Growth Flows From Happy Customers:
This is pretty simple, but also pretty important. Happy contented players and coordinators will lead to happy full purses within Paizo. However, it doesn't mean that PFS *needs* to be structured to generate profit for Paizo, rather that profit will be a by-product of a well-run campaign.
As PFS has grown, PFS has recruited a player base above and beyond the early converts. That is, newer players are *no* longer prominently Paizo regulars. As such, what was true 6 or 12 months ago, is less true now. With growth, timely and consistent rules updates are more necessary than ever before. The player pool is already changing and PFS needs to be able to quickly adapt and change with it. As it stands now, there is some fraying around the edges of the campaign, which causes chaos and uncertainty in the campaign. I believe it's better to address these issues in a timely manner. Core Tenet #4: High Value on Community Volunteer Leadership and Community Input:
It's no secret that I played LG and it's also no secret that many people had differing views of LG and the volunteer leadership. We know that many of Paizo management started their careers with LG as volunteers. LG was able to build an amazing, if imperfect, organized play environment utilizing the talents of volunteers. I am currently unsure about what role the VCs will have in this in the near future...so far, it seems limited to outreach, promotion, and judging.
Truth is that technology has advanced significantly over the last 5 years, as has our understanding of organized play. This is a new era and we have new chances to create a great working partnership between the volunteer community and Paizo management. A volunteer team can coordinate along with Paizo staff in ways that just couldn't be done 5 years ago. In the future, we can build upon what we learned in LG. I believe a cooperative team could manage:
Core Tenet #5: PFS is an open, social, consistent, and friendly play environment wherever you go.:
As most of you know from my previous posts, I value the social, friendly aspect of PFS above all else. The game is just a vehicle for enjoying the interactions of others while enjoined in a common activity. As long as this tenet holds, things are good.
I believe the concept of "Play, Play, Play" fits under this tenet: it makes sense and fits well. We will do everything we can to welcome and accommodate players who show up for games. I think it's great to promote that you can travel to conventions, play online, or play at many local gamestores and, generally, have the same experience under the same ruleset. Not is ever going to be perfectly consistent, but, generally, I think things are the same the world of PFS.
Core Tenet #6: Reward Should Equal Risk/Don't Screw with the XP/Gold Curve:
I believe in logical and balanced rules for advancement, risk, and reward for all players within PFS. I believe there is a wide range of feelings on this topic, but to make choices matter (and add value), death and reward must be balanced within the campaign. I am very hesitant to change anything that messes with the XP/GP/PA curve or minimizes the chance of death within the campaign. Core Tenet #7: New interesting, content needs to be consistently available.:
Need more detail? Thought not. For the most part, this is well done. It is clear, however, that current supply does not meet demand. At some future time, this needs to be addressed as it is essential to keep PFS alive. Core Tenet #8: Trust in local coordinators to know their players, run the games.:
I believe that local coordinators should be allowed to adjust the PFS rules to fit the needs of their players, provided they don't run afoul of the core tenets.
Paizo seems to mostly trust (in a way, it has to) gameday coordinators to follow their basic rules. What they need to do next is realize that if they can trust coordinators to properly organize and run events, then they can trust them in others ways. For example, I won't kill new players at my tables. I just won't do it, though previously it wasn't discouraged. I will change the encounters of modules to fit the abilities and desires of the players at my tables at gamedays that I organize. And I will trust certain of my judges to do the same. There is *no* doubt in my mind that some tables are completely overpowered for the encounters in some modules....heck, the entirety of modules. And I know that my players want a good, fun, challenging module and I believe in my ability to deliver it correctly. As long as I don't mess with the XP/GP/PA curve, I think this is in the best interests of PFS. Core Tenet #9: Promote the purity of a well run module.:
I believe in the infinite purity of a well run module by players playing it for the first time. This, to me, is the single biggest selling point of PFS play. As a coordinator, if I all do is make each and every single running of a module the best it can be, then I think I've given an incredible gift. PFS modules are almost sacred, IMHO, because you only get to experience them for the first time once and because there are so few.
I believe that Paizo, in general, puts out quality modules and I want to play them once and have the best gaming experience possible. I want the same for my players and new players to the game. I believe in keeping this experience as pure and good as possible.
That's just some of what I believe. I wish all of them were true for the Pathfinder Society. I would love to hear your thoughts. -Pain PaizoCon Meetup?:
Hyrum & Mark: any chance you guys want to organize a PFS-focused discussion or Q&A at PaizoCon where we can discuss issues like this and others? Obligatory Pain Spoiler:
If you've hated/loved this post, then I encourage to go love/hate these other posts:
Painlord's Guide to PFS Coordination Painlord's How to be a Better PFS Judge Painlord's What to Expect at a PFS Table Painlord's How to be a Better PFS Player
Greetings Mortals-- I want to give both shout-out and encouragement to authors and future authors highlighting some encounters that I have particularly enjoyed running as a judge. In general, superior encounters have some parts of the following 3 concepts:
I am not a killer DM, but I *LOVE* have toys and tools during encounters with which to inflict fun, pain, and challenge upon a party. As a judge, I love chances for me to use my creativity or, even better, letting the players use their creativity to get things done (which is great because the more creative my players get, the more creative I get to be). And I love having a good or interesting NPC to interact with party. Here are a few encounters that I think highlight what I to encourage for PFS mods. (As a reminder, don't read spoilers unless you've played the mod...don't ruin the best encounters in the game for yourself!) Frozen Fingers of Midnight: Warehouse:
This encounter is great because it is so open ended and the party has so many options to proceed. The judge is given a map, a scout on the outside, some bad guys on the inside, and brief description of the waterfront and that's about it. The party gets to decide how and when to achieve their goals. I have yet to have two parties do it the same way. When I was run through it, one of our yahoos flirted with the scout while the rest of the party got into position. Of course that didn't work to well as the scout scouted us scouting him. Chaos ensued. Awesome. When I ran it, the party split up, some at the front door while other swam under. The swimmers were heard. Chaos ensued. Awesome. When I ran it again, the party drank itself near silly so it could properly start a drunken brawl on the docks. Chaos ensued. Awesome. And what makes this encounter extra special, is that the BBEG inside has an artifact at his disposal. The effect is somewhat minor (just freezing death & zombification), but the fact that you get to hit PCs with it? Awesome. Talk about giving the PCs a reason to want to succeed? It does it and adds a lot of urgency to the mod. I love running this encounter. It's very free and open and lets the party be creative. Among the Living: Meet Taldan Nobility:
This is an early mod, but was my first meeting with Taldan nobility. It certainly left an impression on me when I played it...and I've passed this along as I've run it. The encounter pits a evil priest and some zombies against a gaggle of Taldan nobility where the party has a chance to step in. I love this fight because one of the nobles is Emperor Stavian's cousin, an incredibly pompous ass....and I love playing fun NPCS. He is one of them. Nothing makes me happier than being able to say things to PCs like: “A glorious strike, peasant! The divine hand of Emperor Stavian has guided you here to save me!” and "Good hit, slave!!! I'll only have you beaten once tonight after this!!!". Then this noble follows the party, 'helping' as only a pompous ass can help....with 'encouragement'. It's just a good, flavorful encounter because of the good NPC that encourages roleplaying (especially with Andorans). Blood at Dralkard Manor::
Oh poor, lovesick Rale...I hope he finds his true love requited. I really hope this mod returns from the dead as it is one of my favorites. As a judge, I love that I have the opportunity to use magic to screw around with the party with illusions, sounds, glamors, whatever. It makes me very happy to create a haunted house with things that are not haunted...and to have the 'love' story told out in notes is very cool. There are just so many options that both Judge and Party can take that it makes things really interesting. I love getting my players to roleplay along with me as they react to different effects. As a side note, I love that most parties that I ran this for decided to be 'smart' and use the back door to get in. *giggle* Decline of Glory: Final Fight:
Ah, goodness, I love this encounter. First, the party is trapped in a distillery. Awesome.
So good! This leads to interesting choices and parties deciding different courses of action. It can lead to chaos and some characters doing something that other characters just wouldn't. Never underestimate the fun of giving the party the chance to make choices, and then making those choices have interesting consequences. Citadel of Flame: Sekrit encounter:
How many of you all know the name Gali Sinquil? If you're like me, you know the name well and have etched his name in fire across the backs of more than a few parties. This encounter is really well set up. Gali is well hidden and has effects to screw parties over and over again. The tension for me as a judge is using Gali's powers while trying to remain unheard and unseen for as long as possible..that is the key, because once the party figures it out, then he usually doesn't live too long. As a judge, I like having to play a little sub-game (keeping quiet...yet annoying) while the party explores and investigates. One time, I had the party convinced that the false idol on the desk was the cause of all the problems. *teehee* A great encounter. Jester's Fraud: Urn of Troubles:
To be honest, the first encounter of Jester's Fraud is the inspiration for this post. At subtier 5-6, the first fight (2 annis hags) is pretty ho-hum, *however*, at 8-9, things get really really really fun. You get 3, count'em, 1-2-3, Annis Hags which makes it an entirely different fight. Ya'see, 3 hags makes a coven. But a coven > 3 hags. A coven gets the following cool toys: animate dead, baleful polymorph, blight, bestow curse, clairaudience/clairvoyance, charm monster, commune, control weather, dream, forcecage, mind blank, mirage arcana , reincarnate, speak with dead, veil, vision. Look at all those toys!!! Again, I'm not out to kill PCs (I'll let PCs kill PCs via the Charm Monster spell), but the coven (as a full round action) provides for a lot of fun actions in the combat. I had the hags each doing a chicken dance (ala Arrested Development) as they tried (and failed) to turn PCs into chickens. I had 5 of the 6 party members in two force cages for a few rounds. Oh, the fun you can have....I didn't even get into the Charm Monstering or high level illusionary stuff that Sir_Wulf talks about here. I don't think this is a particularly deadly combat (PCs are protected and buffing if they are inside a forcecage), but it so much fun. Jester's Fraud: Rhoetius:
This encounter is very similar to the Frozen Finger warehouse encounter: a very open environment...and it's very good. No two parties are going to approach this the same way or in the same order. The set-up is simple and enhanced by the concept that if the party goes for a full frontal assault, they may bring the entire bandit camp down on them and it would not be pretty. But the party can just walk/bluff in, or sneak in, or whatever else. Once inside, there are several bandit groups to fight or befriend or whatever. And there is a bandit that is happy to get the party. Not to mention the BBEG and his flying pet keeping on eye on things. His fight is no easy task. And then there is how the party is going to get the urn. Sneakery? The auction? Fight for it? But what all this really makes is for an interesting encounter with lots of choices and lots of options. It's such a good module.
Those are first thoughts...of course, there are many more. Anyone else have some good encounters that they want to appreciate and tell why? -Pain
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:
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)
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)
Excuse #2) "I'm not good enough./I don't know the rules well enough."
Excuse #3) "I don't have the supplies/mats/pens/minis/grognards."
Excuse #4) "I don't want to."
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:
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,
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:
-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.
(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.
About Starting:
+0: For arriving at start time to begin setting up.
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.
On Pacing:
+1: For finishing a mod within the time allotted.
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?"
Greetings Mortals-- Back in the ol' days, in a realm far, far away called Living Greyhawk, a player named Ken Jenks posted what was an epic diatribe about what he expected other players to be able to do when he sat down with them at the LG table. The post helped me during my LG days and it still haunts during some games as I remember what I should be doing and what I should be able to do. PFS and LG as similar, but not identical. Ken's point was excellent: at certain points within the PFS game, your character should be able to do certain things and handle certain encounters. Here is my updated version for Pathfinder Society Play. Ignore at your leisure...but if you can accomplish the stuff below, I bet you're a pretty good, balanced player. What I expect: After your first mod:
After your first mod, I expect you to have a Potion of Cure Light Wounds and have the foresight to mention to your traveling companions wherein it might be found on your body. The only person responsible for healing you is you. (When you have 2 PA, I expect you to get a Wand of CLW.) Everyone should be able to easily stabilize another party member. I expect you to have a way to deal damage at range: a ranged weapon, scrolls, wand or whatever. You should have a way to deal with swarms. Of course, alchemist flasks are the easiest, but you may want something else. You know and I know that PFS mods are swarming with swarms...find a solution that fits your character. I expect that you have a smokestick/fog effect and a way to create fire and light. Sure, a few tindertwigs and a sunrod or light spell. If you're prone to poisoning, I expect you to have antitoxin. I expect that melee characters will have a back up weapon and spellcasters have a backup spell component pouch/holy symbol in case something happens to the primary. After 2 chronicles, I expect every player to contribute to group healing...even if it's just handing off a Wand of CLW. Responsibility for your healing does *NOT* reside with any other character other than yourself. I expect you to be able to help in the healing...if the party happens to have a character who actively assumes the role, that is different. Never expect that it is someone else's job. At level 3:
I expect you to be able to play your character efficiently with whatever role you choose. I expect that you will do something to help the party every round even if it is just using the Aid Another action or casting Guidance. *ALWAYS DO SOMETHING.* I expect that you will be able to properly use the Delay and Ready actions to align your character with the actions of others. If you have a knowledge skill to identify a monster, I expect that you make that roll before you do anything else on your turn. Melee types: I expect you to have a magic weapon or a way to get your weapon magicked (have scrolls of Magic Weapon to pass out). I expect you to have a secondary weapons of cold iron and silver. I expect you to be able to overcome DR to slashing, piercing, and blunt. (My personal favorite is a silvered morningstar: silver, piercing, and bludgeoning.) I expect you to be able to deal non-lethal damage. Ranged types: I expect you to have a magic weapon or a way to get your weapon magicked (have scrolls of Magic Weapon to pass out). I expect you to have ammo of both cold iron and silver. I expect you to have a back up plan to handle close combat and overcoming DRs to slashing, piercing and blunt. Caster types: I expect you to have the beginnings of a spellcasting library in scroll form so that you can handle some of the different and random situations that might come up. I expect that you will have a solution to help the party deal with swarms and invisible foes...you are the best equipped to handle them, regardless of your class. Your library should have some spells that scale nicely on a scroll: Obscuring Mist, Ray of Enfeeblement, Comprehend Languages, Endure Elements, Faerie Fire, etc. I expect you to know how to use your basic spells in combat and have your spell descriptions in front of you *before* you cast the spell. I expect you to know how staple spells work: Magic Missle, Glitterdust, Spiritual Hammer, Grease...whatever your butter is, be able to spread it. I expect you to know how your area of effect spells may be placed...know what a cone looks like and the area effect of a Silence.
At level 5:
Every character should have the ability to fly...even if it's just a potion of fly. Sure, levitate works, so might spider climb. But have something. Nothing is more saddening than watching Thongar the Barbarian sulk because his prey took to the air. A prepped player should have a potion of fly so he could become *THONGAR*, Master of Airborne Pain and Suffering. Every character should have a way to both breathe and fight underwater. Learn the basics of underwater combat and have a solution ready. I expect you to be able to overcome magical darkness, like the effect from a drow or derro. I expect you will start building a nice utility scroll/potion collection to handle things that might happen or could face: Protection from Evil, Lesser Restoration, Remove Blindness, Cure Disease, Restoration, etc. Included in that collection should be elemental protection as well (Resist Energy, Prot Energy) for when you know you're walking into the Dragon's Lair. What else is in your collection?
At level 7:
I expect every character will have a few "get out of jail" cards at their disposal...some magic item that will get them out of a jam when something goes wrong. Potions of Fly and Gaseous Form work pretty well in this regard and are 'free' (2 PA). Have ways to save yourself from needing to spend 16 PA on Raise Dead. I expect that players will start sharing magical items with their companions, especially items that amplify abilities. "Mr. Mage, I have here a few scrolls of Enlarge Person and a pair of Pearls of Power 1. I like to be enlarged and if there is time in or before combat to make it happen, it would make me happy. I have potions of Enlarge Person as well if you don't have the chance." "Mr. Fighter, please wear this platinum ring...I'll wear it's companion and take some of your damage in the upcoming fight." "I have an old magical Cloak that I don't wear anymore...does anyone need it?" I expect players to have a Potion of Invisibility or a way to sneak effectively when needed. Yep, even those wearing 50lbs of Plate Mail should have a way to sneak. There are times when sneaking when is a reasonable and fun solution to an encounter...or sometimes one just needs another escape option. I expect all characters to begin to formulate a plan to tackle demons and devils, elementals and constructs, blobs and oozes. Each player needs to begin working on ways to bypass various DRs, SRs, and special defenses. I expect players to begin to think about solutions to being grappled or helping others who are grappled. Melee types should have easy access to a light weapon, casters easy access to magical solutions (scrolls of Grease, Freedom of Movement, etc.). At level 9:
Weak willed types: About now, I expect you to have solutions (or reasonable resistance) to mind influencing, mind control, and fear effects. At higher tiers, these are more prevalent and only YOU are responsible for being ready. I don't care if it's Iron Will, Improved Iron Will (or PFS faction shirt), Circles of Protection, or properly outfitted Wayfinders with Ioun Stones, find a solution. There is nothing worse than having the big beefy fighter turn against the party. I expect all players to have a plan to tackle demons and devils, elementals and constructs, blobs and oozes. Each player needs to have ways to bypass various DRs, SRs, and special defenses. After reading all that, I remember again the axiom from LG: about 10% of your gained wealth should go into consumables. Looking above, it still seems to be correct. Between spending PA and gold, about 10% of your income could be consumables. Ken ended his post with following (which I think is still poignant): "As you can see, I have high expectations. What are yours?" My characters aren't perfectly aligned with the above...but after typing this post, I'll begin to take steps to get more prepared. I expect a lot from my characters. Some of my characters, for roleplaying reasons, may or may not have some of the above...but I'll know that and accept that. In fact, I heartily accept and admire different expectations based on roleplayin. What about you? What do you expect? -Pain
Greetings Mortals-- I've been putting some thought into my experience with PFS play and how to make it better. I've been playing this silly game for a long time...I still suck-diddily-uck as a player, but I'm striving to get better. There is a lot to learn in this game and, believe it or not, you can get better. It takes thought and practice, and luckily for us, practice is part of the fun. If you're like me, you probably put a lot of thought into this game away from the table. That's why I read these boards. I like to get ideas to ponder when I'm away from the table. A thought: Your character's build is the least important part of what you can bring to the PFS gaming table. What is more important? Firstly, a player's (real life) charisma and ability to play as part of a team. Secondly, their ability to roleplay and respond to other players' roleplaying. Thirdly, their overall Pathfinder knowledge play skills and ability to apply them during a PFS mod. After all that, then the build of your character matters. Charisma:
Charisma, real life: For me, the best quality a player can bring to the table is being fun at the table. I like players who can show up on time and you can joke around with. At conventions, I appreciate players who can shower, introduce themselves at the table. and can make me laugh. I can happily play with a new player who knows nothing about the game...players with charisma can be taught, will work as a team, and accept help in making good play decisions. I like players who come to play and are respectful of the other players. Nobody likes to play with jerks...or attention hogs...or players who fall asleep during the mod...or players who don't pay attention. After all, the core of this game is cooperative social interaction. We should acknowledge that we play this game because of the social interactions and the randomness and unpredictability and fun of those interactions...if not, we could stay at home and play Civ IV until our eyes bleed. That's fun too, but I play PFS to meet and hang with others in a common pastime. How well that works depends on charisma, both mine and in my fellow players.
Roleplaying:
Roleplaying Ability: To be a topnotch player in this game, you have got to be able to roleplay. I don't mean having to talk in a funny voice or dress up in costume, but the ability to build a character and a concept then be able to enact that concept at the table. This game isn't about playing you, but playing the character. It's about reacting to situations as your character might react. It's about creating an interesting play concept then bringing that into the PFS module. You know what? Roleplaying becomes easier and funner the more roleplayers you have at the table. And when the judge can handle and magnify it as well, the game becomes much more fun. Being about to bounce off other characters and their personalities is a key ingredient. Luckily, the ability to roleplay effectively can be learned...but this is the toughest PFS skill to master. Awareness of Rules:
Awareness of current PF rules and Ability to play one's character effectively: You know how important flanking is? And how to do a 5' step? And how great Protection from Evil is against certain creatures? There are people who don't. There are players who don't carry any solutions to swarms when they enter dungeons. There are characters who don't know how to grapple or tumble. There are a lot of rules in this silly game and it takes time and experience to learn them all. Build:
The Build. It's surprising how little this really matters. We spend a lot of time on it because it's easy for new players to grasp onto and it's fun to think about, but, in the end, it's just not as important as the above. We probably all have seen a mutt build that is surprisingly effective in the hands of a good player. And, sadly, we've probably seen a beautifully concepted, right off the CharOps Board damage machine ruined in the hands of a novice. You can also have a strong build played intentionally and intelligently 'different' for the sake of roleplaying. You can have a DPR fiend played well by a attention hogging jerk that can ruin the fun for everyone else at the table. Most Pathfinder classes are designed to be at a certain power level and as long as you build within appropriate norms, it is likely that your Build will be of an appropriate power level for the game. My point: when you think about bringing more to the table and upping your game, there are lots of areas to work upon. Switching your weapon to a higher damage die is a step in a direction, but you might travel even further on the path of awesome by introducing yourself to everyone at the table. Or having a good backstory to your character that you weave into his motivations. Or have all your summoned monster stats on hand and ready to go *before* you cast the spell. On that note, this post is a great place to brush up on some good play tips. I might have a few more posts coming about this topic...and would love to hear the forum's thoughts on this. -Pain
Hey All-- I have a homebrew evocation blaster type running around Golarion blowing things up as is his want. I have the option to get myself one of them pretty metamagic rods. I think I want either a rod of Empower or Maximize but don't know which one will be better for all my evocation spells (fireball, call lightning, flame strike, etc.). Which one would you suggest and why? And what math are you using behind it? Thanks. -Pain
Hey All-- Just one yahoo's thoughts: IT WAS AWESOME. Thanks to the entire Paizo team and related lackeys, wives, hired goons, subcontracted goons, paid minions, interns, unpaid minions, enslaved minions, and good people who made PaizoCon so much fun. I spent my flight back home reflecting on what I did, who I met, and what I learned at the convention and, in conclusion, every second and every cent was well worth it. Random Shout Outs:
Thanks again, Paizo. -Pain
Hey All-- I believe, but could be incorrect, that Josh has stated somewhere (but maybe you guys know better) that new mods come out at about the pace of 2 per month, but some months, like before PaizoCon/GenCon then 4 mods come out. Is that correct? Somewhat correct? How many per year are expected? Here's the deal: 1) I organize PFS game days at two local stores in my area.
Right now there is a quasi-glut of mods to play, but am concerned that, with regular play, we will outrun the available mods. It's worse when one counts conventions or home games. Thoughts? Fix my reality, please. -Pain
Hey All-- Sorry if this is already answered somewhere in these threads...couldn't find it. Many Wizard and Cleric class features allow for a ranged touch attack X + mod times per day that does 1d6+x damage. It's usually a standard action. Can a Cleric with Rapid Shot use such an ability twice as a full round action? Thanks. -Pain
Hey All-- I'm somewhat new to PFS (only been playing 4 months), but a long time Living Greyhawk player. I suspect much of the current PFS core played a bit of LG. I'm currently still playing a bit of the old Geoff mods and I've played a lot of the Pale mods. I also play a bit of the LFR. It's not my favorite, but it's important to note that I'm tapped into that game. Some of you probably play both as well. One of the more recurring complaints that I'm hearing with LFR is the lack of the big picture story...the grand regional campaign (like Geoff vs the Giant Hordes) that was so compelling and enticing. We were part of the story and it was the best part of LG. LFR is completely failing to build regions where players really care about the campaign and the story...there is none and the WOTC monolith is so tightfisted in what they will allow that we may not ever see that kind of story. I still miss it. I want it. I don't know enough about the planning and structure of the overarching themes and storyline for PFS. I've read most of the posts in this forum regarding scenario submission and didn't see a lot discussion about the BIG STORY. I guess I have a lot of random questions. 1) Are their plans for an overarching, compelling BIG STORY? Who is in charge? How can we contribute? 2) If not, how can we get one started? Can one be worked into PFS? 3) If "no way in heck", why not? Can we set up a triad-like system and a few regions for a player controlled storyline with modules within PFS? I'm quite sure these aren't the perfect questions to ask, but I am curious. I know many, many players (including more than a few of the Geoff and Pale LG writing crews) who would love to begin creating another big, player-run story. Can we find a way to make it work? -Pain
Hey All-- It's cool to see all these Pathfinder Groups springing up all over. To add to the madness, BAPS: the Bay Area Pathfinder Society yahoo group... http://games.groups.yahoo.com/group/bayareapatherfinder/ Just started playing Pathfinder Society after years of LG (and I'm still a current LFR player) and I have found it quite compelling. Please forward to interested parties. Thanks. -Painlord
Hey All-- Just started playing Pathfinder Society after years of LG (and I'm still a current LFR player) and I have found it quite compelling. Since I haven't seen much large scale organization in Northern California, I thought I'd try starting a Yahoo Group to gauge interest. The Yahoo Group is here: http://games.groups.yahoo.com/group/bayareapatherfinder/ Please forward to interested parties. Thanks. -Painlord
Hey All-- New to this Pathfinder Society stuff...but already have a cool Excel based character generation program. What it doesn't have is any spell help. I'm having a hard time finding a Pathfinder Society Excel/PDF/other program to help me select and manage spells. What does everyone else use? Recommendations? Please don't make me buy pens, ink, and parchment. -P |
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