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Tristain the Chalker's page

364 posts. Alias of Painlord.


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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.

Qadira ***

2 people marked this as a favorite.

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:
a) fear for the very sanity of our dear Brock;
b) understand that he must be under tremendous Goblin strain;
c) wish I was there too.

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?

Qadira ***

3 people marked this as a favorite.

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:

  • Post about whom you've met and where they are from.
  • Post about the games you're playing in, with whom, and fun details. (Avoid spoilers...and use spoiler tags if you're going to spoil!)
  • Post about extraPFSular activities.
  • Get others to share their feedback from PaizoCon.
  • Post links to pictures and media.
  • Post about neat characters you've played with.
  • Post any cool 'tricks' you've learned.
  • Post about the sessions and talks you've attended.
  • Post about how awesome your judges have been and what things they did well. Heck, even to thank them.

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

Qadira ***

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:

  • The 2012 GenCon Special: Race for the Runecarved Key
  • Blood Under Absalom (last year's special over two slots)
  • 1 (if not two) sessions of Eyes of the Ten
  • Greg Vaughn as our Celebrity Guest

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:
#3-00 Intro 1, 2, or 3 (level 1)
#3-23 The Goblinoid Dead (1-5)
#3-EX: The Cyphermage Dilemma (1-5)
Mod: We Be Goblins (special)
#3-16 The Midnight Mauler (3-7)
Mod: No Response from Deepmar: Part 1 (7-9)
#3-20 The Rats of Round Mountain Part I: The Sundered Path (7-11)
#1-46 Eyes of the Ten Part I: Requiem for the Red Raven (level 12)

Fri: 7-11:
#3-00 Intro 1, 2, or 3 (level 1)
#3-18 The God's Market Gamble (1-5)
#3-21 The Temple of Empyreal Enlightenment (1-5)
Mod: Dawn of the Scarlett Sun (4-6)
#3-25 Storming the Diamond Gate (3-7)
Mod: No Response from Deepmar: Part 2 (7-9)
#3-24 The Golden Serpent (5-9)
#3-22 The Rats of Round Mountain Part II: Pagoda of the Rat (7-11)
#2-04 Shadows Fall on Absalom (7-11)
#3-17 Red Harvest (7-11)
#1-46 Eyes of the Ten Part I: Requiem for the Red Raven (cont.)

Sat: 9-1:
#3-00 Intro 1, 2, or 3 (level 1)
#4-01 Rise of the Goblin Guild (1-5)
#3-23 The Goblinoid Dead (1-5)
#4-02 In Wrath's Shadow (3-7)
Mod: No Response from Deepmar: Part 3 (7-9)
#4-03 The Golemworks Incident (5-9)
#4-04 King of the Storval Stairs (7-11)
#2-10 Fury of the Fiend (7-11)
#1-54 Eyes of the Ten - Part II: The Twofold Demise (level 12)

Sat: 2-6:
Gen Con Special - Part I

Sat: 7-11:
Gen Con Special - Part II

Sun: 9-1:
#3-00 Intro 1, 2, or 3 (level 1)
#3-19 The Icebound Outpost (1-5)
#3-09 The Quest for Perfection Part I: the Edge of Heaven (1-5)
#2-15 Shades of Ice Part I: Written in Blood (1-5)
Mod: The Midnight Mirror: Part I (3-5)
#3-25 Storming the Diamond Gate (3-7)
#3-12 Wonders in the Weave Part I: The Dog Pharaoh's Tomb (5-9)
Mod: The Ruby Phoenix Tournament: Part I (10-12)
#4-04 King of the Storval Stairs (7-11)
#2-12 Below the Silver Tarn (7-11)
#1-46 Eyes of the Ten Part I: Requiem for the Red Raven (Level 12)
#2-05 Eyes of the Ten - Part III: Red Revolution (level 12)

Sun: 2-6:
#3-00 Intro 1, 2, or 3 (level 1)
#4-01 Rise of the Goblin Guild (1-5)
#3-11 The Quest for Perfection Part II: On Hostile Waters (1-5)
#2-17 Shades of Ice Part II: Exiles of Winter (1-5)
#3-18 The God's Market Gamble (1-5)
Mod: The Midnight Mirror: Part II (3-5)
#4-02 In Wrath's Shadow (3-7)
#3-24 The Golden Serpent (5-9)
#3-14 Wonders in the Weave Part II: Snakes in the Fold (5-9)
Mod: The Ruby Phoenix Tournament: Part II (10-12)
#3-20 The Rats of Round Mountain Part I: The Sundered Path (7-11)
#2-08 The Sarkosian Prophesy (7-11)
#2-22 Eyes of the Ten - Part IV: Nothing Ventured, Nothing Gained (level 12)
#1-46 Eyes of the Ten Part I: Requiem for the Red Raven (cont.) (Level 12)

Sun: 7-11:
#3-00 Intro 1, 2, or 3 (level 1)
#3-EX: The Cyphermage Dilemma (1-5)
#3-13 The Quest for Perfection Part III: Defenders of Nesting Swallow (1-5)
#2-19 Shades of Ice Part III: Keep of the Huscarl King (1-5)
#3-21 The Temple of Empyreal Enlightenment (1-5)
#4-01 Rise of the Goblin Guild (1-5)
Mod: The Midnight Mirror: Part III (3-5)
#3-25 Storming the Diamond Gate (3-7)
#3-15 The Haunting of Hinojai (5-9)
#4-03 The Golemworks Incident (5-9)
Mod: The Ruby Phoenix Tournament: Part III (10-12)
#3-22 The Rats of Round Mountain Part II: Pagoda of the Rat (7-11)
#3-26 Portal of the Sacred Rune (7-11)
#1-54 Eyes of the Ten - Part II: The Twofold Demise (Level 12)

Mon: 9-1:
#3-00 Intro 1, 2, or 3 (level 1)
Blood Under Absalom Part I (1-11)
Mod: We Be Goblins (special)
#0-03 Murder on the Silken Caravan (1-5)
#4-02 In Wrath's Shadow (3-7)
#0-20 King Xeros of Old Azlant (7-11)
#4-04 King of the Storval Stairs (7-11)
#2-05 Eyes of the Ten - Part III: Red Revolution (level 12)

Mon: 2-6:
#3-00 Intro 1, 2, or 3 (level 1)
Blood Under Absalom Part II (1-11)
#0-03 Murder on the Silken Caravan (1-5)
Mod: Dawn of the Scarlett Sun (4-6)
#2-22 Eyes of the Ten - Part IV: Nothing Ventured, Nothing Gained (level 12)

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.

Qadira ***

2 people marked this as a favorite.

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:

  • Have a well-run, great fun Con.
  • Run 150 tables of PFS.
  • Train a few people on how to do things so that we have the next generation of Convention Coordinators ready.
  • Have a broad base of GM support from all our different local Lodges, including many new GMs.
  • Run the GenCon Special.
  • Run 1 or 2 tables of Eyes of the Ten.
  • Run a few tables of the Ruby Phoenix Tournament.
  • Run a few more adapted scenarios.
  • Run a slew of the newest PFS scenarios as long as old favorites

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
VL Brent H. (Sacramento)
VL Jerry C. (South Bay)
Lady Ophelia
A Yahoo

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.

Qadira ***

1 person marked this as a favorite.

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.
Burlingame, CA (San Francisco Airport) Btw, it's free airport shuttle from SFO Airport to the hotel...it's easy transportation.
Scenario list.

There is still time for you to get there.

-Pain

Qadira ***

23 people marked this as a favorite.

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
Mergy’s Methods: Stable Statistics
Mergy’s Methods: Excellent Equipage II
Mergy’s Methods: Excellent Equipage III
Mergy’s Methods: Tangible Tactics
Mergy’s Methods: Tangible Tactics Two
Mergy’s Methods: A Rogue By Any Other Name
Mergy’s Methods: A Multitude of Maneuvers

So...anyone else have a thread that might be good for this thread?

-Pain

Qadira

6 people marked this as a favorite.

Title: Why I am leaving the Pathfinder Society, by Thorne, the Most Powerful Mage in *All* Absalom

4712-03-14
TODAY is my last day at the Society.

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:

Qadira ***

3 people marked this as a favorite.

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:
1) Feel free to play with the dataset and identify neat things that we have in common (or striking comparisons).
2) Describe what data set you're using (all submissions, GMs only, those who play more than once a week, etc.).
3) Post your statistical conclusions.
4) Post how you've massaged and managed the data openly and clearly.
5) Post statistical reference, as necessary.
6) (Optional): Post what conclusions you think can be reached.

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
2) Frequent PFS Board reader vs. Does-Not-Read the PFS Boards
3) 'Hardcore' GM (judged 30+ scenarios) vs. Medium Judge (judged 1-29 times) vs. New-Player/Non-Judge
4) New player (About 1 year and less) vs. Crusty ol' grognard (2 years+)

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

* * *
Below are the commentary threads from the survey, by question. They have been anonymitized and grouped by answer. You can find their corresponding questions on the Survey Data Link, Results Pages.

If you play Pathfinder, why don't you play in the Pathfinder Society?:

Areas where offered are too far to be regularly played.
I only have time for my regular group.
I used to be very active, the OP got much more restrictive and elitist as changes were made
Looking to join online play
no place near me that i know of plays it.
Played but got tired of rules changes and too many factions.
The continual rules changes without opportunity to rebuild characters reminded me too much of the worst GM's I've ever played with

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.")
Getting rid of GM star rankings and changing venture captains from VC "leaders" to "organizers" would help
I only play at conventions.
If i could find a place near me that played it.
More free time
Quit adding extra rules and pare down the factions.

Where do you usually play Pathfinder Society?:

all of the above
All of the above
both Cons and Gamestore
Cafe
Close split between my home and conventions
combination of homes, game stores, and conventions.
Fantasy Grounds Virtual Tabletop
Gamestores, conventions and gaming clubs
Good mix of FLGS & conventions
I play at homes, gamestores, Conventions, and local businesses and public locations.
Local RPG club

What got you involved in Pathfinder Society play?:

4th Edition Refugee
Am deployed, and wished to give it a try via PbP
boyfriend introduced me
Business reasons (marketing PFRPG). Very quickly, I became passionate about the game, itself, and have stuck with PFS since.
Con goer trying something new
Couldn't convince my gaming group to switch from D&D 3
Desperate need to escape my horrible job.
found my VC via paizo's site
Free RPG day's We Be Goblins module
Got bored with LFR so I switched to PFS
Heard about it on a podcast.
I am a public play organizer at a local game store and offered pathfinder about 6 months ago.
I had played AD&D way back when... I wanted to play again and I learned about PFS at the local store.
I hate D&D 4.0, but miss playing D&D
I saw a post about it on the Fantasy Grounds Forum and liked the idea of playing pickup games with different GMs that linked together into a progression system that was independent of a consistent game. It suits my schedule.
I used to play D&D and wanted to get back into an RPG
I wanted to increase traffic to my friend's game store and loved playing Pathfinder.
I wanted to try a living campaign.
Internet advertised public location monthly gaming
It offered online play
It was a natural thing to follow after Living Greyhawk ended
Learned about it when D&D 4.0 came out but wanted to continue using 3.5 rules.
learned from forums
Living Greyhawk died along with D&D
Looking for something better than D&D 4.0 and this was what our gamestore was running.
Mark Garringer introduced me
my boyfriend brought me
My husband owns <<redacted>>. He plays PFS and asked me to join him every now and then. I play in his home games, so thought it would be fun.
Needed my gaming fix and family etc does not allow for a regular gaming group
Paizocon 2009
PFS good for uncommited monthly play
Played all possible computer RPGs, pathfinder was something new
Promised I wouldn't buy 4e and Pathfinder wasn't 4E so I was able to buy its products
Rand dragged me in.
Read about it on Paizo's forums.
Started in 2009 to support Pathfinder
The onset of 4th edition.
volunteering to GM at GenCon
Want to play more; looking for gamers to play with outside of PFS; played in previous living campaign (4E FR) and liked the idea but not the implementation
Wanted a chance to play Pathfinder, no local games.
Wanted to go back to a 3.5-ish structure and leave 4e
Wanted to meet more players and thought this was the way to do it!
Wanted to start playing PF (transition from 3.5), but had no group to play with.
Was a full time home game GM...wanted to be able to play
We're a relatively large group of friends that make consistent players for a particular campaign a bit difficult. Having Pathfinder Society allows for easy combinations of players where it doesn't matter if a particular person cannot make it on a given day
Your fault Yep. Totally my fault.

In general, do you wish Pathfinder Society scenarios included:

A Balance of combat and roleplaying
a challenge that scales to the table size
a good mix, with multiple paths towards achieving goals
A little less DR, or more gold to spend on DR penetrating weapons
Additional sidebars regarding how violence might creatively be avoided
As a GM I see the summary, It would be nice to be able to convey it to the players in someway so they understand the full scope of what they are doing.
Be more descriptive in mods
Combats should have an effect, either in terms of story or making players spend resources. Easy combats only waste time.
depends on the class of character i am playing
Detail and knowledge about the advenure, Details!
Encounters to be unique, interesting, and thought provoking. Moral dilemas.
fewer but harder fights
Hard to generalize this - every scenario is different. A balance is desirable to me.
hard to say. Many senerios are great and some are just crap but its all relative to the characters played. A lot of games were made prior to books like the Ultimate(s) and need to be updated. Otherwise, those senerios are quite weak against better characters. Modules also need to be left alone and not based off of a character if forcing players to use pregens.
i like high rp incounters but also would like more complex problem solving
I like it when different scenarios have different combat/RP ratios, so I don't know what I'm going to get each week.
I would like more "intensity" less formulaic encounters
It depends - at cons in loud rooms it of often hard for good roleplay. Good roleplay takes time and when it takes 45 min to muster it is hard for good roleplay. since there isnt loud con mods and other mods I guess they are good as is
less "save or die/suck" mechanics
Less logical flaws and plotholes
Less of both, due to the 4 hour slot time at most cons.
More *tactical* combat, with tough RP choices
more agency (or at least the illusion )
More challenging combat
More challenging options within subTiers: for example, asking the table if everyone want to play without kid gloves.
More Combat and More Roleplaying
More combat. Less time on roleplaying, plot, story, & immersion... the stories are God awful, with zero stakes and zero edge...
More contiguous plotlines, double / triple sessions
More drama.
More Heroic Theme
More optional encounters so GMs can speed up the game when needed
More over-arching plots.
More puzzles. and riddles :)
more roleplaying that allows players to take alternate routes to achieve the plot goals
more time
More time to complete Scenarios
More variety encounters and styles. Horror, Intrigue, and less Bard and Rogue specific focused stuff. One other major aspect I think PF really fils at is not advncing a world storyline. Not having the world change. That gets very annoying, and honestly, boring, very fast.
More year of the shadow lodge and larp eventsa
Ok as is, but would be nice to have some more RP every once in awhile
Real Life Strippers
Regional play as with LG
Simple Clear Stories
Some scenarios are good, but then there are the bad ones. A good scenario is balanced between roleplaying, plot, story and believable combat opportunities.
Stat blocks even for core assumption monsters
Totally depends on the GM I'm afraid. That said, tough battles are consistently fun across different judges.
Variety is good. Scenarios that can go either way depending on the group of adventurers.

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
1st A guide that states which scenarios in the season directly contribute to the story arc. 2nd not sure how to add anything, but unless you play or Gm all of the scenarios in a season you miss much of the story.
A continuous story line is not a priority for me. I'm more interested in achievements for my character, and some way to achive more than simply leveling up.
A little more connection with results of other scenarios would be good as well as more potential for negative consequences of actions.
A longer term storyline would allow me more time to get truly interested in what is going on. At the same time, a *single* multi-year plot could be boring to many. I'd suggest two main storylines, one on-going (unknown duration), one "Year of..."
A recognizable, long term, serious adversary - Aspis Consortium
Although I would like to see more role-playing/storyline focus, I also like the amount of combat in the average scenario, so, for now, I'm fine with the way things are. Although I haven't really played too many Season 3 scenarios, so I don't really know how the mix is currently.
An ability to gain and earn more boons through an arching story set. (part 1-3 ect.)
Basically more options for those that play many characters for the flavor. One of the problems is the inability to replay a scenario with another character you play. With more short stories it would give more play options. Or create scenarios that CAN be replayed.
Better GM most of the GMS are not very experienced or they don't know their material for the mod very well.
Better tie ins. Often the story line connection is not noticeable.
Boon awards
Can't say yet.
Can't think of anything right now
Continuity between scenarios is very rare, sometimes we will meet characters we have before but it's unlikely unless they are a faction leader. Boons that say "+2 bonus to X when you encounter this type of person in this place" always cause groans with players they know it's unlikely to ever be back
Crafting Rules. Lack of those makes it extremely hard for me to play the pure casters that I like.
Create a unique interactive of some sort for PaizoCon that has direct impacts on the end of the previous storyline in addition to the new storyline "kick off" interactive done each year at multiple conventions.
Create more recurring and very special NPC's that personify the storyline. These NPC's should BREAK the rules, setting them apart from usual monster and usual PCs
Don't know enough yet to comment
Don't revolve the storyline around a module. It may seem like a good idea but between Living Grayhawk's Castle Greyhawk, and the Ruby Phoenix, neither came off well. Also, we can't expect the same PFSOP coordinator for more than 9 months.
Easier to mesh new characters' backstory with known lore
Encounters are too easy and because its PFS people want/expect to play as written. It can be boring.
encounters need to be adjusted for table size, combats should be a challenge for 4 players and 6 players alike, not shy of impossible for 4 and a cakewalk for 6
Faction interactions and classification of information and membership. Internal Faction relations and interactions.
Faction missions are sometimes unclear or misleading (not that they are hard, but rather unsure how to apply, DM "misses" where it fits during course of play, etc.).
Faction rewards being tracked and counting towards something global.
Feed in from DM reporting on line playing a part.
fine as is.
focus on something the players want to see
For me as a foreigner, the English language is not so easy to follow. The vocabulary is very rich which makes it hard to follow, especially when the story is told and could not be read as well. Some changes in that would be great.
For the Blackros museum to not be so caught up in terrible occurrences
For the most part PCs were outside looking In instead of being part of the action
Frankly, I just can't wait to get out of Asia theme season.
Frequent updating and editing of scenarios. All scenarios be PFRPG. The free intro scenarios - they are really bad in my opinion.
Get real storylines built upon NPCs that we care about rather than marketing/product forced storylines. Find ways for players to actually care about the Pathfinder Society. (the Golarion one.)
Get rid of factions! They fragment groups and make the PFS's goals meaningless as everyone runs around doing side quests for prestige.
Harder combats, or more wiggle room for the GM to increase the difficulty of the combat due to more players without getting into a higher tier. The difference between 4 average characters and 6 optimized ones in combat turns things from a struggle into a breeze.
Have different ramifications in different parts of the world! FI if in some areas, under some venture captains, the Shadow Lodge remained separate and rival.
Have impacts from previous modules carry over into new ones and get more direct feed back on story from players.
Have it be more interesting and epic (like an Adventure Path), and make our PC decisions more meaningful (and harder to make). There's nothing wrong with one-shot missions that have nothing to do with an overall storyline!
Have more multipart scenarios with rewards for completing all parts (but not completing them directly one-directly-after-the-other).
Have some unattainable goals. You can't win all the time unless preparation and forethought: ie A McGuyver tax: carrying certain equipment (a 10'pole or non-cleric PC with holy item).
Have something devoted to Azlantians or Runelords, a season plotline wrapped around either of those would turn out VERY well in my mind.
have the faction make a bigger difference in the current world.
Have the results from early season scenarios impact the stories of later season scenarios. For instance, the question could be asked: "Was XX NPC saved from the rabid monkeys?" If more than 50% of reporting tables said no, then that would impact what happened in a future scenario.
Having regions like Living Greyhawk!!!!
I came in during the middle of Season 2. I feel like I can't find out how the plot went unless I find and play very specific scenarios. I'd like that to not be the case.
I can't say due to the fact that I have not played much society, I like the amount of combat and conflict in the story, I just wish there was more emphasis on RP at the game table.
I don't know enough to make suggestions. And furthermore, as a player and not an employee of Paizo, I cannot possibly make any kind of suggestion as I am by definition missing overarching information and planning that Paizo has done for the story.
I don't like to meet kobolds who are opera fans.
I don't love the Runelords Storyline with all the 'sins' and whatnot. I'd like to see more to do with the Gnome history and the magical worlds.
I enjoy the story, but I understand that I can't influence it. I far prefer scenarios that relate to previous scenarios but don't require me to have played the previous one. Just little Easter eggs for the lucky ones who have.
I have only played 15 or so games, but I haven't seen any interaction with groups like the green faith or red mantis. This might help tie the games to the setting better. While I think that adding the festivals as boons is ok, I'd rather have games centered around one or more.
I know almost nothing of the over arching storyline, and don't particularly care one way or the other. I never remember recurring characters names, cities, locations, etc. I'm not interested in the world or it's storyline, other than how it affects each specific game session.
I know this would not work for society play and will not happen but I would love to see the rebel scum crushed once and for all. Cheliax needs to put their boot down the necks of the so called Andorans. find out more about the Decemvirate & y they deserve loyalty. Secret agenda to make own nation?
I like how the scenarios have an overarching story, but I wish Paizo would give us a reference for how and when all the scenarios interconnect.
I like story, but not metaplot. I'd prefer individual scenarios to have stories which are mostly self-contained. Storyless dungeon crawls bore me.
I like the current system that the players do not impact the campaign setting. That being said, I would like to see more immersive storylines like a year (not a mod) about the upcoming change in power of Irrisen. I mean Baba Yaga FTW!
I really like those aspects of Greyhawk and Living Arcanis, where clues to Big Things are dropped in small obscure places, and there's a lot of Easter Eggs for people who know what to look for. For example, it would be nice if the errands a faction leader requires all add up to a secret.
I saw in Legend of Five Rings that sometimes they introduce a big event that influences the whole world. Something akin to that would be cool but I do realize its a huge pile of compications for the developers and writers..
I think a little more cuase and effect for players would be nice. Both good and bad.
I visit the Paizo website daily but I seem to miss the big story arcs. Making it more obvious would be nice unles of course the idea is that the plot is only revealed to he/she who buys every relevant scenario.
I want interactives. I am aware we are not hoing to recreate past living campaigns, but one shot con specific interactives give PC's the chance to immerse in the game world. They also draw players from farther away to cons for the one shot experience and story line.
I wish there was more quality control on encounters. We have played in several adventures now that were WAY to easy and did not challenge us at all. Like really simple fights followed by a day(s) to rest (after every encounter in Quest for Perfection II) I enjoy the combat and want it to matter.
I would be excited to visit Numeria, Nex/Geb, Jalmeray, Tian Xia, Vudra, Sarusan, Arcadia, and Lost Azlant. Oh yeah, I just really like exploring and adventuring.
I would change it so that there was a coherent, overarching story that ran through the majority of the scenarios. I would also like the Society to engage in less mercenary/more heroic deeds.
I would discourage or eliminate the evil-aligned factions.
I would encourage more two-part scenarios. They allow a story to be developed much further within the context of one day's sessions.
I would Ike to see more direct interaction of the players affecting the outcomes of the storyline ... More like the old LG model making it more "living".
I would increase the page count of PFS scenarios to a point where the modules have all the room they need to tell a solid story. It's a PDF; page count does not need to be a constraint.
I would like a better guide to which scenarios contribute to the metaplot, as well as more standalone (not multi-part) scenarios that tie in.
I would like faction quests where not everyone could succeed (i.e. Taldor wants to reclaim the artifact, Cheliax wants it destroyed. This leads to party infighting, but it also makes for great roleplay opportunities. There are too many "pick this flower" faction missions.
I would like for some character options that are not allowed for more limited 4 to 5 hour game play allowed in less limiting online play. Also, maybe we should be allowed to do house rules. My group had a few ideas.
I would like it to be more engaging and involved in the scenarios. At the moment, it seems like The scenarios have nothing to do with the "outside" world (the living game world) and the actions of characters have no consequences at all.
I would like more faction choices and storylines or paths more centered on factions
I would like the storyline to lead to access to other planets in Golarion's system. Oh, and Numeria....
I would like to cause and effect. What I mean is the results from earlier mods shoud play into later mods. Thanks Painlord this is useful you should pass the results to Mike Brock
I would like to see a subset (or alternate campaign) where the focus was on heroic deeds, making the world a better place, etc. Doing things like affecting the Worldwound, changing the government of Cheliax, smashing the guillotines of Galt, etc.
I would like to see both Mwangi and Thassilon featured more. I also love traditional monsters like orcs and giants and think they have been underrepressented for the entire extent of the campaign.
I would like to see more cooperative secret missions, like the Andoran/Osirion mission in #49 (Among the Dead)
I would like to see more done with the relationships between factions and faction leaders!
I would like to see the society come into direct conflict with the Aspis Consortium.
I would like to see your faction choices be able to effect your character more, Aka more traits or feats or special boons granted as you gain levels. Those boons or such would be different for each faction.
I would like to stop going to the sewers of Absalom (or almost any city). I want interesting story arcs, the current ones are all old hat and getting tiresome. I would like the mid to high mods to be MORE challenging!
I would make sure that the storylines are obvious to various characters. I would also run the different scenario parts back to back, so that all players can enjoy the scenario.
I would make them more personal to the individual players. Less focus on what the PFS is accomplishing and more on the impact to the PC
I would most like to reduce the number of faction missions to 1/scenario. I enjoy having an extra side quest for flavor, but I feel like they tend to intrude upon and distract from the overall story when everyone has 2 that they have to follow up on.
I would put in more dilemmas. This way the pc's would get in more roleplay as they talk amongst themselves to resolve the situation.
I would remember Pathfinders roots and add more stories involving the monsters of the game system. Most of the campaign has been a political story, it needs a good Orc invasion every once in a while.
I would remove/modify prestige award - they feel (at times) 'dropped' into the scenario without any real benefit to the story
I'd like it more interactive, less convention based. If possible, have an option where all games played by X date count as "votes" to what happens, so even non-convention goers can feel like they change things. And have the occassional LARP "gathering" to have guilds talk.
I'd like to see faction points affect the next year's story.
I'd like to see fewer cliche' cookie cutter style adventures being released to the community.
I'd like to see more connection between the various scenarios and less in the way of one off games. I've played and GMed 12-15 scenarios and see little if any continuity. I hate the faction McGuffin side quests; they are pointless.
I'd like to see more thematic sequels rather than part 1-3 stories, like Tide of Twilight/Morning and Among the living/dead/gods
I'd like to see somewhere on Paizo's website a spoiler section for Pathfinder Society scenario plot outlines, so those of us that missed certain adventures can get a clue as to what's going on. Also a basic synopsis/history of what each faction does and has done, and what the Pathfinders do.
I'd like to see the option to link characters together. Have them be related to each other.
I'd like to see true interactives. Where the actions of one table impact all other tables. In this way, everyone recognizes and celebrates the successes of each table. I'd also like to see more done to flesh out hostile organizations, like the Aspis. They seem like generic, cardboard villains.
If I could, I would expand upon the enmity between the Aspis Consortium and Pathfinder Society, making them a more commonly recurring thematic villain in future adventures.
If you are not going to make a deep RP campaign, at least add more puzzles, more attention to details and skill DC's to compensate for the excessive combat. Or heck, the more open sandbox/roleplay adventures the better.
If you don't play the Mods regularly and not involved with a group you don't really know what's going on in the story.
In the near future I'd like to clash with the Aspis as mortal foes more. Later I'd like to see Inner Sea World War.
In the previous living campaign, there were scenarios which gave the table options of playing "bare-knuckled". If everyone at the table agreed (unanimous), instructions to the GM for encounters were different - "bare knuckles" meant the encounter pulled out all the stops - better tactics, etc.
Inclusion of Aspis Consortium, et. al., in organized play to allow me to play evil-aligned characters. I'm NOT an homicidal arsonist/torture-friendly rapist. I just prefer the option to kill [NPC] people who thwart my goal of world domination. :)
Inclusion of the Shadow Lodge as a faction and the spoiling of that Season 2 story arc within the Field Guide.
Insert SHORT blurbs into each event for casual players that summarize the current plot line so far. People who play multiple games or only once per month may need refreshers to draw their PC into the plot.
It is a tie between more scenarios and region play (like Living Greyhawk).
It needs to be more interactive. Also, in the future, do not dumb down a story concept to make a faction playable for characters.
It was, perhaps, an error to make a level 11 sanctioned module the centre, not the ending, of the Year 3 storyline.
It would be nice if characters were more capable of affecting the storyline. Example: If people could choose between one or two paths in a scenario and GM's reported which one they took... then the one people chose most had an effect on the game world.
It would be nice if instead of randome stories and "missions", there could be more continuity within the scenarios ... the blackrose scenarios is a good example of this ... we've gotten to go into the museum proper twice, seen the basement and now the attack. Everyone is familar with the story :)
its all good so far.
It's not that interesting to me if there's story that's all just background (and PCs aren't actually impacting things as they unfold). I'd prefer well written individual modules that allow me to roleplay my character and build her/his idiosyncratic story along with my regular group.
Its pretty hard to follow. Maybe have a free players guide for each season, like you do for adventure paths?
It's really easy to miss information due to the different tiers throughout the season. So my character who found out really important info about the Shadow Lodge in one scenario couldn't play in the next. I'd try to make it mores seamless for character.
Keep embracing the "fun" and "people of the campaign. Keep doing what you are doing.
Keep recurring characters like Grandmaster Torch, the Blackros family, etc. More about the Aspis Consortium.
Later scenarios having summaries of the events in prior scenarios that are necessary for storyline continuity.
Less bureaucracy and better online tools please.
Less but more interesting (and do-able) faction missions. Each scenario needs 10 faction missions of which 50% of them are interesting while the rest are humdrum or impossible for a given PC. Clumping different factions missions together might solve this.
Let the players have a way to find out more info from the scenario's backstory and place in the story arc (if it's related). As a GM I see a great history that players never learn.
Lose the Asian influence. Make it a set of sourcebooks (a la Oriental Adventures) for home games.
Make boons meaningful to further parts of the storyline. Granting +1 on diplomacy rolls against eels encountered in the dark on Tuesdays after you've made an attack of opportunity the previous round while flanked is not a boon. It's a bureaucratic nightmare.
Make it an integral part of the up-to-date Pathfinder Society character creation guide.
Make it easier to engage with even if scenarios are played out of order (for example have more scenarios set in the same place so boons etc are actually usable)
Make it less contrived.
Make it more transparent o players who do not play scenarios in order.
Make it something the average adventurer would be interested in.
Make the game more skill focused and roleplay oriented, and de-emphasize combat a bit and some of it's game mechanics.
Make the NPC names a little easier to pronounce
Mission successes in a season affect the game world or next season. So if Taldor has the most completions maybe they rise up. Paizo might be reluctant to do timelines in the official campaign world setting, but I think PFS could fill that void. Advance the world and its story based on PFS missions
More access to lower level characters to the final event.
more ancient history
More and varied prestige awards. Almost everyone buys a title, or squire, or property,etc.
More diverse chronicle/storyline locations, i.e nordic lands, desert lands, eastern lands.
More faction interaction involving alliances with possible grouped factions missions.
More focused on the problem of Golarion. World Wound, etc...
More influence on the campaign world as a whole, make a significant difference to the world.
More linked stories. So far my favorites have been the scenarios set in the Mwangi area, honestly, or in the museum.
More local control.
More open endedness to the outcome of the scenario to give us more of a reason to role play the characters.
More opportunities for higher-level play. A lot of people I know would rather not retire their PCs at level 12.
More optional solutions, more "gray area" morality
More recurring characters amongst multiple story lines. Very few or no mods would be "stand alone" but all would contribute to a couple of story arcs
More recurring NPCs other than Venture Captains.
More scenarios linked together, but released close enough together that one character can play the entire story arc. Maybe a story arc covering all the level bands. Recurring bad guys, too. The certs should unlock access to something special, not items already available.
More should be included with the player material. There tends to be more for the Judge than the players and that background is often quite interesting and should be shared.
More story. More "Oh ****!" moments, like, "Holy smokes! They killed Eddard Stark!" Could be narrative, combat, or interactive RP. Less mundane escort caravan or recover Macguffin.
More ties to the Adventure Paths that come out... give as feel that the various Pathfinder lines (APs, Modules, and Scenarios) are interconnected.
More world-changing scenarios, like The Dalsine Affair.
Most of my concerns were addressed in the latest update to the PFS rules (as of 02/02/12).
My opinions of the storylines so far, is that while they are getting better, they are still not very good at all. I've been playing for quite a while now, hoping they get better but the improvements I've seen aren't enough. At this point, my enthusiasm for pathfinder is nil and nearly dead.
no swarms. they are dumb
Not having the key module be for 11th level characters, and therefore unplayable by most PFS players.
Not much, the story arc doesn't get too much air in our games. We have a range of new players for whom many are playing out of order. But it's nice for the guys/gals who expect it (I like the deeper storyline).
Notes on chronicle sheets regarding storyline
Nothing
Nothing
Nothing off the top of my head, I'm quite happy with things as they are now!
Nothing so far, I like it well enough.
Nothing, really. I just wish I had time to play more so I could understand what's going on. I didn't find out about the Shadow Lodge until it was over.
Nothing. I think it is going quite well.
Pathfinder Society is about acquisition of Rare objects and being a secret society. Sometimes secret societies do off activities. It's these odd activities that interest people. I wouldn't change the nature of things.
PC's actions need to matter more & influence the story. PCs, as it is, mostly feel like they are just along for the ride in any given story arc. PCs actions in one mod should in theory alter another mod significantly.
Perhaps introduce the idea of opening a lodge back up in Cheliax or have a few missions where pathfinders are trying to impress cheliax to the point where they would want a lodge.
Player's actions have little or no effect on Golarion. Little danger of character death/resurrection is too easy. Power creep needs to be diminished.
Players should be able to contribute to the story, (as I believe the intent was in the early days?).
Please put in BOLD letters a section encouraging DMs to depart from the story however they feel they need to to make it fun for the players. The wordiness of the scripts these DMs end up reading is pretty terrible...
Probably nothing. I really like the idea of having a year-long meta-plot and a number of adventures that don't involve said meta-plot.
Provide more opportunities for characters at different tiers to have a meaningful contribution to the story. Maybe low tier and high tier sub-stories. Find more ways for the background information within scenarios to make it to the players. GM's often get more of the storyline than the players.
Rather than writing something vague, I'll just decline to provide anything useful here.
Reduce the Fame/GP limits, so that the items that you gain access to during scenarios is more meaningful - and so that people cannot make weird optimized builds because that rely on extremely rare gear. Nerf the Eidolon - it is overpowered with the power and action economy of the summoner/eidolon.
Retcon back the original idea of the Society metaplot changing the face of the Inner Sea politics. Have people interested to see their faction win, again. It was a huge disappointment for me to see that none of the faction interplay really had an effect. In word, it turned me off the campaign.
Some of the repetitive skill/saving throw checks are just annoying. I can see wanting to involve the players more but most of the situations are not from the rules.
Somehow having the year's theme clearer. i.e. How exactly did the Shadow Lodge and the other new factions come to be. Maybe a memo or something from the lodge which goes out to all pathfinders regarding the state of things at the close of the year.
Sometimes I think the faction goals are silly. Why not make them optional, or have generic goals?
Stop adding Factions.
Story arcs should be able to be played sequentially from low-level characters through high-level. Release order and tiers currently seem a bit haphazard.
Story arc's should be short enough so that a starting PC will not level out of the system before it is finished.
Story arcs that cover a wide range of tiers so that I can play the same character throughout the entire arc. And, since characters play in multiple arcs its easy to 'level out' fairly quickly before all the arcs are completed.
The Aspis Consortium should be more involved as rivals and enemies.
The concept of a community nominated and voted Hall of Fame for Retired Characters where HOF characters could have a scenario written for them is something I've been talking about with a few people for a while.It would help create a real "Living World" for PFS
The fact that PFS doesn't give any recognition nor special access to organizers of large events (ie Cons) and seems to want to centralize all that in VCs and not in people that have done it for years.
The faction missions. I find that the missions we get seem rarely to coincide with the goals of the faction (for example, one mission had me fetching tea for the para-countess, another had me trying to have my half orc barbarian negotiate with an official.) Maybe a choice of faction missions?
The focus needs to return to an over-arching plot. We have heard that the Andoran faction are ruling the Society but this has had no effect on Golarion. The Ruby Phoenix plot line is interesting but is a distraction from the more realistic threats that the PFS would be concerned about.
The lodges should have rivals, and opposing quests.
The modules I have played in were all well done, and provided a wide array of locales and "themes," so I'd say Paizo is doing a pretty good job so far. That being said, I've played in less than a dozen modules, so my sample size is lacking.
The plot feels too "set in stone". Living Greyhawk plots progressed depending what most adventure groups decided to do when given important choices. In Pathfinder all those choices are missing, players are just listening to the story instead of writing it.
The storyline is too naive make it more realistic! Also if i'm playing as a Taldan high noble i want GM-s to roleplay according to my choice which they don't :( ...
The storyline unfolds for a GM much clearer than for a common hero. The scenario's contain much more information about the storyline than is given to the players.
The tie-in with Tian Xia seems artificial to me.
The yearly storyline should have an overall reward for playing all scenarios/mods(perhaps 2pts for each scenario) within that storyline and only able to be awarded during that storyline year.
The YotSL was sad. The entire time the SL was a member of the Society, just with a different goals and idea. Then they became about healthcare.
There is (so far as I have played) insufficient opportunity for clear-cut conflict between nations. Tensions are... un-tense. Hydra's Fang seems the best sort of status-quo-ante adventure that I've seen, and it's scenario 0-02...
There is a storyline? Are you confussing AP's, PFS, and non-PFS Golarion, or maybe talking about 3 part adventures? I would ditch it, and start one that evolves the world. Besides that, I would start stepping outside of the box with the basic game elements? Variatons n, <out of space already. . .>
There needs to be an overview of the overarching plot line for each season on the website.
There should be more story arcs.
There's a story line? I stopped playing PF because every event that I played felt disconnected from everything else. It was sooo generic it just got to be too boring.
They storyline and scenario background needs to be worked into the story more. At times players don't know the back story and it would be more fun (IMO) if they did know more.
Think of some ways to expand the sandbox a bit and remove the optional (or 1 additional) encounter. For the most part I am very satisfied with PFS and wish I had the time to play more!
Three combat encounters, and two role playing encounters seems like a good mix for a scenario. Possible changes: 1) 2-3 hr scenarios offered and 2) unique magical items / spells / feats you gain access to by playing a particular scenario
tie faction missions to the Season arc story
Tier the metaplot scenarios so that they form a natural 1-12 exp progression when played in story order.
To have a clearer idea of how my characters involvment affects the meta-story.
Too many DM's with barely enough knowledge about DM'ing, story telling, and competency to run the game. In my experience they have flaked, been late, come ill prepared only skimming through the adventure, no insight to improvise when stumped by the game. And lack of equipment like mini's and such.
use critical event summaries for new modules run during the 1st two weeks of availability like in Living Greyhawk kinda
When Players making those choices they do changes the outcome.
While I like the scenarios, I'm not a big fan of the overarching treasure-hunting theme. It puts a lot of limitations on character motivation and play. I wouldn't mind seeing a series of war-driven stories (Orc invasion, civil war, etc.) but that's probably too big of a change.
Would like to see the impact that factions have affecting the storyline.

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.
beacuse i'm good at it
because i like running adaptibeles
Because newer players refuse to judge scenarios
Because no one else will
Become a better GM
Conned into it by local store owner :)
Free GenCon badge & Paizo Stuff
I am the regular GM for our group
I enjoy teaching the game, seeing how other will react, and honestly, it is hard to find someone that will both each and GM. I am mostly in PbP games due to deployment, and wih limited resorces, I just stepped up and do it. I enjoy playing and GMing, but honestly have never gotten to actually play a PFS character, yet.
I enjoy the challenge of trying to present a scenario's backstory to a group of players and make it matter.
I have been lucky when I have DMed at cons that I have had good tables(my best table was with 7 and it was a good time all around-PaizoCon 2011), I have sat at bad tables as a player and I wouldnt want to be the DM there.
I have to so we can play.
I know what it's like to never get to play, and I want to give the GM a break.
I love teaching brand new players
I own a gamestore and use PFS to promote the products.
If I don't gm we have a whole less games and as a results less players
If I don't run, there is very little PFS in my area
It helps me learn the rules.better.
It helps me work on my role playing
Love GMing, not enough availability on Home campaigns
No one else will GM
Nobody else will GM
Not enough experienced players to GM yet.
Often, if I don't run, nobody will
our gaming store has too many players
roleplay
rotate gms so people can play too
So bad at keeping my characters up to date, DMing is less work to be prepared for.
So impart my love of the world and passion for the game on my players.
Someone has to do it
Sometimes a GM is needed, but another player isn't.
Sometimes no one else can/will do it.
Spurs ideas for NON-Fantasy campaigns I GM
Support Pathfinder at my FLGS
Suspect I like being the centre of attention
Take my turn in our regular table
Take some of the GMing load
the event needed another GM
to give my normal GM a break.
To give others GMs a chance to play
To harvest better players
To help my venture captain
To Help PFS grow
To keep the games going when others aren't running. I like that I have the opportunity to earn xp while running.
to lead by example
To make sure the scenario is run correctly, with the proper amount of danger and full knowledge of the rules so that things are played fairly. I honestly use the opportunity to edit my fellow players and catch them in character creation mistakes, or booking keeping errors. I don't know how many people have been "surprised" to find out that they are actually carrying a heavy load.
To take my turn
Too few new mods.
Wanted to be guiding principle in the region - giving a different voice to the community than the one that has been presented for several years

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
10% discount day of judging
A pat on the back from my players
Free convention entry
Gamestore gives us play passes for GMing
GM boons - I only GM at cons
GM rewards apon reaching new star by our Venture capitan
GM star certs, binders, compass, shot glass
I am the local home game and can't offer benefits myself
I don't know
I have spent lots of my own money buying mini's and props for my players and GM's for games that I don't run.
Liaison Shirts
Like, what??
My friends sometimes gives me cake if I gm :P
My VC is working on a reward program.
No
No
No Game store but when we had one it gave GM rewards
No regular group
No Regular Group
No rewards, we play at home.
No, and I'm ok with it
No, I do wish that there where something special (more pertinent) to deployed PFS players/GMs as well as better rules for that style of play.
No. We run a home and PbP game.
nope just help the group
Nothing organized, just some occasional perks
Occassional free bottle of soda
occassionally
one of the players usually buy's me lunch
Our region offers some Pathfinder swag (shirts, mugs) for earning stars
Reduced con fee/ free food
Sodas and play passes
Some offer a djscount, most dont
Special discounts the day of, and free snacks.
The players by my drinks on occasion
There are rewards but I am not familiar with them
trinkets
VC scenario gifts of scenarios to be judged.
We are considering it
we get fed
We normaly play at someone's home and everyone brings something to eat/drink

Why don't you GM Pathfinder Society?:

Annoying paperwork
combination of lack of time and lack of experience
Dont have the Gear and No one has asked me yet.
Group doesn't need another GM.
How do I even start - 4E makes it more clear on website how to start/join
I hate gunpowder, and don't want to GM a gunslinger
I play. I will never GM, as that is a time allotment I cannot make in my life.
I'll GM sooner or later - currently I'm GMing an Adventure Path for my friends, while they GM Pathfinder Society
I'm just not a very good GM. I'd like to be better.
Im let's say reserve GM :)
Just getting started and my FLGS is just getting started ramping up doing PFS so the player count doesn't warrant multiple GMs per session
Not creative in that way
not my strong suit
Our PFS randomly assigns players to GM's. Some of our local players are people I would never want to GM for.
Rules are too complicated to learn to GM
Running multiple other RPG campaigns. PFS is a way for me to get to play instead of run.
Still learning the rules, need more experience, don't have necessary items, and unsure how to start
Stopped playing the campaign.
There are enough GMs in my area.
Time constraints, I rarely play much less GM
to much thinking and keeping track of things.
Was going to put no time, but that's not quite right. I would enjoy doing so but with work I have limited free time and to do a good job GM'ing is just too much time to invest (and I would hate to do a half-assed job and ruin it for all the players).

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
A free Pathfinder-friendly gametable online
Didn't even know there were rewards. Tempt me.
extra PC options? Funky races and class options?
I have no knowledge about the rewards. I'd do it for the game once I was able to. I'm more familiar with 3.5 D&D than PF.
I think rewards should be there ...minor rewards that can be applied when playing as opposed to GMing
maps and minis
Society modules discount
Some prep materials
The GM has more to do, but I'm not sure what you could give them as additional compensation. Maybe you have to GM so many games in order to have more than one character. Also limit the XP any one character can have from GMing.
This is just to emphatically state the rewards now are great, I mean, an engraved stein, you people are awesome!
To even know what the rewards are (see previous answer)
to learn what rewards there are first
u tell me
Would need a group current group GM's meet the current need.

Qadira ***

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 thing that really annoyed me is that, like a few people mentioned, there are a lot of times either none of the answers really applied, but no answer wasnt the right way either, or that i really flt I should clarify something. Can I suggest that all questions have a way to type something in?

I am both deployed, and play primarily PFS PbP, so that influenced a lot of my answers, but there wasn't a way to mention that.

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:
ZomB wrote:
Priority range 1-5 with 1 high: Eek, I am so used to surveys that have 5 high that I nearly answered those Qs the wrong way round.
Of course, now I'm nervous that I actually *did* do it the wrong way around...
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?
Or...questions for future surveys?
Or...related thoughts?

-Pain

Qadira ***

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

Qadira ***

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:

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
aka Bay Area Pathfinder Society Yahoo

p.s. Please email me directly at painlordpfs @ g-mail D0t com if you have problems or questions with the survey. EDIT: Or use the new handy dandy Paizo Personal message system to mail me.

Qadira ***

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

Original post:

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
aka Bay Area Pathfinder Society Yahoo

p.s. Please email me directly at painlordpfs @ g-mail D0t com if you have problems or questions with the survey. EDIT: Or use the new handy dandy Paizo Personal message system to mail me.

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.

Qadira ***

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
aka Bay Area Pathfinder Society Yahoo

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

Qadira ***

12 people marked this as a favorite.

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

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

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

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

Excuse #4: "I don't want to."
Response a:"I understand that, but you're good enough and smart enough to run a fantastic mod. Sadly, if you won't contribute back to the community, I may not have room for you at my games anymore. I hope you'll want to stay playing with us and want to be part of our community. I need you to step up every once in a while."

I suspect many of you will think this is harsh, but I don't think so. In order for the community to grow and survive, you need people to contribute...everyone has to pull their share. And, as Coordinator, you have to make it happen...there is no one else!

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:
1) Bringing foodstuffs.
2) Managing the group Warhorn.
3) Handling all the session sheet reporting.
4) Tracking scenarios played and scheduling.
5) Keeping track of judging/playing ratios so people can know when it is their turn to step up.
6) Gameday mustering.
7) <post your idea in comments>

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

Qadira

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

Qadira

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

Qadira ***

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)
2-07 Heresy of Man pt 2 (5-9)
2-09 Heresy of Man pt 3 (5-9)
2-10 Fury of the Fiend (7-11)
2-12 Below the Silver Tarn (7-11)
2-14 Chasm of Screams (7-11)
2-21 Dalsine Affair (1-7)
2-23 Shadows Last Stnd Pt 1 (1-7)
2-24 Shadows Last Stnd Pt 2 (1-7)
2-25 Only Die Twice (5-9)
3-00 Intro 1:First Steps Pt 1:(lvl 1)
3-00 Intro 2:First Steps Pt 2:(lvl 1)
3-00 Intro 3:First Steps Pt 3:(lvl 1)
3-01 FrostFur Captives (1-5)
3-02 Sewer Dragons (3-7)
3-03 Ghenett Manor Gaunt (5-9)
Spec: We Be Goblins

Let the awesome continue.

-Pain

Qadira ***

19 people marked this as a favorite.

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
# Their Local coordinator or VC's email address
# URL of the Pathfinder Society Boards
# Address to the Pathfinder SRD or other online resource
# Where to download the Guide to Pathfinder Society Organized Play

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

Qadira ***

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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

Qadira ***

3 people marked this as a favorite.

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
a Rotating GM Play-by-Post, Part 1

Introduction: "To Heal the Worldwound"
by GM Painlord

Game Thread: (let the snark ride free)

[ Party | Aurelian | Kosz | Kergrik | Zaharin | Saiai No Kodomo ]

[ Game | Discussion | Google Tracking Doc | Painlord Ground Rules ]

Qadira ***

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Kyle Baird.

Something is different about you. Something...regal? Refined?

New haircut? No?
Uh...teeth bleaching? No?
New shoes? No?
Decided to stop eating the souls of PFS characters and wearing their skins as trophies? No? Hmm...

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

Qadira ***

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

Qadira ***

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

Qadira ***

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:
1) Below are all the sections from the Guide to Pathfinder Society Organized Play, labeled for reference.
2) If you know a section has been changed or updated by Mark or Hyrum, link the appropriate section with a forum link.
3) Then, in a spoiler, re-write the section incorporating the changes. Yes, I trust you (and the entire community will be checking what you've done). See the sample below. We are *not* writing new rules, but only compiling what Mark/Hyrum have said.
4) Feel free to edit and constructively work on the suggestions of others.
5) If you need to insert a new rule (from an update of Mark/Hyrum), add where appropriate with a new section number.
6) When this complete, we'll compile to a Google Document and post. What happens from there is up to you and your local Coordinator.

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
2.1 What is Golarion?
2.1.1 Absalom
2.1.2 The Pathfinder Society
2.1.3 The Pathfinder Lodge
2.1.4 The Pathfinder Chronicles

3.0 Chapter 3: Factions
3.1 Faction Basics
3.1.1 Faction Secrecy
3.1.2 Rumors
3.1.3 Choosing your Faction
3.1.4 Character Class vs. Faction
3.1.5 Faction Alignment
3.2 thru 3.6 Various factions (no changes necessary)

4.0 Chapter 4: Character Creation
4.1 Step 1: Choose your Faction
4.2 Step 2: Abilities
4.3 Step 3: Race and Class
4.4 Step 4: Skills
4.5 Step 5: Feats
4.6 Step 6: Traits
4.6.1 thru 4.6.5 Faction traits (no changes necessary)
4.7 Step 7: Alignment
4.8 Step 8: Hit Points
4.9 Step 9: Background
4.10 Step 10: Equipment

5.0 Chapter 5: The Rules of the Pathfinder Society Organized Play
5.1 Play, Play, Play!
5.2 No Player versus Player Combat
5.3 Do Not Bully Other Players
5.4 Do Not Cheat

6.0 Chapter 6: Additional Rules and Clarifications
6.1 Level Cap
6.2 Replaying Scenarios
6.3 Do Not Read the Scenario
6.4 One Character at a Time
6.5 Selecting a Deity
6.6 No Selling/Trading between Players
6.7 Animals and Companions
6.8 Faction Shirts
6.9 Spell Duration
6.10 Critical Hit/Fumble Deck
6.11 Wizards and their Spellbooks
6.12 Special Rules for Alchemists and Poisoner Rogues
6.13 Pregenerated Characters
6.14 Retiring Scenarios
6.15 Purchasing Potions/Scrolls/Wands
6.16 Minimum/Maximum Table Size

7.0 Chapter 7: Character Death

8.0 Chapter 8: Purchasing Spellcasting Services

9.0 Chapter 9: After the Scenario
9.1 Step 1: Experience (XP)
9.2 Step 2: Day Job
9.3 Step 3: Spoils of War and Buying Equipment

10.0 Chapter 10: Purchasing Magic Items and Equipment
10.1 Where Can I Buy Gear?
10.2 Always Available Items
10.3 Other Items
10.4 Additional Equipment Rules

11.0 Chapter 11: Spending and Tracking Prestige
11.1 Spending Prestige
11.2 Tracking Prestige

12.0 Chapter 12: Pathfinder Society Organized Play Game Masters
12.1 What is a Game Master (GM)?
12.2 Your Duties as Game Master
12.3 Scenarios and Tiers
12.4 Calculating Average Party Level
12.5 Reward Creative Solutions
12.6 Dealing with Death
12.7 The Chronicle Sheet
12.8 Reporting Scenario Results
12.9 GM Ranking System
12.10 Game Master Rewards
12.11 Ordering Scenarios

13.0 Chapter 13: Additional Resources

* * * * *

First update/sample:

6.2: Replaying Scenarios:

Replaying Scenarios
Limited replay was introduced as of 2.2, but as of 3.0.2+ the following replay rules apply:
• If you play you earn 1 credit that is applied to the character that played through the scenario.
• If you GM a scenario, you earn 1 credit that can be applied to any character that hasn't played through the scenario.
• If you spoil the plot for the table, the GM has the right to ask you to leave the table and is under no obligation to award you a chronicle sheet. Be very careful about character knowledge versus player knowledge. If you’re concerned about possibly spoiling something during the course of play, take the GM aside and ask how she would like it handled.
• You receive GM or player credit regardless of the order you play/GM the scenario. You may not earn more than 1 player credit and 1 GM credit regardless of how many times you GM or play the scenario.

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.

Qadira ***

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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
(in no particular order)

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:
#1) Timely updates of the Guide to Pathfinder Society Organized Play
#2) Promotion and acquisition of new PFS Players
#3) Appropriate Judge and Player Rewards
#4) New modules and/or Community Driven Storylines
#5) New PFS rules as necessary
#6) Handling community inquiries about PFS play (not rules) with full authority
When the community has more say into the campaign, they will *value* it more. It will become part of them and grow even more.

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:

Qadira ***

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:
1) Fun/interesting/different toys for the judge to run for the bad guys
2) Freedom for how the encounter starts/terrain/setting
3) Interesting NPCs

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.
2nd, the distillery is well drawn and has lots of good defensible and indefensible locations. Cool.
3rd, there are waves of bad guys...so that the first set of bad guys might not be so bad compared to what is coming next.
4th, the encounter is quite deadly for parties who play foolishly...I don't like to kill PCs, but I am happy to hand them a rope if they want to tie a noose. Such opportunities make me happy.
5th, there is a 2nd wave of other bad guys assault the party in the distillery.
6th, oh yeah...if the longer the party takes to defeat the bad guys, more townspeople might die.

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

Qadira ***

6 people marked this as a favorite.

Greeting Mortals--

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

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

Overarching Theory:

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

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

Your Players:

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

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

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

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

On Atmosphere:

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

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

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

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

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

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

Nuts and Bolts Organization:

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

Yahoo Group:

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

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

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

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

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

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

Warhorn:

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

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

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

Random Organizational Notes:

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

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

Judges and Judge Recruitment:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Judge Email:

"Hey Joe--

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

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

Consider this a formal invite to getting started.

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

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

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

Thanks,
Pain

Fun:

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

That's why I send messages like this.

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

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

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

-Pain

Qadira ***

35 people marked this as a favorite.

Greetings Mortals--

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

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

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

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

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

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

Thoughts are broken down by category:

About the Mental State:

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

About Starting:

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

On Preparation:

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

On the Setting:

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

On Pacing:

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

Managing Players and the Table:

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

In Combat:

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

On Difficulty Level:

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

On Personalization:

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

With Box Text:

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

With Roleplaying:

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

Deception:

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

Knowledge of Rules:

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

Ending the Mod:

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

Feedback:

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

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

-Pain

p.s.

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

Qadira ***

51 people marked this as a favorite.

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

Qadira ***

22 people marked this as a favorite.

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

Qadira

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

Qadira

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:
1) Freakin' Joshua Frost: I had no idea you were so funny and skilled with the mic...I hadn't laughed as hard as I did with the quiz than I have in a long time. Fantastic.
2) Majuba: I first learnt that you were an awesome giver when you gave me goblin brains. Then I learnt you were a good player when we kicked the butt of the Shadow Lodge and related dragonage up and down Absalom. Then I learnt that you're quite the cool customer with your proposal to your wife to be. As if that wasn't enough, you ran the best game I played in the last session. You're an amazing player and person.
3) The rest of my judges: for putting up with me.
4) Lilith: I have my own copy of Wayfinder #3! Sweet!
5) Dane, Blazej, and the other yahoos from this board that I met in person.

Thanks again, Paizo.

-Pain

Qadira ***

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.
2) There are regular weekly games for playing PFS or LFR.
3) I would like to be able to confidently schedule a new or different mod every week since there is no replaying and want to offer a continual PFS presence.

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

Qadira

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

Qadira ***

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

Qadira ***

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

Qadira ***

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

Qadira ***

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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