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In our group, 1 person just really wanted to be captain, the others were too apathetic to share an opinion so that guy became captain. Unfortunately the player was disinclined to actually take on the role of captain, our game became directionless and recently halted.
If your group is generally resistant to declaring anyone else as leader over the others like ours, the GM may want to have the crew voice an opinion about who they would accept as a leader.
I currently own an xbox 360, with no kinect, I play a lot of games, some co op, but often I play single player games offline to avoid interruptions like chat messages and seeing people come and go online when I'm going for immersion.
(I'm aware the xboxone does not need to be online constantly)
Unless Microsoft has some amazing exclusives (I'll buy xboxone if it has an exclusive, good Tenchu game for example) then PS4 is speaking to my current wants/needs. I just don't want the non-optional features that Microsoft is presenting us with and I don't like their "just deal with it" tone. We'll express ourselves ultimately with our money.
UFO's are seen all over the world, including series of sightings over an area that last some time like the Phoenix lights but in Belgium or Belize. Jacques Vallee is a good author for investigations of non U.S. sightings, particularly in Europe and South America.
Vallee has some unorthodox views, he doesn't think the evidence points to visitors from other planets but rather an unknown phenomena connected with the human consciousness or they may be inter-dimensional. He connects the phenomena with religious apparitions and the fairy lore of the celtics, changing and adapting with human cultural progress. It seems whatever they are don't pose any real threat so far, but they have a propensity for deception.
If the objects perceived are inter-dimensional then the assumption that the object flew off into outer space rapidly and vanished, might actually be the object receding from our perceived dimension. Other reasons he points to this hypothesis is the shape changing aspects and apparent passage through solid objects.
I think it's interesting the seeming mind reading capabilities unidentified objects have exhibited when engaged by air force, as in Iran and Peru. The U.S. has engaged UFO's but doesn't want to talk about it, as they have a habit of hovering uncomfortably close to nuclear sites unimpeded.
That's enough crazy talk from me :)
My players LOVED Conchobar and made him friendly by giving HIM Rosie's fiddle so he could get on her good side.
In our game we did the same thing, plus we've saved his life twice now.
To stay on topic, no pc death's yet (2/3 through first book), but the npc Crimson who we took with us was critted horribly to death by the Rahadoumi captain, who was then in turn horribly critted by my corsair.
We had a no combat session in my last campaign, 2 of the pc's were twin brothers and it was their birthday. The town had a little celebration, pot-luck and the stable master put on his locally famous horse show with obstacle course events. Event winners won a riding horse and the brothers were also gifted with horses. Gifts were exchanged. Good times and no combat were had.
In the homebrew campaign I'm running which is almost finished, "Tomb of Khazek":
Kaniji: female Gnome from Avistan, she's a rogue who poses as a bard and earns decent coin at the tavern. She has a shortbow of speed and a pet onyx dog she calls Shadow.
Migalito de Sato: a Human Taldoran fighter who left his noble family when they asked him to do something evil. During the course of the game Migalito slew his brother Pepe in a duel to the death. Died once to an Orc chieftan.
Zalie: a female Half-elf sorcerer/ranger who was estranged from her family for committing too much arson. Zalie communed with a sentient oak to receive a special weapon to help defeat a white dragon. Died once due to Stannis' friendly fire(ball).
Frennis Kibann: a male Human cleric of Sarenrae who is currently overseeing the building of a temple to Sarenrae, discovered he may be harboring agents of the Cult of the Dawnflower. Frennis has a lustrous beard due to a cursed Belt of Dwarvenkind.
Stannis Kibann: a male Human enchanter wizard and brother to Frennis. A suspect in the death of his former master, Stannis fled to remote reaches. An odd behavior for a wizard, Stannis often mixes it up in melee combat.
I'm running a game with a location that sounds similar to yours. I didn't really have puzzles, but I used magnetic ceiling trap, wall pulverizer traps in hallways, clockwork soldiers with halberds, an armory with its locking mechanism accessed from a different room, along with the electrified floor inside. Also used a mirror of opposition trap and a CR7 mimic disguised as an armor stand with a jewel encrusted breastplate, then the bodaks appeared. Also used a stone golem sentry. Finally I threw in a haunt with an eyebite effect that was appropriate to the history of the place.
Eric Brittain wrote:
Done and done.
A simple campaign start I have planned for my next Gamma World campaign: the pc's are acquaintances who work/play together among their little mutant community, one night a fireball streaks across the sky and explodes on the horizon, the community is curious and supports the pc group to embark on a journey to find out what it was and if anything useful can be recovered.
There are many examples to the contrary. One Eberron campaign I ran ended with the paladin pc sacrificing his life to save a couatl and pretty much the world. The pc was rewarded after a fashion for his heroic act (became the equivalent of a mythic guardian), but the player didn't know that and chose to do it because it was in character. As for wealth, he had none, wandering the world as a pilgrim, aiding and inspiring others.
I'm enjoying the soundtrack to the game "Bastion" for Pathfinder and Gamma world mostly for exploration/combat. Likewise, the Firefly series soundtrack.
For sci-fi I listen to the Deus Ex game soundtrack and Tron: Legacy Reconfigured soundtrack, not the first Tron Legacy soundtrack which was kind of dull.
If the GM created such an effective experience that your character has grown an attachment to a magic weapon, then good for the GM. If that GM then can create a visceral experience that results in causing you to grief the loss of said item then good for the GM, you're in his world after all, he is Thulsa Doom to your Conan. If the player is so engaged then the GM has been effective. Now you as the player should recognize this other human being has taken you for an effective emotional roller coaster ride, well worth admission, you're in capable hands.
I feel this way too, but it's easy to forget sometimes how much pressure and work it can be to run a campaign. When I start to pine for GM'ing it's helpful to remember the negatives, kind of like thinking of a past girlfriend. It's a lot more relaxing to work on future campaign ideas while you're a player, and your time will come soon enough.
Thankfully, I'm in a group with 3 total potential gamemasters who rotate campaigns.
Our group is similar to a lot of yours. We usually pick up some Carl's Jr. or some carne asada burritos, sit around, eat and talk life/games/sports/politics for awhile until everyone's arrived and eaten.
Eventually, someone will say: "I heard there's a D&D game going on somewhere?" "Yeah I think I heard that too..." then we begin.
In the game I'm running, set on a frontier subcontinent of Golarion, the pc cleric of Sarenrae is gradually developing a temple, exiles of the cult of the Dawnflower have been sent to him for refuge from the mainland, some bearing scars of torture. In this way he is learning of the politics of his religion. Later, the brother of another pc, a LE Taldor noble with designs to claim the land shows up with his retinue of soldiers. The Taldor noble considers worshipers of Sarenrae to be no better than terrorists due to their interference, so he blocks the temple construction and begins an investigation of the acolytes. This got the pc involved in defending the radical Dawnflower movement before he really had any understanding of their motives.
Aero Grachus wrote:
Personally I like a background that provides seeds for the GM to fill in without the player providing all the details, the pc may perceive that something happened without understanding the full context, this allows the GM freedom to get creative and surprise the pc with some interesting twist. The pc presenting the background can't know all the motivations or intentions of others involved. The answer to your question is really going to depend on the GM though.
Dust Raven wrote:
One way to avoid things like this in the future is to call for both a 5' and 10' wide marching order, including spacing between characters, and assume that unless you are otherwise informed, these marching orders are how the group is arranged when moving. Then you can simply place the minis where things happen.
I agree, before they get to the bridge or any trap/ambush and start crossing, ask them to confirm their positioning in marching order. Your party will likely be paranoid enough to send the rogue ahead to check for traps on the bridge, if not then place them in marching order on the bridge as they say they're crossing and activate the trap.
Edit: the bridge trap may have been blown this time (although they may come back that way later and forget if it wasn't triggered), in the future consider sowing doubt even where there isn't a trap or ambush by asking for specific party formations at odd times. Use vague or misleading language to keep them guessing (you do not find a trap, instead of no traps, etc.)
I think some players are less motivated to play heroic characters in settings that already have a pantheon of heroes far more powerful than they are, the Middle Earth setting and Greyhawk, Forgotten Realms are examples. Dark Sun in contrast, was a campaign setting where being a hero was a real challenge.
I usually set up my heroic games by presenting a situation where there is an immanent threat that needs to be stopped and no one else is really capable of stopping it, even the pc's are a long-shot. Flesh out the npc community and "friendly" areas to give the pc's something worth protecting. The npc's should also be reacting to the pc's efforts in a positive way, throw a celebration for them or award medals for successes, show concern for the pc's who are gravely injured or killed. Develop relationships.
In another game I played in, the pc's held public offices in town and had responsibilities to handle that made us feel very engaged with the future of the place and its inhabitants.
My campaign is close to wrapping up, I have a plan for after the BBEG falls where the pc's will get a chance to use their new toys and abilities on an army of allies the BBEG had drawn to him, basically a fun final encounter with over powered pc's taking out a small army of orcs, ogres and giants.
Along the way I've also enabled them work on meeting class goals like stronghold, men-at-arms, wizard's tower, temple, guild, etc. so those should be realized by then, if they wish.
Something I just discovered in the game that changed the way I played, if you target a guard or others with the heart of the empress, she tells you something very personal about them or something they will do. A couple of them were so bad I felt compelled to make a special case of killing rather than the usual choke-out.
I'm really enjoying this game. I finished the recent Deus Ex full passive and unobserved and I find Dishonored more challenging so far. The art style and "whale-punk" elements are effective. The game not so subtly nudges you to play non lethal warning that more rats, weepers and increased guard level results from creating chaos through violence.
I'm having at least as much fun with this version of Xcom (xbox) as I did with the old school. I lost my first game although my soldiers and research were going strong and all had plasma, for lack of satellite coverage. My next game everyone gets satellites and interceptors.
Bomb missions, at the start look around the map for the glowing nodes, split your team in two if you must and beeline for those nodes. Activating them buys you time on the bomb, so keep moving forward wiping out enemies and tapping those nodes until you get to the bomb.