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Life happens. I get that. Every one who plays in the game I run has very different schedules. Two guys are disabled and aren't employed, but they have family obligations that come up. Another guy has regular days off, but they fall in the middle of the week. The other two can usually get what they need off when given enough notice. My job is the biggest pain. I work four days on then have two days off, because of that, and the hours I work (at 3 a.m. half the time) we game about every 2 1/2 weeks. I'd love it for everybody to be there, but sometimes life happens. I'll run the game with 4 people, but no less than that. If we plan a game night and people end up cancelling we'll do board/card games instead. There was one guy I kicked out/stopped coming. I had surgery about 9 months ago and after I recovered I decided to do the next several game sessions at my home (we were rotating it to other peoples houses in the group for the rest of the players convenience as I live some distance outside of town) as it made it so I would not have to carry a large bag of books which I wasn't able to do a the time. Excuses came from the guy, all of the legitimate, but each one becoming progressively slimmer. When I was finally able to start packing my gear again and was able to run the game at another player's home he had the same excuse he had the previous game (which was about 2 weeks before that). At this point he'd missed four games in a row. The fifth game, after getting firm confirmation mid-week (always send a mid-week text out as the games are so far apart) he doesn't show. No response to my text and no phone calls. I stopped inviting him to the games. Honestly I don't think he liked our play style, and he and another fellow in the group had a beef with each other outside the game. So given that, I'd have to say if you miss more than five times in a row and you fail to contact me the last time, you're out of the game. James Jacobs wrote:
That's good to know. I keep hoping that a little more info on the city crops up, so I'm looking forward to seeing what's in the Varisia Player's Companion. I'm a bit sad that Janderhoff won't make an appearance, but I'm not shocked by it either. Either way I'm really looking forward to this AP. Werthead wrote:
Well this makes me almost giddy. The reason I run with AP's in Paizo's setting are pretty much the same as most of the people above me already listed: 1)I don't have time to devout to fully fleshing out the adventure each week. While I do add things to the AP and change things to better suit my play group, I don't have time to develop and fully flesh out the plot of my campaign and still play frequently. 2) I love Golarion. It's very close what I'd want in my own setting. I do have a couple of homebrews that I've played with in the past but Golarion hits all the right notes for me. It also allows me to fill in details on certain regions and places, I have plenty of room to expand as I need to.
Paizo Blog: Paizo Publishing's 10th Anniversary Retrospective—Year 1 (2002)--The Thrill of Starting Something New
I'm very happy to read this blog and can't wait for the next installment. I love reading about gaming history- the only one I know in my circle of friends and acquaintances that does. So keep em' coming. I find the interplay between the different companies during the earlier days of the hobby absolutely fascinating. (I'd love to read more about the development of Ars Magica, and the merging with Whitewolf and so on... but I suppose that will have to wait for your autobiography Lisa). Benjamin Medrano wrote:
I'll shoot you a message on here. I see they allow for private messages now. I'm a little over half way through reading all the entries, and this is the first I've commented on. I don't do that a lot (only one or two a year) but when I do it's because I find the entry Awesome! You've got my vote, and yours is the only one that is 100% secure for this round. I can't wait to see what else you come up with. [I also want to say, I love that you're exploring Tian Xia design space, I don't know how the folks at Paizo feel about it, but there's a lot of open ended potential there so I imagine it feels like you have room to stretch a bit.] Congrats Ben! Just reading through all the entries and organizations today and I'm quite enjoying them. I was curious. I saw you were from Logan, I think I may know you actually. I lived in Logan for a number of years and used to game with a Ben up there. Kudos on making the top 32 and good luck. I'll be following your work closely. I have nearly all of the printed material, only missing a few of the earlier modules. Though I don't often post on the boards (though I do lurk about them at times). I'd suggest the "Inner Sea World Guide" and go from there. There's certainly more information on Varisia more than any other region, thanks to 2 1/2 AP's, soon to be another at least partial AP, and a couple of city books "Guide to Korvosa" and "City of Strangers". The AP's do flesh out specific areas quite a bit. The campaign setting books giver fairly decent broad overviews of other regions, usually entire countries (or several countries). You don't need much to run a game in Golarion, and most of what you need is available in "The Inner Sea World Guide" and on the Pathfinderwiki, but pick up other stuff as you need for your game. (While being a completionist myself, I don't recommend it for sane people.) I'm not going to pontificate about the benefits or negative aspects of the model, I'm just going to bite the hook: I'm predominantly Narrativist and Simulationist leaning much more towards the Narrative aspect. My group is very much Narrativist. Each person leans either towards Gamist or Simulationist in their own way, but the core of group leans towards the Narrative aspect. Pathfinder functions quite well for Gamist and Simulationist play, but that doesn't mean it's solely used for one or the other. I certainly may ignore rules at times to serve the narrative (though not as often as you might think). There were a few times I've felt held hostage, but it never lasted for very long. Honestly I'm pretty open. If it's not in a book I own (and I have a lot of books) then I want to see it and read it over. Usually, unless it's glaringly overpowered, I'm willing to allow it. That being said, I'm usually very upfront at the start of the campaign as to what I will allow and what I won't. Often times there is no need to ask, because the answers in print right in front of you. I want this to be a fun experience for everybody and I encourage options, but not at the expense of the other players fun and my own fun. Hmmm... This is a tricky one, because there are certain sections of some of the modules that are personal favorites but don't extend to the module themselves so: Seven Days to the Grave
Those would be my top five, whole modules that I just love. The Skinsaw Murders: The haunted house and investigation is fantastic, I can do with out the excursion to Magnimar (even though it is one of my favorite cities). The Spires of Xin Shalast: The haunted cabin in the mountains. I do like the city, but it isn't intriguing like the cabin. That's all I can think of actually at the moment. And as to the change in conversation about waiters and tipping. I give very good tips. 15% is the bare minimum and that is only if the service is poor or I'm completely strapped for cash. 20%-30% is closer to the norm. I've had many friends make their living waiting tables, and know it can be a very difficult job and I respect that. Scott Betts wrote:
I'm not arguing with you Scott, I've seen your side and I disagree. You've yet to come up with anything compelling to convince me otherwise. You can disagree with me (which you obviously do) and I'm ok with that. I'm just throwing my opinion in the pot. First off, I'm pretty much in the camp of "no show, no xp." Secondly: the players in my games have no idea how much xp their characters actually have. I keep track of it behind the scenes. They get xp for encounters, for staying focus and in character, for doing cool stuff during the game, I also give out bonus xp for work put in outside of the game. This includes game journals, art work, coming up with a background for a person/place/thing in the game world. It is extra credit and is rewarded as such. I'll tell them when they are close to leveling up. But they have no idea what their exact total xp is. If a player doesn't show up he get's no xp. They know this and if they had a problem, well they probably wouldn't play in my games. I'm ok with that. I'm a pretty fair tempered DM anyway and I never with hold XP to punish people. I do understand that things come up, and people have to miss, no biggie, but you're not getting xp if you do. Though how much you missed you'll never know for sure. I have never played in a game where if somebody missed the game session they still received XP. To me the notion is ridiculous. Is my way the only way? No. But it's the way I run my games, and I'm very clear and upfront about it from the get go. I can see myself swiping some of these. I actually have a player who's character likes to make stuff up, usually based off an event witnessed where all the details aren't clear, or lying about something the party did and blaming it on another group.... though sometimes he just makes stuff completely up from thing air. When I update my rumor sheets I add in his new ones, sometimes changed slightly sometimes not. It's a lot of fun for both him and me. I'm running Curse of the Crimson Throne right now and we're almost done with the first volume. I add content though, and the players like to go off on little tangents themselves. I figure two more game session should do it, and that will make it 13 total. We average about 4 hour sessions, though some are 5 to 5 1/2 and others are 2 1/2 to 3. I'm blending each volume into the next so there's no clear line between adventures (the last event of the first adventure hasn't taken place yet but the first event of the second adventure has). But even with added content i anticipate the each remaining volume taking no more than 15 sessions and no less than 10. (So we should be finishing volume 3 or partway through volume 4 this time next year with our every other week schedule). Todd Stewart wrote:
I was not familiar with that statue, (I'm know more about ancient Roman and Celtic history than I do about Russian battles in WWII). It's amazing! I have this horrifying image in my mind of Szuriel, as large as that statue, leading a vanguard of daemons to destroy a world. Absolutely horrifying (and AWESOME). I wish I had a knack for the visual arts. Todd Stewart wrote:
1): The temerdaemon followed by the obcisidaemon. The temerdaemon because I'm fond of the idea of major catastrophes being engineered by some horrible evil. That and I really like the look and description of them. The Obcisidaemon because they'd make an epic (not in game terms but in story terms) foe for the PC's to deal with at the end of a campaign - not the mastermind behind the evil, but the actual evil the mastermind is plotting. I love that idea. 2) Charon, followed by Szuriel. Charon because he's patient. He has all the time in the world to collect the souls, and the fact he disguises himself among his boatman just thrills me with the story possibilities. Szuriel because of how contrary she is. She appears to be an epic and angelic being, but is just as hideous as the other horsemen. I really wish there were a variety of daemon that had more angelic features to play with that paradigm shift of don't judge a book by it's cover. 3) What more don't I want to know about? I'd love more detail on the plane itself. More details on the separate domains of each of the horsemen as well. Specifically adventure sites, not many but one or two with some significant detail would be awesome from each area. Something akin to "Cities of Galarion" or "Dungeons of Golarion" but for separate locales in Abbadon would be a firm purchase from me even if I didn't have the subscription (I'd love to see the same treatment for the Abyss, The Hells, and perhaps one or two others.) I As far as daemon's.... well nothing specific, just more and more and more would make me happy. 4)I love the excerpts from The Book of the Damned the most. It just oozes with flavor and just absolutely fascinating to read (it's my favorite part of all three volumes). My least favorite part, strangely is probably the prestige class. It's pretty minor though, I'm just not interested in a lot of rules info in a book like this. (I'm much more flavor oriented than I am rules oriented). Anyway, great series! Really love your stuff and can't to see what's next. wspatterson wrote:
The exact same thing happened in my game (last game session actually). Spoiler:
I don't intend to have him executed. I'm debating having him either leave the guard legitimately or being demoted and helping the guard once things really go south in the city. I haven't decide which yet. I haven't run any other AP's so there's no knowledge of any other Vankaskerkins, though I may run SD or RotRL after this... or concurrently with another group. Anything that happens between the campaigns will be cannon in the world though. Kevin Andrew Murphy wrote:
I'd be almost inclined to come up with a collection of petty (demi) gods and household gods to fit into these sorts of niches. Perhaps they are simply cohorts to the major gods. Maybe they are lesser powers (Empereal Lords, First Worlders) re-imagined to fit these niches. From my perspective it would be much like the minor gods worshiped by the Romans. You don't hear about them as much as the more popular gods because only very specific groups gave them any abecyance, but they were there. Pratog the god of bakers and millers in Galt may not be worshiped in Taldor where the god of bakers there is Lamalon. Pratog may fall under the purview of Erastil (perhaps he's an ally or a cohort) while Lamalon falls under Abadar. Just a thought. It would most likely be the approach I'd use in game. londoncalling wrote: Hi, i have the Harrow deck cards, how can i tell what card matches what alignment?? i cant see any indication on the cards as to what alignment it corresponds too... might be being thick.. The alignment positions go like such: the top row is Good, the middle row Neutral, and the bottom row is Evil. The left column Lawful, middle column is neutral, and the right column is Chaotic. The logic is pretty easy to catch once you look at both the title of the card, the art and the position of the symbol (as well as what the symbol is). I've had a lot of fun with the deck so far. My players in CotCT are a bit paranoid to use it. walter mcwilliams wrote: I may be blind by I don't recall seeing a coat-of-arms for House Jeggare in any of the CoCT books or the Guide to Korvosa. Anyone have a clue as to what it might look like? It's on page 42 in "The Guide to Korvosa". It's 4 swords, blades to pommel's surrounding a stone tower in a square on a white field. I recently picked up a nearly complete copy of Hero Quest, along with two expansions. I still get giddy thinking about it. Between the copy I just picked up, and the old copy (which was less complete) I had as a kid I have a full functioning board game. We may actually get together tonight and play a scenario or two. James Jacobs wrote:
This handling of meta-plot is one thing I love about your setting. It means I can handle the meta-plot of the world/continent/region on my own. On the reverse of that it's one of my buddy's biggest pet peeves with the Pathfinder Campaign setting. We've argued. He has some good points. I still disagree though. The_Hanged_Man wrote:
This makes me immensely happy. I've been wanting more Magnimar since the Skinsaw Murders. Here4daFreeSwag wrote: Their Castle Keeper's Guide will have the info for bringing feats and skills back into the C&C system in addition to other things, such as class information from levels 12 to 24 and alternate character generation methods. Of course, the entirety of the CK is entirely optional material for the Castle Keeper but it does exist if there's a need for such. Has the Castle Keeper's Guide been released yet? I know it has been a work in progress for quite some time. Power Word Unzip wrote:
I'm happy that the system will work for you. I love it, and though I run Pathfinder most of the time these days I'm very much excited to pull it out again and start running a game again. Power Word Unzip wrote:
It really depends on what you're looking for. I personally love C&C, but it has an "old school" feel but has the intuitiveness of d20 for the most part. It is more retro than you might be anticipating: The classes are only given levels up to 12, (then it's a fixed hit point(s) per level after that). Each class is balanced with itself, so the experience tables exist individually for each class instead of being generic. The main dice mechanic itself is easy to use, and very functional, but isn't terribly robust. I, however, didn't mind this because it's very easy to tweak things in C&C, there's not as much math, so unexpected results due to missing something while tweaking the mechanics aren't likely to occur as often. So keep in mind, there are no Feats, or skills, but these are easy to plug in (keep in mind however you will want to trim the bonuses down from feats). I haven't been there in ages but I do know that Troll Lords Games had a lot of info on from members on their message boards about adding and tweaking the system. As for running things from older works, it is absolutely a snitch to run material from 1st/2nd/OD&D (I never used it with 3rd ed material). For monsters you just note if they will use physical or mental attributes as their good save (monsters have two saves while PC's and statted NPC's have their saves tied into the 6 ability scores) which is easy to do just by looking at the monster in most instances, then you note how many hit dice it has and that's the number to add to your d20 rolls. That's the simplest way to do it, and takes about 5 seconds. I really enjoyed running C&C, and will probably pull it out and run it for some younger nieces and nephews this fall. It does require a slightly different approach than 3.5/Pathfinder, and you the GM have to be willing to adjudicate rules by the seat of your pants, as many are not covered (this means you need players who are ok with that, some people are not). I liked the system, but it isn't as robust as many, and that is off putting for many people. You may love it and in fact stuff from your homebrew (based off what you said) may click quite easily into the framework presented in C&C. Anyway, it's late, and I'm rambling and possibly not making much sense, but I hope that helps. Distant Scholar wrote:
From my understanding the only cure is more cowbell. Tensor wrote:
I certainly can't read it. But there are those that can. This is one of three remaining books that were saved from burning written by the Mayans. It was "rescued" by a Russian soldier turned scholar (damned if I can remember his name right now) and he used it to come up with his own theories on what the Mayan writing was/meant. His studies, while not completely breaking the Mayan system of writing, certainly did much to help them finally do so. I've become fascinated with Mayan history recently. Iolana wrote:
spoiler:
Yep. I actually recalled who it was (Howland Reed) after reading Dire Mongoose's comment, and talking with my buddy at work about the books. (He loves them, and read another 200 pages last night, he's only got about 150 left in a Storm of Swords). I'm reading Werthead's recap, but will reread the full series before the fifth book anyway. Hu5tru wrote:
Regarding your theory:
That's actually a pretty popular theory. In fact a friend of mine at work is nearing the end of "A Storm of Swords" and has come to the same conclusions himself. I brought it up today and he finished my thought before I even had a chance to name all the characters (I only mentioned Jon and the notion of a theory about him). So while GRRM hasn't come out and explicitly stated this, it is pretty heavily implied through out the novels. There are many threads devoted to this idea on fan sites. I hope he confirms this at some point in the novels (I suspect that if this theory is true it'll be important by the end of the novels). I have only just started rereading the first novel so I don't recall who is left alive (if anyone) who would have been at the tower but I hope there is at least one character around who can verify this theory. Werthead wrote:
This is excellent! It may not be accurate, but it is very cool, and well put together. tonyz wrote:
I would have liked Lamm to survive, but the PC's in my game had it out for him. Really, really had it out for him. He did last longer than one session though (mostly because my players have poor planning skills and are even worse at executing said "plans") but I don't intend to have his "presence" go away any time soon. Douglas Muir 406 wrote:
I rather like this idea. My players just killed Lamm last session (in fact we ended just shortly after that, so the city hasn't yet exploded with the chaos of the Kings death yet.) I'm going to steal this (though none of the players were ever children in Lamms gangs, it could still work, just use the rumor mill to drop the info that Lamm's son is looking for his father's killers.) rando1000 wrote: Anybody know the best resource for details on Nirmathas? There is a tiny bit of information on Nirmathas in the module Crypt of the Everflame and Masks of the Living Gods and both modules are part of a loose story arc involving the church of Razmiran (there is a third adventure titled "City of Gold Death"). Both of modules take place in Nirmathas. Crypt takes place in a small village in the northern part of Nirmathas and has details on the village Kassen and a little bit about the history of that particular part of the country. Masks is set in the city of Tamran, which is (iirc) the capitol of Nirmathas. There's a little bit of info on one of the rivers that flow through the country (which name I can't recall at the moment) and some info on the city itself. There isn't a lot about the political situation in Nirmathas, or the military structure, or the conflict between Nirmathas and Molthune. The Inner Sea Guide has a pretty decent amount of info on all of that however. There is also an entry in the NPC guide for an NPC from Nirmathas who is retired from the military. As far as I know, this is pretty much all of the info on the country that is available save for somethings that may or may not appear in the PFS modules. If you have the Inner Sea World Guide then you probably have most the info you'd need or want to run an adventure there. The modules do add somethings and have some info on specific portions of the country, but may not be useful for your purposes. Rezdave wrote:
LOL. I think what I should have put was, I remember seeing a thread on this (specifically meta plot in published settings). I've been around the boards for quite a while, I just don't post very often. Typically because others' have covered what I want to say. That being said, the link you provided has some great advice. The link from the originating thread with in that thread (does that makes sense?) will have to wait another day. It's time for bed. Rezdave wrote:
Thanks for the link. I'm going to read through it, and probably a chunk of the original thread. I had thought this topic had come up in the past here on the boards. It's been a few days, and I thought perhaps I should give my thoughts on the topic as the OP. I'm not a big fan of meta-plot in published campaigns/RPG's. Specifically on going meta-plot that develops through a constant releases of products. Things like TORG, OwoD, Dragonlance, to a lesser extent ShadowRun, and pretty much anything based around a franchise (Star Wars being the biggest example) are typically things that I don't enjoy running games in. Some of the meta-plot is easily ignored, such as in ShadowRun's case. Others are difficult, especially when you have players that are well versed in the advancing meta-plot (StarWars being the largest beast and culprit). Now this isn't to say that I hate all meta-plot. I don't mind it when it initially defines a setting and is given as a tool for me to develop without the help of the publishers. It's what attracted me initially to both Golarion, and to Eberron, the RPG products of the Iron Kingdoms (and a few other settings I have in my collection). Doing this makes it much easier to ignore the meta-plot, and also makes it feel like less of a race to get the most up to date information. As for my own campaigns? There's always a meta-plot going on. When I run a home-brew I do pretty much what you do Luna Eladrin, come up with a few potential story-lines and then follow the players down the rabbit hole. I also run AP's, which always have an overarching meta-plot, this requires steering the players a bit. (I don't really like seeing AP's as being railroad tracks. I prefer to view it as a highway and it's my job to keep the players on the road. They certainly can veer off at any time, but it's my responsibility to get them back.) golem101 wrote:
Now to further add to the discussion, what's an example of a meta-plot that works in RPG's? Further more, what's an example of one that is poorly designed or overbearing? (I can think of examples on my own. I'm curious what others opinions are, this isn't even something that I'd considered in great depth until just recently. The structure of meta-plot and how present it is in an RPG or setting wasn't something I that even occurred to me but now I realize that it is one of the primary basis for what settings/rpg's I enjoy most.)
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