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thenovalord's page

FullStar Pathfinder Society GM. 1,475 posts. 8 reviews. No lists. No wishlists. 5 Pathfinder Society characters.

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If your players are willing to

put in as much input as you do as GM
enjoy inter character play, decision making, choice
knowing that what they do matters
allow for long periods of time to pass and not want to be 18th level before their PCs are 18 years old
put in as much input as you do as GM

Then KM is excellent

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JR 4 has a very good RP start, and then the single worst dungeon in any AP I have done so far..

the 5's in lots AP have had some of the best non combat encounters I think / setting to get good character stuff in

For good roleplaying encounters you just need 'pointers'....walls of text/responses is just the GM talking to the players....and I could see where this would take up buckets of page count

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Odraude wrote:
Agreed. If Absalom got anywhere close to the same treatment that Magnimar did, it would be freaking awesome. I loved the Magnimar book and use is all the time when making my own cities.

Yep. It is my single favourite Golarion based publication

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richard develyn wrote:

In my opinion most role play happens between the PCs. It doesn't require any great skill, acting or what have you, it's just naturally what happens when people get into character (or, at least, suspend disbelief and pretend to be in the fantasy world).

The difference between a non-RP and an RP encounter is frequently as simple as whether the monster jumps you (non-RP) or whether you see it in the distance and plan for it (RP).

I think RP gets a bit of a bad name when presented as some sort of formulaic "socialise-at-party" or "question-the-suspects" or "work-out-the-traitor" conundrum with a right or wrong answer. RP is very subjective and the module writer needs to be quite careful about deciding what is good or bad RP. This is one of those things that really belongs in the realm of the GM to decide with a view on his own players. As a writer your best bet is to present RP in support of encounters and story-telling but always allow for the fact that players and GMs might disagree with your views and go in a totally different direction.

Additionally, skills like diplomacy and intimidate are there for people who don't want to RP. I find them a bit frustrating, myself, but I accept that they're there. In fact I've just written the following paragraph in the module I'm currently writing:


Yes, lots of this. I live in the UK as well.....we should play!!


You really cannot be over prescriptive in creating for many RP encounters. The party can decide literally anything and you cannot 'write' to this. It also makes it hard to publish as me having a bullet point list of stuff for home play; and a more substantial list for publishing, is often quite a gap

All tricky in an AP, because they are a 'path' afterall

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Well done. was the first AP we finished and was a good thing indeed

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Sometimes think people don't play diplomacy correctly. Guess OT

RP is what you make of it. Sometimes maybe npcs have too much backstory as it almost fences you in. RP Depends on the group make up, both pc and player, as well as the module.

I do enjoy social dungeons where the monsters mostly want/will to interact in some way. Only had one thing published, a 4 part ~200 room dungeon AP for AAW. In that I desperately tried to put non fighty way round lots of encounters. Kinda tricky a lot of the time

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Dark tapestry Oracle

Switch sides later on in AP!!!

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P.H. Dungeon wrote:

The adventure in the starter set is fairly sandboxy. Characters have lots of freedom to do what they want- lots of little quests to do and a few small dungeons that don't have to be completed in a particular order. It reminds me a lot of the first adventure in the Kingmaker AP (though the Stag Lord is a cooler villain than the villain in this adventure). I think it's a decent adventure for players and GMs new to the game. For experienced players and GMs it will seem like pretty typical D&D fair- the usually suspects for monsters, NPCs, quests goals, dungeon locations etc…

I'm not sure if I'd run it for my home group of experienced players, but I'd definitely consider running it for a group of people who were new(isn) to D&D.

I intend to run it for experienced players. It will play different to other d20 so they will need to forget what they know

Sandbox, freedom, choice............more adventure, less path please

1 person marked this as a favorite.

I'm the same. Been enjoying rpg since 1980 then the internet came along and told me I had been playing them wrong

1 person marked this as a favorite.

Hopefully more 'adventure' and less 'path'.

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I think the unchaining my up the power level. Not lower

If PF go high magic and DND goes low, then that's a nice split

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It is a team game.....your fighter should pleased to be in a team with a guy who can make lightning appear from no where!!

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Insain Dragoon wrote:

A lot of people who write APs do their entire book. All the social, combat, exploration, ect.

My personal opinion is that a lot of those writers are better writers than gamers.

This I have been saying for longer than I recall. Many APs feel like novels that the party are interupting.!

2 people marked this as a favorite.
Steve Geddes wrote:

I think what I really like about Golarion is that Paizo are consistently mindful of the fact that the players are the main characters.


Exact opposite for me.

In APs I feel the pcs are just in the way of where the author wishes the story to go, so npcs are put there to ensure story goes that way

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There won't be many GOOP in a game 5th everyone in PF has stat item+2...... ok, many, pc's do.......I am so looking forward to the magic coming back to the game by 'less magic' !!!!!

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Cascade wrote:

Where 4th Ed was heavily mechanics based, NEXT is the exact opposite. I cannot see this version working in a living campaign style, the rules are simply too loose and rely on the story telling aspects to run the game. There will be a ton of table variation. One of the table's GMs at last year's Gencon recommended not using they take away the imagination.

Not working for living is a bonus. Living games need magic shops, formulaic adventures and lots, lots rule

Freedom sounds lovely to me

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Yeah. Ever since Paizo decided they didn't like riddles in mods that couldn't be solved without a skill check gamers minds have gone soft!!

1 person marked this as a favorite.

Do we get to play the orcs?

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thenovalord wrote:
Dave the dragonborn shouldn't get angry over what the female dragonborn do or don't lack. Tate the tiefling is more interested in whether he gets a spikey tail or not

Oh man. I spent at least two minutes coming up with an awesome* breast related pun and no one spotted it. Or everyone ignored it. Please someone humour me!

*ok, wasn't that awesome if no one saw it!

1 person marked this as a favorite.
Hitdice wrote:
thenovalord wrote:

I disliked 4e as much as the next man

dnd next feels so much better for me.....too old to be counting squares and pushing bits plastic about

Yeah, I prefer metal minis, too. :P

I Like minis, just not to play chess with

2 people marked this as a favorite.

I disliked 4e as much as the next man

dnd next feels so much better for me.....too old to be counting squares and pushing bits plastic about

1 person marked this as a favorite.

Ditch all the filler in the AP.
Make them 4 modules only
The 12 May work as an extra publication, 32 page format each time

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Shiftybob wrote:
The Varnhold Vanishing is probably my favourite book of any adventure path. I don't see the pattern at all. I think maybe it's just the level range that's your problem, as around about level 7+ is when Pathfinder really starts to get complicated.

VV is ok as an adventure, just doesn't add to the plot

I'm fine with PF levels until people start doing 4 or 5 things around, insist on rolling 13d6, when average will suffice, etc. Basically when the game becomes more complex than rolemaster it's time to start low level again

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Endless silly playable races is never a good thing, in any edition

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You Are an archer
You will shoot the snot out of everything 90% of the time
If that isn't easy enough for you, perhaps it's the GM who needs New players
Archer in PF is all powerful, and makes combat dull for everyone. This is based on play Not game theory

1 person marked this as a favorite.
DungeonmasterCal wrote:
My first DM had a rule that whoever struck the last blow on an enemy received all the experience for it. I hated that rule.

Sort of works that way in rolemaster!

2 people marked this as a favorite.
magnuskn wrote:
That's good to hear, I hope you guys enjoy it as much as I did. :)

Thanks for making me stick with it. It is the best of the AP thus far

Has riddles
Has choice
Has bearable npcs
It has choice. I think that is most important
Even been some quite tricksy combats

1 person marked this as a favorite.

I think many of the 3pp writers on here are players, me included

5 people marked this as a favorite.

Sounds to me like...

Take time to really read both the rules and spirit of dnd before you think about releasing stuff......some truly awful awful stuff came out from 3ppm when 3e was released.
There is no harm in trying to do things right......even in these days of the impatient internet

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need to subscribe to adventureaweek to get the other 3 parts of the adventure path

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Not going with any organised play. I feel it just kills the game for me..........magic shops. Yuck

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K177Y C47 wrote:
um.... Ki is from the Core Rule book... and Arcana is just a modification of Ki...Eidolons are completely new, but hexes are no that complex, just At-Will Su abilities.

So added stuff then. If most new classes add a mini game then it's bloat.

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Yep. Adjust the adventure to fit the pc's. The pc's are more important than the adventure!

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Been a very interesting discussion. Well done all

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Tangent101 wrote:

Oh noes! You mean the Mary Sue PCs aren't the sole heroes to save the day but actually WORK with others?!? Noes, don't tell me it's so!

It sounds to me like it's an issue of GMs still learning the ropes rather than the NPCs themselves. It may be that the GM wanted to play the game instead of run it, but no one else wanted to run it. Or it may be an inexperienced GM. Have you sat down with the GM and politely expressed your concerns and feelings? And your belief that it's detracting from the game?

If it's still a problem, find a new GM. Or run the game yourself and learn from the mistakes of other GMs when it comes to NPCs.

Hmm. Can't decide how insulting your post is

Think ditching the AP is the answer rather than ditching friends.

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It gets worse as the AP goes on. We are 95% way thru

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That's fine until the only way to do the mod is the way the npcs says. It is likely the way the GM uses them as well

In serpents skull no matter what we have done the npcs/factions remained prominent. In book 5 + 6 the pc's can go and have a holiday and let the npcs get on with it

I see the term as a GMPC as an npcs that becomes the driver, you can't get rid off, is mission critical etc.

It could also be me. I like player driven games, with players making up npcs as needed for the scene etc. Or written in npcs become more player controlled....... Kingmaker was excellent for this

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Well done wizard. Enjoy your victory

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GM pouts when we ignore what his npc has said we should do
GM sulks because he doesn't realise how versatile and mighty higher level pc's are
GM insists we must do action x because the AP author also failed to realise how mighty and versatile high level pc's are
GM gets upset because no one kissed the blatantly disguised sucubus
GM isn't happy damned pc's are interfering with HIS game
GM insist on playing high level, then does no prep so game becomes no challenge
GM try to put real world physics into pathfinder rules

Many, many, more.....but will end up sounding to whiny!!!!

3 people marked this as a favorite.

I agree. Too many mods where it is about the NPCs, and the PCs tag along and are sometimes given permission to do stuff. Serpents Sk especially

The pc's should develop.they should be mission critical. Any npc should be allowed to die, leave, be ignored, etc and the game should still work.

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Yep shattered star
Only one important npc to bother about
Pc's can adventure at their leisure
Very easy social encounters and easy plots/trails to follow

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PFS isn't the way forward. They are even more formulaic.
3 part AP covering ten levels , not necessary 1-10, would be sweet. I doubt even 50pc of groups get to book 4?

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Amen 17a and 17b

Way too many APs suffer from this
17c remember PC much more mission critical than NPC

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Adventures that Paizo won't write/commission that don't fit the standard formula

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Railroad is fine
going from A to B to C to D etc, as long as their is some choice what to do between and at the station's. All paizo AP are a railroad, some more than others

I tend to find that if players begin to wonder way off what is planned I just say "ok I haven't planned for this so it's now your turn to add more input and ideas as we make stuff up on the fly".

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Have made half elf (drow) wood Oracle (ancient lore keeper) lvl 7 to replace a pc in carrion crown.
Feels suitable gothic.

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Splendid indeed

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Hadn't used them for 20 years before KM.

Now I like to use them as GM. It's exciting not knowing what lies ahead!!!

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They really need to release some top quality adventures.

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Zombie Ninja wrote:

I'm not looking to start a fight, everyone has the preferences and should feel free to express them, it's just how I feel sometimes.

Yeah a thread were every post is correct!!

Golarion is really high powered, at least 1 in 20 can cast spells and PCs can have permanent magic items often before they reach 2nd level.

Give up with the Lovecraft 'homage'...the setting is nothing like that

There are 300+ gods, some walk the earth, some were men just a few years back, their weakest clerics can cast water creation all day long......enjoy that its not grim and gritty and have the peasants played like the world they live in.

APs....great in theory but meh in the authors know each others email addresses?

PCs are way more important than NPCs. Give the PCs choices, that is the heart of a rpg

Do not give the PCs illusion of choice. Make the choice count for something

The Power Creep has been insane and very fast

A feast, where the food is poisoned, how original!

Ditch the factions in PFS, increase choice and consequence, and let that be reported.

3PP is good. They can pitch outside the can quibble on their spells, feats, classes etc but the adventures are often top notch

I like the Cover. This is not a 5-star review

I hate the cover. This is a not a 1-star review

I dont like RoTRL

That will do for now

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