Guide to Pathfinder Society Organized Play (PFRPG) PDF (based on
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Welcome to the Guide to Pathfinder Society Organized Play v4.0! Within these pages you will find everything you need to bring your very own Pathfinder character to life. Whether you are new to the Pathfinder Roleplaying Game, or a pen & paper roleplaying game veteran, the answers to your questions about Pathfinder Society Organized Play are right here!
Current version: 4.3, released on January 7, 2013.
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This document does exactly what is it supposed to, introduce you to the organized play world. It references all the other aspects for Pathfinder, and is clear, concise and easy to read. If you read it and still have questions, then it has done it's job, to get you to dive completely into the whole PAthfinder universe.
A friend pointed out this paragraph to me and I think in a nutshell this is what makes Pathfinder such an excellent RPG system.
"Reward Creative Solutions: (pg26-27)
Sometimes during the course of a scenario, your players might surprise you with a creative solution to an encounter (or the entire scenario) that you didn’t see coming and that isn’t expressly covered in the scenario. If, for example, your players manage to roleplay their way through a combat and successfully accomplish the goal of that encounter without killing the antagonist, do not punish the PCs for their creativity. If that scene specifically calls for the PCs to receive gold piece rewards based on the gear collected from the combatants, instead allow the PCs to find a chest of gold (or something similar) that gives them the same rewards. Additionally, if they roleplayed past a bad guy who carries a specific potion or scroll they might be able to later purchase off their chronicle sheet, don’t cross that item off the sheet— instead, allow them to find it elsewhere as a reward for creatively solving the encounter without resorting to combat. Pathfinder Society Organized Play never wants to give the impression that the only way to solve a problem is to kill it—rewarding the creative use of skills and roleplay not only makes Society games that much more fun for the players, but it gives you, the GM, a level of flexibility in ensuring your players receive the rewards they are due."
I know to some it may look cute, but it is going to burn A Ton of ink. This is completly unnecessary IMO for the doc. as the changes are mostly to accomodate the new classes.
This should have come out as a supplement not a rewrite.
When I have a convention where we play Pathfinder, I keep a printed copy of this and by the end of the event is is the most dogeared mess on my table. That is a pretty good testament, people read it into oblivion in a few days.
I like that it introduces new players to everything about the campaign, short of the entire Pathfinder RPG rule set.
It is hard to write a document that is comprehensible for new players, and still keep is useful for players who played before. I still love the traits. New rules in 2.2 help.