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Please tell me Temel Passad makes an appearance. For reason I cannot fully explain, my players have spent the last 2 years believing him to be an enemy of the society, and at the end of Season 5 even tried pulling the face of one of their real enemies off believing it was Passad in a rubber mask... Which makes him one of my favorite "Villains" to use even if he isn't a villain.
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Is there something special about Druma Lodge? ._.
It was a rallying cry that arose from my first rendition of #6-98: Serpents Rise, based on the [not necessarily true] supposition that there is no Pathfinder Lodge in Druma, and therefore pretending to be from the Druma Lodge would mean that nobody would be able to call the PCs' bluff. There's a lot more to it than that, but going into it involves a lot of spoilers.
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Ooookay ._. Maybe I'll be less confused when I get chance to play Serpent's Rise :'D
I remember watching the tail end of that table while we were relocating my Serpents Rise group to the Syrinscape table at PaizoCon last year.
Let's see, I remember Thursty and Liz both on there... The Pratts... I think Jessica was as well, but I *was* rather juggling my players' needs at the time as well.
Hearing the rallying cry of Druma Lodge and John's grin rather told me we'd be seeing this sometime this year...
I am a little surprised it's a tier 1-5, though... perhaps better stated that "I am concerned about the team that'll be going on this venture, Captain...."
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Liz Courts Community Manager |
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There's no lodge in Druma. :-P
There is no lodge in Druma. (There is also no war in Ba Sing Se.)
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Ooookay ._. Maybe I'll be less confused when I get chance to play Serpent's Rise :'D
I think it'll make a lot more sense then, and I hope you get a chance to play it soon! Once it's been out for a while longer, I might write up a blog about the experience along the lines of "Let me tell you about a time my game went completely sideways."
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Duncan7291 |
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CorvusMask wrote:Ooookay ._. Maybe I'll be less confused when I get chance to play Serpent's Rise :'DI think it'll make a lot more sense then, and I hope you get a chance to play it soon! Once it's been out for a while longer, I might write up a blog about the experience along the lines of "Let me tell you about a time my game went completely sideways."
Reminds of me the time when my character and a Halfling in our party dressed up as Pure Legion in a bath house and proceeded to frame the "Pure" Legion for a number of sins. :) Sideways can be fun
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Can you clarify which district is which color?
He ... hands the PCs a map of Alabastrine. He points to each of the map’s districts and relays the information on each of them presented in the Alabastrine, City of Heathens section on the right.
That side panel doesn't exist on that page in the scenario. The larger section doesn't say which section is which color. Some are self explanatory but confirmation would be awesome.
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Can you clarify which district is which color?
He ... hands the PCs a map of Alabastrine. He points to each of the map’s districts and relays the information on each of them presented in the Alabastrine, City of Heathens section on the right.
That side panel doesn't exist on that page in the scenario. The larger section doesn't say which section is which color. Some are self explanatory but confirmation would be awesome.
We'll be sure to clear that up in the finished release for PaizoCon. Here are the locations:
From left to right:
Green - Scriptum
Red - Courts of Abstinence
Yellow - Prophet's Burg
Blue - Luminous Harbor
Purple - Working End
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I very much disliked this adventure. Pathfinder Society is a pick-up game- you never know what your players will enjoy. This is not a problem when there are things for everyone (combat, puzzle, social interaction). Everybody get what they like and enjoy as other claim the spotlight temporarily.
This adventure was almost all one mode. After a short fight at the start it became all about social and knowledge rolls. While interesting in itself, it contained almost nothing that I come to play Society games for. Frankly, I like the fights, I only make combat oriented characters, and am not interested in other types. This was fine... until this one.
The writer could have put some combat in... perhaps between events as a rival tries to stop us from completing our goal, such as assassins at night. This could have also been a good for the right players, just not me.
Anyway, after three hours of this and two more rounds of bids/influence to come, I left the game.
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I ran the scenario and really enjoyed it. It was my first experience with the Influence rules and I was concerned about timing, going too fast or too slow. As it happened paying attention to time and giving each player a chance to describe their actions at each phase as well as a bit of RPing for those who wanted to, worked out just about perfect.
Anyway in short it was a good time.
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I very much disliked this adventure. Pathfinder Society is a pick-up game- you never know what your players will enjoy. This is not a problem when there are things for everyone (combat, puzzle, social interaction). Everybody get what they like and enjoy as other claim the spotlight temporarily.
This adventure was almost all one mode. After a short fight at the start it became all about social and knowledge rolls. While interesting in itself, it contained almost nothing that I come to play Society games for. Frankly, I like the fights, I only make combat oriented characters, and am not interested in other types. This was fine... until this one.
The writer could have put some combat in... perhaps between events as a rival tries to stop us from completing our goal, such as assassins at night. This could have also been a good for the right players, just not me.
Anyway, after three hours of this and two more rounds of bids/influence to come, I left the game.
I have played several adventures without a single combat and enjoyed them, but not this one, even though it had one big combat in the beginning, mostly just to say, "Hey, we had a combat." As it was in no way relevant to the plot of the story. One of the reason I did enjoy the others was that combat was an option we could have taken, but we choose a different route. There was no different route to choose here. My not-all-that-skilled character rolled poorly on those skills she was good at and the DCs were too high for her to succeed with her good rolls on the skills she wasn't that good with.
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I really enjoyed the scenario, but have some caveats.
1) I'd already heard rumor that it was 90+% non-combat and encouraged to NOT play a martial character.
2) I chose a skill monkey character, and more importantly a character that I enjoy roleplaying with one of my more well developed personalities.
3) Even then I found myself... constrained... the mechanics were so involved that we lost quite a bit of time understanding the mechanics and thus unable to spend the maximum amount of time rping. :)
4) I guess that may have been because it was designed for as few as 3 or so of the players actively participating in the skill checks, and thus when all 6 players participated it bogged down a bit.
My constructive criticism is that someone should create a quick chart that can be laid out on the table to explain the mechanics of the influence process.. ideally in 5 minutes or less. :)
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djones |
I found this a delight to run and my players seemed to really enjoy it; it took a fair bit of time for the first couple of events but by the 4th or fifth everyone was comfortable enough that they were already planning their actions ahead and ready with their choices when it was there turn.
And then when
Thanks, Thursty...this was really awesome.
If I had to give feedback:
1. The combat at the start felt like it was included for the sake of having a combat; it made no contribution to the plot at all.
2. Overly heavy use of the same 3 skills. I like that there were alternative skills that could be applied in most situations, but there was nothing those 3 were useless for.
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Rogue Eidolon |
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I found this a delight to run and my players seemed to really enjoy it; it took a fair bit of time for the first couple of events but by the 4th or fifth everyone was comfortable enough that they were already planning their actions ahead and ready with their choices when it was there turn.
And then when ** spoiler omitted **
Thanks, Thursty...this was really awesome.
If I had to give feedback:
** spoiler omitted **
Nice review! Consider leaving the same post in the review section as well to increase visibility for others planning on running it.
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Wei Ji the Learner |
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I think that first combat is important if only for the EPIC map. :)
AS long as you get the EPIC map and not some squiggles that seem to indicate something that might be something maybe on a map that's much like any other hand-drawn map you've ever seen.
No offense to the GM, the areas were clearly delineated and aligned, it just lacked a certain... feel?
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eric kim |
I like the story, however, there are many things I think that need to be worked on for this scenario. My comments are based on playing it, and not GMing it or reading it.
First of all, organization of the social mechanic needs to be clearly organized. Many GMs reorganize it on their own--which is additional work on their part, which make it a bit better. Writing the rules is different than teaching it, explaining it, or playing it. One should look at the top board games and see how they organize their sequence of play. Chase mechanics have this problem as well. While I agree that these mechanics ATTEMPT to make characters more diverse, I think it makes playing more difficult and more frustrating...which overall is bad for the game (email me if you want to debate this, because I'm sure there is a lot of incorrect rationalizations).
Second, the ways to influence the participants are quite limited. Most of them skills are trained only, and may not be ones that people have as a class skill. Some of the skills are secondary tier skill such as knowledge nobility, history, or engineering. These are secondary things like spellcraft, knowledge arcana, or knowledge local. In previous scenarios that were similar, one could always use a charisma check. This was not offered, and based on the GM, it was either absent or difficult to find in the scenario.
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There are two scenarios that I despise. One is the Bid for Alabastrine and the other is the Blackrose Matrimony. I have played the Blackrose Matrimony and the table I was with despised it. I have run the Bid for Alabastrine and the table despised it. Amazing that both were written by the same person. Not going to give away too much but the social aspect of both just seemed to drone on forever and ever. The combat encounter in one was trivial and the combat encounter in the other for low tier was a tpk if the party had not run away.
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trik |
Played this one with a group of 5, relatively under leveled, but just pushed into high tier. The party had the majority of skills needed, but just decent bonuses on the rolls. Going around the table and watching roll after roll of single digit numbers, compounded by being locked out of the skills we were good at to bad rolls, led to a pretty poor play experience. The GM was awesome, so he was able to bring the characters to life at least, but I don't think anyone at the table enjoyed outright failing a scenario by repeatedly failing skill checks.
Maybe there are some sort of tactics to employ in the intrigue system to push things in your favor, but I didn't see them. It didn't really seem like there were many choices to be made. This scenario made my "never going to play again" list.