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Greetings Mortals-- (For a thought on how to be a better player, go here.) I am not the best judge on the planet. But I do think upon things a bit and I have been doing this silly game for a while. This post is for those who want to aspire to be something capable of the *Amazing* when they judge. There are a lot of things you just can't control when you judge (the depth of the mod itself, when your mod is played, the mood of the players that come, etc.) so I try to focus on things I can control....things to make the experience the best for my players. I consider each judging experience to be an opportunity to share something amazing with them. I like to give it my all and make it as fun and challenging as I can. Remember, each player can only experience a mod for the first time once...and that's an awesome responsibility. I feel the need to present the story and make it as memorable as possible. Sometimes I succeed, and I know it. I rejoice.
(This is a long post, I make no apologies for it. I'm pretty sure this list is still just a fraction of what good judges could do. Points are noted to give weight to certain concepts and ideas.) Thoughts are broken down by category: About the Mental State:
+2: For being awake and alert.
About Starting:
+0: For arriving at start time to begin setting up.
On Preparation:
+15: For reading the mod at least twice: once as a general reading, again for more detailed understanding. +10: For pre-researching the powers, spells, and abilities of the bad guys as to not interrupt game flow with looking up of stuff. I try to write out such things in the mod when I read the mod for the 2nd time. Sometimes, I print out the monsters directly from the online bestiary so I'll have copies to easily refer to rather than the book (I'll group them by tier or encounter as appropriate). +5: For pre-thinking (if you know the players in the group that you are running) of ways to customize and personalize the mod in advance. For me, I often run for a Luggish brute and a sour Sage and I make notes on how to screw with, uhm, I mean, "appreciate" them beforehand. +2: For having maps pre-drawn and ready to go. +2: For having the chronicles pre-signed and filled out (as appropriate) so you can get them out quickly should you be rushed for time at the end. +1: For having handouts, faction missions, and what not ready to go. +1: For having faction sheets for players to keep an take notes upon...for each player. +2: For having pre-gens and PFS numbers to hand out to new players. On the Setting:
+0: For reading the box text about the setting in the mod.
On Pacing:
+1: For finishing a mod within the time allotted.
Managing Players and the Table:
+100: For acknowledging that you're the one in charge and using that authority appropriately. It is your game to run and it is your party. +15: For clearly talking about your judging style and quirky rules when you start the mod. +10: For sharing your attention around the table so that all players have a chance to speak, act, and react. +10: For seeking opportunities for each player to shine. +5: For toning down the aggressive or loud player. "Would you mind dialing it back a bit?" usually works. +5: For encouraging the timid or quiet player, when appropriate. Some people need to be invited to participate. +5: For shooing away other players and distractions from your table. Feel free to pause and wait for the distraction to pass. I politely stare down anyone who comes and distracts me or my players. +5: For inviting a sleeping (really...it's happened) or disinterested player to leave your table. I like to ask them if the experience of PFS or the reward is the reason why they are there. If they answer "experience", I invite them to leave and enjoy the full experience at another time when they are rested (or mentally ready). If they answer "reward", I would give them a chronicle and gladly see them on their way (it's never happened, but I'd happily excuse a tired/unhappy player from my table). I would rather not have them drag down my table. I expect most players will perk up and re-engage when such a question and offer is made. In Combat:
+10: For efficiently managing initiatives, combat actions, and the bad guys in an encounter. +3: For describing combat effects and the combat beyond just rolling the dice. +3: For describing the bad guys as they appear when they show up in combat. Example: "You see a pair of medium humanoids. Both are dressed in leather and carry clubs. The second has a few javelins nearby." +3: For playing the bad guys within the realms of the intelligence/nature that they have. +2: For using good tactics against the party where appropriate. +5: For clearly describing terrain and environmental effects before and during a combat. +2: For having minis and tiles to tactically represent an encounter and allow players to visualize the combat. -3: For using cheetos or M&Ms to represent bad guys. +5 (Tier 1-2 only): For teaching and encouraging proper tactics in new players. +5 (Tier 3-4 and above): Allowing players to make tactical mistakes (or intentional roleplaying 'gaffes') and then helping them learn from those mistakes through experience. "No one is going to engage the caster? Interesting tactic, here's another fireball." +1: For prompting players when their turn is next so they can be ready to go. -3: For allowing slow players to overtly slow down the game. +1: For rolling in the open, for better to let the fates decide. +1: For helping players adjudicate cover and concealment as they decide their actions. "Okay, so you're firing an arrow from there...your target has cover." Be ready to help with appropriate rulings. +2: For being ready to provide appropriate information based on Identify Monster rolls. +2: For cheering for your players when they crit or do cool stuff. Pepper your combats with "Well struck!" and "Nicely done!" On Difficulty Level:
+5: For assessing (or just asking) how much of a challenge your table would like at the table. Deciding factors may include: # of players, average party level for the tier, your personal knowledge of the player's styles and preferences, understanding with the gameday or Con organizer, etc. +25: Adjusting the difficulty of the mod, when appropriate to the needs and wants of the party. Of course, it's unclear whether the Paizo Gods understand or approve of this, but I feel it's essential to a fun mod. -EleventyBillion: Adjusting the difficulty up wherein you kill a character or the party. You fail. Deaths should only happen via outright stupidity or just bad dice rolls: "Yep...I rolled it in front of you, a crit with the Great Axe from the raging Orc Barbarian. Then the '15' on the die to confirm. Sorry..." Don't ever up the difficult to an extent where players die unfairly. +5: Adjusting down the difficulty when you are playing with new players or a first level party. On Personalization:
+5: For RetConning your players chronicles (or using personal info) to customize and personalize events and reactions from NPCs into the adventure. A venture captain might make vague allusions to previously played successes (or failures) for the Pathfinder Society. Recurring NPCs (Miss Feathers, anyone) might follow up or react to previous events. The more customization, the more living and real the campaign feels. +10, each instance: For adding roleplaying notes and text to a character's chronicle at end of mod. The text shouldn't be anything that adds anything other than roleplaying or fun value, but opportunities for such should be sought and cherished. Examples might include: "Commissioned the Painter of Cassomir for a portrait of his Eidolon. Paid in gold." "Burnt down the remaining story of the proposed retirement home of VC Savarre." "Engaged in turpid (but unknown) activities with Miss Feathers behind closed doors. Paid in gold." I give every personalized hook that I can squeeze out of events and reactions from a mod. With Box Text:
+0: For reading the box text. +1: For reading the box text clearly and forcefully so players can really hear and feel it. +1: For repeating important box text and/or including additional flavor as you go. +2: For allowing appropriate knowledge checks during and after to enhance the players' knowledge. +1: For customizing and altering the box text as necessary to fit the mood or story you are telling. With Roleplaying:
+15: For being an active, alive proponent of roleplaying at your table. +3: For encouraging your players to describe their actions rather than just rolling dice. +1: For each time you say "yes" to a player's roleplaying idea. +2: For each time you say "OH HECKS YES" to a player's roleplaying idea. +5: For each time you demand and insist that the roleplayer enacts his idea or plan and then make it even better. +2: For giving proper and incidental bonuses to roleplaying within a mod. For instance, I will happily give props to those who use their craft/profession/perform in the mod to enhance the party's goals. For instance, if the party starts the mod sailing from Absalom to Sandpoint, I will give a bonus to profession (sailor) rolls for those PCs what wish to use it as their Day Job roll. +3: For delivering Faction Missions in a way that is interesting a appropriate. This link is a good resource. +10: For roleplaying with each player based on the *character* that they present rather than their class. Don't assume that Paladins are brave, Clerics should heal, and Rogues should sneak. React to the character, not what you think they should be doing. Deception:
+1: For realizing that players, often unintentionally, are metagamers and sometimes will do things out of character. +3: For keeping your players off balance and in a state of wonderment. This might include: asking to see a character's sheet and asking a random question about something, asking the party to roll d20s and write them down in front of you, taking a player aside and asking them what type of cheese they like best while pointing randomly at other party members. +3: For not putting down/drawing the combat map until combat is actually initiated or needed. Ask for a marching order, ask the players to describe their actions or their placement, but avoid the map until you really need it. Players are keyed to such things. +3: For putting down the map in non-combat situations or in situations when combat is not advisable...risky, but I believe in training the players to be honest. +3: For shushing or discouraging a metagamer at your table appropriately and politely. Do not let them ruin things for others. A reminder that "in-character knowledge and views are appropriate for making decisions" usually works. +5: For using your powers intelligently and usefully for the fun and spirit of the game to both befuddle and delight. +10: For making one encounter a mod seem so overwhelming and difficult that the players almost feel that they have no chance to overcome it. This could be just illusion or setting or description(or just the tough fight in the mod)...but give them a challenge and let them amaze you and accomplish the 'impossible' to win the day. Knowledge of Rules:
+20: For realizing that no one is expecting you to have all the rules mastered and on the tip of one's tongue at a moments notice. Please banish any such thoughts from your mind. +5: For really, really understanding the above and accepting that your players will not know everything either. +5: For working with your players and your handy rulebooks to rule correctly on matters. +10: For knowing when just to make a ruling and move on, for sometimes the wait is not worth the damage to the flow of the game. Remember, you are the guy in charge. You can make decisions and push things forward. -5: For being too proud to acknowledge a mistake. They *will* happen but sometimes the best response is "I screwed that up. Sorry, but do you mind if we move on? I'll do better next time." -5: For extended arguing with a player about a rules issue at the table. At the worst, take them aside and have the discussion away from the other players, but do *not* have a prolonged argument in front of other players. If the player persists in bad spirited comments, invite them to leave the table. +5: For asking your players about spells/powers/feats that they are using. *Absolutely* do this...sometimes they will be using the effect incorrectly or another player may have some insight as well. I sometimes ask players how they total up to their 'to hit' and damage rolls or their AC. Asking about such things promotes honesty, lest they called out and unable to explain the numbers they are using. Also, it's a good way to learn about different classes and abilities. "Oh, so my 26 to hit misses you, eh? I'm curious, what is getting your AC that high? [Player explains while I add it up in my head.] Nicely done...I'm going to have to try the same." Ending the Mod:
+5: For really tying up any loose ends, including making a full report back to the Venture Captain. +1: For ending before time so you have time to clean up and handle paperwork. +2: For filling out chronicles accurately. +1: For finishing up the sign in sheet and Prestige Awards sections...and turning it in. +10 again, because it's important: For adding roleplaying and story notes to the chronicle to help build a living, continuous feeling to the campaign. +5: For making a point to celebrate the key actions in the mod/fights that turned the tide or made a difference. "You, Lugg, did a good job of placing your character in the first fight. I couldn't get around your huge @## to get to the squishes. Nice work." "I would have won the 2nd fight if it wasn't for the Wizard having a scroll of fly!! Nice work, Wizard. I just had nothing to deal with the now flying *Thongar*, the Barbarian Master of Airborne Pain and Suffering." "Hey RogueyMcSneakSneak, way to scout out the bad guys for your team to go into the combat fully aware of what they were facing. Against perfect tactics, my guys were toast. Well done!" Feedback:
+5: For asking for feedback after the mod (or a few days after the mod when you can, some players like to ponder and stew upon things and you'll get a better response) to help you get better. +5: For taking notes for yourself on things you work upon or get better at. +5: For adding your comments and thoughts for me to add into this post. I appreciate it. So, there you go. One yahoo's thoughts on how to judge. -Pain p.s. My usual judging speech goes like this:
"Hi, I see that many of you are playing with me again, but, as a reminder, I'd like to go over my ground rules. First, please do not talk over me when I'm reading box text or describing the environment. It makes me sad to repeat myself. Second, I tend to talk quickly or slur when I'm really excited...if I'm talking and you're not understanding, please let me know so I can be more clear. Third, since you guys are experienced Pathfinders and since I play my bad guys with absolute and total tactical perfection (pause for laugh), I will not be going back to correct mistakes that I've made during combat unless they egregiously need to be fixed. By the same token, when you end your turn, I won't be going back to add something that you've missed...when you end your turn, be sure to be correct. Don't miss the Bless effect or the extra damage from the Bard Song. When you end your turn, you've ended your turn. Lastly, I'll let you know when your turn is coming up...please be ready to do your thing. Plan in advance. Oh yeah...let's have fun and roleplay. Any questions?"
@painlord: Thanks for the great advice both for the player guide(which I have made quite a bit of purchases) and now for the solid GMing advice. Although, I have never played face to face Pathfinder, I play quite a bit online. I will be using all of this advice on both ends of my play. @powers_that_be: These two guides should be stickied for newer players and GM's.
Regularly playing at Painlord's tables I joking threaten to write an angry letter every time he changes something.
A much shorter list of steps to being a good GM are: Step 1: Make sure the table has fun.
Personally I have objections to a GM changing the mod in organized play. Among other problems it creates the potential issue where a GM has increased the difficulty due to a better optimized party (or even worse potentially if the GM misjudges the power of a party) and then gets lucky and puts the players in a bad spot but then can't really kill them since raising the difficulty and then killing people seems like poor form. Without changing the mod there's a lot of flexibility in how the GM plays the creatures or presents the available informatio. In general it's a lot easier to tone down an encounter since you can always play the monsters worse while there's some limit to how much better they get limiting this option somewhat. Despite my objections to changing the mod whenever I sit down at somebody else's table I am putting my faith in the GM and will play in whatever way they want, and trust that they will make the experience enjoyable. Most of the time they do, occasionally they fail but the variety of the experience is educational and helps me improve on my judging. On a side note: while judging one of my favorite bits of flavor to add to encounters when possible is to elect one of the bad guys (Preferably the toughest one) as the leader and have them shout orders at the other bad guys, telling them to flank and who to engage etc. Then when the players take down the leader or just stun or silence him the bad guys stop moving up to flank and are generally much less organized. While the above paragraph is just an example the concept behind it is:
P.S. Props for trying to improve both players and GMs in PFS.
Alex Draconis wrote:
I usually tell people at the beginning of the mod that if they have a mechanics issue with the way something is being dealt with I have no problem with them questioning me if they already of the rule book open and can show it to me at the time it's relavant. 5 minutes later is not relavent anymore in my opnion. If they are questioning my decisions because that is their thing the can either can it while on my table or find a new table to play it. They have the option of coming up to me after the mod is over, but I try not to allow nit-picking at my table during the game; it spoils it for me as well as the other players. So far no complaints .. those that I know are rules lawyers have actually had a change of facial expression and play more relaxed.
Thea Peters wrote:
+1. This works for me as well..
I have a couple of addendum as I continue to learn from my recent PFS judging experiences. I judged PFS #45, Delerium's Tangle, last week and wanted to add the following: Releasing of the Mod Story:
+15: For releasing the 'hidden' module backstory while running the mod. Most mods start with a wonderful history that sets as the setting for the module. However, most of that information does not come out over the course of the mod (nor is it supposed to all come out), however, there is a lot of interesting backstory and details that need to come out for the story to make sense...and some of it is interesting. Try to find a way to get the players the interesting story bits as they go even if it isn't written into the module. Faction Missions:
+2: For keeping faction missions secret because some players like to keep them secret...or maintain the illusion thereof. +2: For being skilled in the use of secret notes and odd gestures when players try to complete their missions. +3: For not giving Prestige Points to those who have not earned them. As a side note, I judged 2 mods at NeonCon. I believe it is important to remember and document the notable deeds of the PCs as you run them through mods...I like to note the heroic, the fabulous and, well, the stupid or unheroic deeds. I scribed the following notes (not perfectly remembered, but close) on the chronicles for a few players, noted below: Mod Spoiler: 2-02 Rescue at Azlant Ridge:
Sir_Wulf: Slew 4 charau-ka in single combat. (His barbarian was collecting monkey skulls with cleaving fury.) Bruce: Honored contracts to both Aspis Consortium and party. (Very well roleplayed character!) Blakely jr.: Was slapped down by the Azlant wraiths in the tomb. (Ran away from the wraiths with his 26 AC between his legs...his touch AC was like -5.) Blakely sr.: Became Azlant Champion and slew the Demon Ape Angazhani Champion in single combat. Mod Spoiler: Shadowlodge Special:
Tallak: Was turned into chicken by the BBEG. Scratched for many delicious worms for all of the final battle. Tabatha: Blinded the BBEG in the final battle, essentially ending the final combat. Dragovon: Successfully hid behind party for almost every attack throughout the entire mod. The monsters never knew his face. John from Monteclair: Earned the title of Goblin Pincushion for his ability to draw every goblin attack. As much as I like personalizing chronicles, something happened at NeonCon that I've never experienced before and didn't realize could happen: a good, solid, well-roleplayed character didn't get anything added to his sheet and asked me (after hearing and seeing that some players had things added to theirs) "Didn't I roleplay well enough?" My first reaction was a bit of hurt...but I couldn't remember anything of note that he did during the mod...nothing that I wanted to add. I felt his pain because his character was both strong and well-played, but did nothing extraordinary nor extra fun/silly. After 3 days of thought, I now accept that this is a risk of trying to be a personalized judge and will try to do better in the future in recognizing all my good players. -Pain
What I like to do is describe the spell both visually and the physical effect but not by name. If a PC succeeds on a spellcraft is the only time I name the spell. I also do this with readied actions, delay in initiative, and current spell effects. I think describing the visual, in character situation beats technical, meta-game description. For example, I can say, "(pointing to the BBEG mini) She casts an unholy blight here. (pointing to minis) You need to make a Fort save DC 17." Instead I say, "The priestess of Asmodeus raises her unholy symbol. She shouts an incantation igniting the symbol in a black light. A miasma inky cloud surrounds 'Betty', 'Bob' & 'Jack' (Jack is a paladin and the only good-aligned PC). Jack appears to experience more pain that Betty and Bob. Roll me a Fort save." I then ask their final number and give them their damage. Only if we're pressed for time do I give the DC in advance to speed up play. For readied or delay I describe their action and not just announce the technical description of the action. One issue I find with this is players are used to hearing the technical name of the action or spell name. They get confused sometimes and ask follow up questions. At conventions it tends to slow up play until they get used to it. I tell them if the PC doesn't know and the party doesn't have spellcraft they'll need to roleplay. I won't describe the action in meta-game terms unless the entire party is lost, which only happens when the table make up is all meta-gamers. The majority of time it works.
Rene Ayala wrote:
THIS!! Man, do I want to see this from my GMs. No metagame banter ever would suit me just fine - don't tell me the DCs, don't tell me the spell name, don't tell me the monster type...just describe the experience. I aspire to have the skills and forethought to do it myself, as well.
I tend to do use descriptive text when characters go down (below zero HP). I never tell them - your character is now at -9 HP - three more rounds before you die. If you are down and out - you just don't know how many HP you still have (or even if you are dead now or not). If someone uses your current HP to decide to use a potion/spell on you (or not) then this tends to be meta-gaming. Players will have to use my descriptive text to determine if He got a blow to the head and went down (he's down but still save for a few rounds) or He got a severe blow to his head and goes down heavily bleeding with blood all over (get him healed soon or he will be dead) or The mighty swing of the axe hits his head and blood splattering all over the party you see the head rolling away (don't bother - he's dead now and a cure light wound won't help any more) It might sound cruel - but players don't know until someone stabilized them / did a heal check / got them back to at least zero HP if they are 'save'. Off course - the spell Death-watch would alter that - but I have never experienced it. Thod
[PainlordRagePower=Rant] A while back I was reminded how important it is for a Judge to remember to put the enjoyment of the mod and the experience of the players *above* their own feelings about the mod. We had two tables running the same module.
From my table, I could hear that our tables were having very different experiences. Our judge had no preconceived decisions about the mod, took what he had and tried to make the best of it. Our table had a great time. While the mod was dry, we roleplayed the heck out of it. At the other table, I heard the Judge of Sadness ripping on the mod as he was running for his players. I heard him mention that certain encounters were pointless, some encounters were badly written, questioning the author's choice of monsters, etc. I could see that the other table was struggling to have fun. They rallied nicely (as they were good roleplayers), but their experience could have been so different. I could feel the Judge of Sadness' negativity affecting them. It made me sad. I just wanted to rant and highlight that, as a judge, *YOU* have a lot of control and power over how the players think and react to the module and your attitude about the mod can taint the enjoyment of the module for the players. In reality, even if you *hate* the module, you should be able to suck it up and give your players a chance to enjoy things. If you don't like the story, try to aid your party in roleplaying amongst themselves.
I wanted to stand up and throttle the Judge of Sadness. And the strange thing about this is that the Judge of Sadness is usually a good, solid, fun judge that I'd have run for me, anytime. Usually, he's great. However, sometimes we all slip up and I can recall making this exact mistake in the past so I know how it can happen. [/Rant] On the other side of the coin, a positive attitude can help your players have more fun too. I have begun to talk up the mod or an encounter in the mod as being a 'favorite' in the pre-game banter. I don't tell them which one it is, but only that there are some fun things coming up. I want my players in the mood for fun and challenge as much as I want myself in a positive mindset to give it to them. So I guess this goes both ways, eh? -Pain
Great list, Painlord. I agree with 95% of it, and only have one specific issue: Quote: +2: For giving proper and incidental bonuses to roleplaying within a mod. For instance, I will happily give props to those who use their craft/profession/perform in the mod to enhance the party's goals. For instance, if the party starts the mod sailing from Absalom to Sandpoint, I will give a bonus to profession (sailor) rolls for those PCs what wish to use it as their Day Job roll. This is a no no! Day Job is straight up rolls without adding anything besides their innate abilities. Modifying this is against PFS Rulings.
Painlord wrote: stuff This is totally true and I've been guilty of it myself (most recently last Thursday night). We, as GM's and coordinators, definitely need to be aware that our attitude goes a long way and the players feed off of it. If we are lazy/monotone with our boxed text and lack descriptive language with environments, monsters, and actions, the players will do the same and the game devolves into a series of dice rolls and paperwork. Thinking back to my favorite/least favorite experiences, they all had one thing in common, the GM's enthusiasm or lack thereof.
Painlord wrote:
And if you cannot do that.. simply DON'T RUN THE MODULE! If it's that bad, simply say you won't run it and offer to run something else. If it's a planned event, tell the coordinator that there are some mods that you won't run. -James
Painlord wrote: In reality, even if you *hate* the module, you should be able to suck it up and give your players a chance to enjoy things. Traditionally, my favorite mods to run are the ones I've been told have problems. I feel liberated to tweak them a bit and make them just right for the party playing.
Painlord wrote:
I want to say thanks to Painlord for posting a really specific, helpful read. I hope to start a pathfinder society chapter in my school one of these days, and this article reads like a fun, tongue in cheek, and insightful list of everything to keep in mind to be a good DM, period. And it looks like the rest of the thread agrees!
From another thread, Mok posted: Mok wrote:
I've had a major change over the last year in my judging style to accommodate this exact phenomenon. Players definitely have a hard time following all the names, places, people, and the mission itself. My solutions have been: 1) Write down all important names and facts on my dry erase surface for the party to read and/or copy. Many players will internalize written information differently than just oratory. Stuff I write down:
2) I go completely off boxtext and script and frequently repeat myself again and again during the intro. Which is to say that I often repeat myself, the mission, the name of Venture Captain, and all names again and again. I mean, really, repeating myself during introductions with important facts is important. 3) I make a point to interact with the players (being the VC) during boxtext with comments like: "Pathfinder Byle Kaird, were you listening?"
4) I freely reveal more about the backstory, Out of Character, when I feel that it will help and aid understanding of the mission without giving away secrets. For instance, with Ghennet Manor Gauntlet, I went into a lot of detail about the Ruby Phoenix Tournament because, as Pathfinders, it's stuff they would know. 5) As a judge, I consider fun, story, & flow > (more important than) reading boxtext. Do what you need to do to make it work for your players. -Pain
Painlord, thank you for the great post. I definitely learned some tips here to improve my GMing. I especially like your idea of personalizing the chronicle sheets, though I'm afraid at Cons GMs frequently run out of time or nearly so. I wanted to add that I believe being flexible as a GM is very important to maximize player enjoyment. I also enjoy running role-playing heavy, "difficult" mods, most notably Throaty Mermaid. When i first ran it, players complained that the goal of the mod was very nebulous and all circumstantial Over the course of running it several times, I have made small modifications to it that allow players to have a more concrete solution to the problem. I encourage GMs to exercise their creativity and problem solving. This is why we are GMs, and not computer programs.
Painlord wrote:
This. I've tried to do this since PFS started. I don't always manage to get to the sheets ahead of time and at some cons you don't get them until the end of the slot anyhow. But in reviewing version 4.0 of the PFS Guide, I notice this is NOT the official process we are supposed to follow. Spoiler:
The steps are:
1. Pass out blank sheets to players for them to fill in their Personal, XP and Gold info. 2. Check their previous sheet to verify their advancement track for their current level. 3-4. Circle sub-tier, enter Gold Gained, enter XP 5. Process Day Job roll. 6. Enter Prestige Gained. 7. Line through any unavailable treasure. 8-9. Player completes Sold/Bought boxes and totals all numbers. 10. Review sheet, complete For GM Only section, sign sheet. Are we really supposed to follow the official process every time? Or is this just written to cover all the bases and to use for new players or those folks you don't know (yet). It seems this process could take at least 30 minutes for a full table if followed to the letter.
Don Walker wrote: But in reviewing version 4.0 of the PFS Guide, I notice this is NOT the official process we are supposed to follow. Lolz. Nope. I don't do all of that...especially not when time is an issue (and it's usually an issue). I'd rather tack on another 20-30 minutes of more fun roleplaying than add on the minutiae of infinite paperwork. I have audited people before (and will again), but it's usually on a case by case basis. With new players, I pull out my own character Chronicles and show them in detail with examples how to fill out chronicles, how tracking and reporting work, and how gold/XP/PA is tracked. But yeah, I don't do all that. I also don't always floss. Sometimes I roll through a stop sign. Sometimes I even speed. I take a penny but don't leave one. I've been known to jaywalk. One time, at bandcamp.... I'm a freakin' rebel. Yet somehow I live with myself. Judge well. Judge the best you can within the rules. Do the best you can. It's all I (and your fellow players) can ask. -Pain
From another thread, two ideas that I liked. Duly posted here for future readers. #1: Fromper wrote: In our local PFS group, we've started handing out the Chronicle sheets face down at the start of the adventure. Players aren't allowed to look at them until the adventure is over, but you can take notes on the back. Usually, this starts with writing down who the players and characters are for that adventure, followed by mission notes as they come up. #2: Chris Mortika wrote:
Kyle Baird wrote:
Such good advice. Duly stolen and added to this thread. -Pain
Painlord wrote:
How strange... "if Harry Dresden were GMming." ;)
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