PFS Scenario Suggestions


Pathfinder Society

Scarab Sages 1/5

I enjoy playing and running PFS adventures. However, I'd like to recommend a couple of improvements to the scenarios.

1. Take stat blocks out of the text and include them as appendices by sub-tier, with no stat block spilling to another page. I find having the stat blocks for multiple sub-tiers right in the text, breaking across pages, to be difficult to use. I would much rather have an appendix for each sub-tier. Since we DMs print out the modules, I don't expect that page length is a concern to Paizo. I don't want the scenarios to have many extra pages, but the trade-off is that I wouldn't have to print stat blocks for other sub-tiers. I'd probably print less this way, in fact.

2. Provide a simple way to make each encounter a little more challenging. For example, I've run scenarios for 4 PCs at level 4 in sub-tier 3-4. Every time, they walk through the combats. This phenomenon is even more pronounced in sub-tier 1-2 with a group of 2nd level PCs. Perhaps provide one or two other creatures to the encounter, or a terrain obstacle or a buff (potion or scroll) for the enemies to use.

3. Eliminate sub-tier 1-2 and have a simple sub-tier 1. Then 2-3, 4-5, etc. There's just no comparison between 1st and 2nd level characters. Four 2nd level PCs have blasted through every sub-tier 1-2 scenario I've played or run. They're exponentially more powerful than 1st level, what with many more HP and the gear.

4. Provide read-aloud text that includes the creature(s) in the room. So many times, the read-aloud text describes the room, but leaves out the creatures/villains in the room. I recommend including that information with the excellent descriptive text. If, for some reason, the creature isn't there, it's easier for me to skip the text than to ad-lib it. And, the majority of the time, the creature will be there.

These are humble suggestions and I recognize there may be reasons they aren't feasible--reasons I haven't thought of. What do you all think?

The Exchange 2/5

ajpopp wrote:

I enjoy playing and running PFS adventures. However, I'd like to recommend a couple of improvements to the scenarios.

1. Take stat blocks out of the text and include them as appendices by sub-tier, with no stat block spilling to another page. I find having the stat blocks for multiple sub-tiers right in the text, breaking across pages, to be difficult to use. I would much rather have an appendix for each sub-tier. Since we DMs print out the modules, I don't expect that page length is a concern to Paizo. I don't want the scenarios to have many extra pages, but the trade-off is that I wouldn't have to print stat blocks for other sub-tiers. I'd probably print less this way, in fact.

I like this one. I too would have no problem with the one or two extra pages you would get from this. I mean, I end up with all those ad pages anyway. If I forget to cut off the printing before the ad pages, I usually have to buy another ink cartridge after printing.

ajpopp wrote:
2. Provide a simple way to make each encounter a little more challenging. For example, I've run scenarios for 4 PCs at level 4 in sub-tier 3-4. Every time, they walk through the combats. This phenomenon is even more pronounced in sub-tier 1-2 with a group of 2nd level PCs. Perhaps provide one or two other creatures to the encounter, or a terrain obstacle or a buff (potion or scroll) for the enemies to use.

I'm good with the way they are written. By doing what you ask, you might as well have a sub-tier for each level. This would increase the work way too much for the writers and staff.

ajpopp wrote:
3. Eliminate sub-tier 1-2 and have a simple sub-tier 1. Then 2-3, 4-5, etc. There's just no comparison between 1st and 2nd level characters. Four 2nd level PCs have blasted through every sub-tier 1-2 scenario I've played or run. They're exponentially more powerful than 1st level, what with many more HP and the gear.

Somebody could correct me on this one, but I believe that this has been talked about before. Not sure where the thread for that is located.

ajpopp wrote:
4. Provide read-aloud text that includes the creature(s) in the room. So many times, the read-aloud text describes the room, but leaves out the creatures/villains in the room. I recommend including that information with the excellent descriptive text. If, for some reason, the creature isn't there, it's easier for me to skip the text than to ad-lib it. And, the majority of the time, the creature will be there.

I too have problems with this one. Especially if I'm running a scenario cold. (not the way I want to, but it does happen once in a while.) If it's something obvious, then they should definitely be mentioned.

The Exchange 5/5

1. The stat blocks where they are allow the DM to pick up the mod and run it and know which NPCs go for which encounter -- for me if I know in advance I'm going to be running a mod I have notecards with the pertinent information for each NPC in each tier (they're also separated out by tier) and I can reference the stat block in the mod if I need to for additional information. I've found this help combat go a ton quicker as I'm not having to scan the stat block each time it's my turn.

2. If you read the NPC tactics it tells you some information about how the NPC plays, there is also something to be said for a smidge of GM ad-lib. I know that I've added a couple of monstors at the last minute when my party is tearing through the encounters. Or I just ask if they want the higher tier.

3. The subtiers have been discussed ad nauseum in various posts and I don't think you're going to get a lot of people to respond. I've read all of those posts and the opinions are so varied I pity the Paizo folks for having to try and make sense of it all.

4. Some of the NPCs are hidden and so having them "outed" in the read aloud text isn't going to happen. It leaves no mystery for the GM to play with when running the encounter -- I personally prefer to be able to tailor the encounter to my group than have it all handed to me in box text -- I've also found with some of my home group people that after a couple of paragraphs of box text they start discussing things while I'm still reading.

Scarab Sages 1/5

Thea Peters wrote:
1. The stat blocks where they are allow the DM to pick up the mod and run it and know which NPCs go for which encounter -- for me if I know in advance I'm going to be running a mod I have notecards with the pertinent information for each NPC in each tier (they're also separated out by tier) and I can reference the stat block in the mod if I need to for additional information. I've found this help combat go a ton quicker as I'm not having to scan the stat block each time it's my turn.

While I agree with this to some extent, having three sets of stat blocks for two different creatures, in the middle of the description of an area, slows me down. I can't just pick it up and run it because I have to keep flipping pages (or screens) back and forth.

Thea Peters wrote:
2. If you read the NPC tactics it tells you some information about how the NPC plays, there is also something to be said for a smidge of GM ad-lib. I know that I've added a couple of monstors at the last minute when my party is tearing through the encounters. Or I just ask if they want the higher tier.

I love the tactics block. Given it's organized play, I'm cautious about how much I can ad-lib--changing enemy tactics, sure. Adding monsters, I don't think is kosher. Especially if a PC gets killed, for instance.

Thea Peters wrote:
3. The subtiers have been discussed ad nauseum in various posts and I don't think you're going to get a lot of people to respond. I've read all of those posts and the opinions are so varied I pity the Paizo folks for having to try and make sense of it all.

Ah, I didn't search for "subtiers." I looked for discussions but didn't use that term. If opinions are that varied, it's probably a non-starter then. I'd still rather have 1st level only sub-tiers, but I'm not going to cry if it doesn't happen.

Thea Peters wrote:
4. Some of the NPCs are hidden and so having them "outed" in the read aloud text isn't going to happen. It leaves no mystery for the GM to play with when running the encounter -- I personally prefer to be able to tailor the encounter to my group than have it all handed to me in box text -- I've also found with some of my home group people that after a couple of paragraphs of box text they start discussing things while I'm still reading.

Well, sure, hidden NPCs shouldn't be included. But here's an example of not being pick-up-and-run friendly. There's read-aloud text, then some descriptive text, then a couple paragraphs in, the critical info about creatures in the room. I'd recommend at least putting that right after the read-aloud text. And you're so right about players getting off-topic while I'm reading aloud text--always happens during mission briefings! So much so that I'm tempted to just not finish the briefing...

Thanks for the responses.

The Exchange 5/5

ajpopp wrote:
While I agree with this to some extent, having three sets of stat blocks for two different creatures, in the middle of the description of an area, slows me down. I can't just pick it up and run it because I have to keep flipping pages (or screens) back and forth.

That is exactly why I probably over-prep mods I have to make it easy for me. If it's a case of picking up a mod cold. I explain to the group that they are going to have to give me a few minutes to read it over and organize. They usually understand and I haven't had a problem.

I love the tactics block. Given it's organized play, I'm cautious about how much I can ad-lib--changing enemy tactics, sure. Adding monsters, I don't think is kosher. Especially if a PC gets killed, for instance.

I tailor the encounter to my table -- I know what my home group can do; at a convention I usually don't.

5/5

ajpopp wrote:
I love the tactics block. Given it's organized play, I'm cautious about how much I can ad-lib--changing enemy tactics, sure. Adding monsters, I don't think is kosher. Especially if a PC gets killed, for instance.

Follow the tactics the best you can, however, keep in mind that as your players ad-lib or change the tactical environment, an intelligent NPC is going to alter its tactics to counter. It's fine line to walk indeed, and you should find yourself falling the tactic block suggestion side as often as possible.

Grand Lodge 4/5 5/55/5 ***

One thing to remember is that there are some PC actions/tactics that are pretty standard because they (1) usually work and (2) and very effective. There is a very good reason why nearly every PC has his/her own wand of CLW. That type of thinking must be used by their enemies (unless they have really low/no INT). If you are not using those tactics with the NPC/creatures, you are doing the game a disservice. Granted, most encounters do not have optimized enemies, but you can still use flanking, environment, acrobatics, cover, etc. to provide some advantages. Not all encounters have to be resolved by the guy with the biggest stick (or shtick).

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