Pathfinder Society: Is it always this tough?


Pathfinder Society

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I still wistfully remember when I was well known enough around here that when I met Mike McArtor at PaizoCon 1 and was like "Holy crap! You're Mike McArtor!" he looked at my nametag and went "Holy crap! You're Grimcleaver!"

That comment totally made my life! (so if any of you know him and he was just screwing with me...DON'T TELL ME! I couldn't take it.)


...cause I'm too stubborn and fragile. Heh.


Macon Bacon, Esquire wrote:
You played 4E without maps and minis?

Tons! It was LEGENDARY! Don't tell them or I'll get in so much trouble.

Grand Lodge 4/5

Netopalis wrote:
Who told you that they didn't want your input as roleplayers? That really doesn't sound like Paizo staff.

Yeah! Who are they! Where do they live?

(Goes to find Jay and Silent Bob to visit their house!)

Grand Lodge 5/5 5/5

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If you are looking at moving people (especially a GM) toward speaking in character a nice trick is to use the mission briefing. If they are reading or paraphrasing the box text they will usually be doing it in character. Most Venture captains give people space to ask questions after the briefing. Follow the conversation and respond in character with questions. Ones that get people thinking about whats going on. A little humor makes it less scary.

Something like "I do have a question, Ms. Heidmarch. I like your style, but couldn't you have had the blood cleaned off these badges before giving them to us?"

They have short scripts for a lot of the questions players can ask, so it might not be as intimidating as making them improvise in the middle of a scehario.


In so many words? Jason Buhlman. Also got ripped a new one by some contributor, but I didn't recognize his name so I don't recall it. Shame too--back in the day I would have walked in front of a bus for those guys. Ah well.

4/5

El Baron de los Banditos wrote:
Fun fact: A proper rubber duck makes a great Colossal creature. Bonus points for actually making him a massive Animated Object rubber duck.

I found that a 3.5" floppy makes a workable base for a huge creature. And it REALLY gets the players speculating when a pink psychedelic stuffed hamster is sitting on it.


I believe the thinking was that the way we played the game was different enough from the way most folks play that we weren't really contributing to the same game--and the main thrust of Pathfinder was to preserve and refine 3.5, not to change it even more. That said, a few of my ideas did get as far as the beta--which really thrilled the heck outta' me at the time.


There's still a post on some of the variant rules we were using back before Pathfinder went its own way.

The Grimcleaver System Primer

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

Grim: Then that's not really "roleplayers need not apply" and more "you are engaging in a different game."

Grand Lodge 5/5 5/5

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Grimcleaver wrote:
Jiggy wrote:
What was the last edition you played? "Maps and minis" have been an assumed part of the game for a long time, I'm afraid.

GAMING HISTORY: (This explains a lot)

Cyberpunk
...
Began playtesting 5e (which is the Hatori Hazo Sword of D&D)

Moved, started into Pathfinder Society map and minis for the first time ever.

First, this sounds awesome! I have a gaming group that I've been part of for more than a decade now that does narrative roleplaying and I try to bring as much of that to PFS as I can. As others in the thread have said, between the Table Variation section and the Reward Creative Solutions sections of the guide it's not difficult to make a place for it.

The Map and Miniatures can take some getting used to but it does have some advantages. It can speed up combat a lot, and makes it easier for visual people to keep track of where they are. If they are using pre-printed maps, it can spur creativity. (I've been disarmed? I grab that knife on the table and stab him) With enough knowledge, it can also be used to help your narrative thinking. ("I have room to run and 40 feet of movement. I can make a DC XX acrobatics check during my move to jump off the balcony and use my standard action to grapple that blasted kobold who has spider climbed onto the ceiling. ") It's hard for a GM to say no when you are using the rules to be awesome. :)


I didn't say roleplayers need not apply--just thanks for your input but it isn't really of use to us. *shrug* Anyway folks asked about my history with the game, and that's pretty much it. Big Dragon Magazine fan, bridged over to Pathfinder, then 4e, then 5e, then back.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Matthew Smith wrote:
If they are using pre-printed maps, it can spur creativity. (I've been disarmed? I grab that knife on the table and stab him)

My brother was disarmed while fighting one of the most famously deadly BBEGs in PFS. He then proceeded to break a chair across the baddie's teeth, critting for the KO.


That sounds cool!

Grand Lodge 2/5 RPG Superstar 2012 Top 32

And it was in PFS. ;)

EDIT: And totally by the rules, and on a map with a mini. :D

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

1 person marked this as a favorite.
Jiggy wrote:
Matthew Smith wrote:
If they are using pre-printed maps, it can spur creativity. (I've been disarmed? I grab that knife on the table and stab him)
My brother was disarmed while fighting one of the most famously deadly BBEGs in PFS. He then proceeded to break a chair across the baddie's teeth, critting for the KO.

You have to be CHAIRful when using improvised weaponry.

Lantern Lodge 5/5 * Venture-Lieutenant, South Dakota—Rapid City

1 person marked this as a favorite.

The BBEG shoulda used Disarmchair.

@Jiggy

Spoiler:
Was it Dalsine Affair?


Matthew Smith wrote:

First, this sounds awesome! I have a gaming group that I've been part of for more than a decade now that does narrative roleplaying and I try to bring as much of that to PFS as I can. As others in the thread have said, between the Table Variation section and the Reward Creative Solutions sections of the guide it's not difficult to make a place for it.

The Map and Miniatures can take some getting used to but it does have some advantages. It can speed up combat a lot, and makes it easier for visual people to keep track of where they are. If they are using pre-printed maps, it can spur creativity. (I've been disarmed? I grab that knife on the table and stab him) With enough knowledge, it can also be used to help your narrative thinking. ("I have room to run and 40 feet of movement. I can make a DC XX acrobatics check during my move to jump off the balcony and use my standard action to grapple that blasted kobold who has spider climbed onto the ceiling. ") It's hard for a GM to say no when you are using the rules to be awesome. :)

Thanks! And I try. Most of my PFS characters have had custom minis as well as fully fleshed out backgrounds and avatar images.

Back when I ran the Pathfinder Society module I made and printed custom maps and used the item cards and the whole deal--and even bought a slew of minis to use as the specific badguys so they looked just right. It was a big deal to me, if I was going to do a minis game I wanted it to be as immersive as possible.

Lantern Lodge 5/5 * Venture-Lieutenant, South Dakota—Rapid City

Heh, thought so.

Spoiler:
When I ran it, had a player bullrush the BBEG into the sofa; he rolled high enough on the CMB that I declared that Dalsine flipped over sofa and landed prone. They made VERY short work of him after that.


Jiggy wrote:


EDIT: And totally by the rules, and on a map with a mini. :D

Yeah but I hear it's not actually legal unless you actually bounce your little mini over to where the chair is, then back and doink your mini off of his and in a squeaky voice say: "Aya! Take that you scoundrel".

You did do that, right?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Grimcleaver wrote:
Jiggy wrote:


EDIT: And totally by the rules, and on a map with a mini. :D

Yeah but I hear it's not actually legal unless you actually bounce your little mini over to where the chair is, then back and doink your mini off of his and in a squeaky voice say: "Aya! Take that you scoundrel".

You did do that, right?

Given the other things your GM "taught" you, I can't actually tell if you're kidding or not.


I am...but that's hilarious...and so so very true.

Silver Crusade 4/5

Yeah, maps and minis take some getting used to. I used to play D&D and AD&D back before that newfangled 2nd edition stuff, when D&D and AD&D were two separate games. Then I stopped playing RPGs for about 20 years and returned last year.

I don't have a problem talking in character, whether we're in combat or not. In combat, I usually describe my characters actions, but I do try to talk in my character's "voice" as much as possible. There are some people who aren't used to it, but they catch on and deal with it.

For instance, I still remember my very first PFS session. I was new to the game and threw together a barbarian just because I figured a non-spellcasting front line melee type would be easy to build and play in a new system. Everyone else went around the table introducing their characters with stuff like "I'm playing a druid named...", and I was the last one at they got to. I introduced my PC in character with "Me Mash!!! Me barbarian! Me like ta hit stuff!". The whole table cracked up laughing.

1/5

Matthew Smith wrote:


The Map and Miniatures can take some getting used to but it does have some advantages. It can speed up combat a lot, and makes it easier for visual people to keep track of where they are. If they are using pre-printed maps, it can spur creativity. (I've been disarmed? I grab that knife on the table and stab him) With enough knowledge, it can also be used to help your narrative thinking. ("I have room to run and 40 feet of movement. I can make a DC XX acrobatics check during my move to jump off the balcony and use my standard action to grapple that blasted kobold who has spider climbed onto the ceiling. ") It's hard for a GM to say no when you are using the rules to be awesome. :)

All these points are the exact opposite of my experience.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Funky Badger wrote:
Matthew Smith wrote:


The Map and Miniatures can take some getting used to but it does have some advantages. It can speed up combat a lot, and makes it easier for visual people to keep track of where they are. If they are using pre-printed maps, it can spur creativity. (I've been disarmed? I grab that knife on the table and stab him) With enough knowledge, it can also be used to help your narrative thinking. ("I have room to run and 40 feet of movement. I can make a DC XX acrobatics check during my move to jump off the balcony and use my standard action to grapple that blasted kobold who has spider climbed onto the ceiling. ") It's hard for a GM to say no when you are using the rules to be awesome. :)
All these points are the exact opposite of my experience.

So in your experience, maps and minis don't take any getting used to but have no advantages. It slows down combat, and makes it harder for visual people to keep track of where they are. Pre-printed maps can hinder creativity. No amount of knowledge can help your narrative thinking. It's easy for GMs to say no when you're using the rules to be awesome.

That's your experience? ;)


Funky Badger wrote:
All these points are the exact opposite of my experience.

Yeah...kinda' mine too.

Grand Lodge 5/5 5/5

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Funky Badger wrote:


All these points are the exact opposite of my experience.

I think that is also covered under table variation. In my experience, combat with a map is much faster than purely narrative combat. Then again, my non-pfs group has neen known to spend an entire session getting ready for a fight, then another whole session to conduct it. It's hard not to be faster.


Yeah man, all that map, all those minis...I can never tell which one is mine, so I just grab one and doink it off another one and go "Aya! Take that you scoundrel" and hope everyone just goes along with it.

Grand Lodge 5/5 5/5

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

What it comes down to is that it also depends a lot on the people around the table and a lot of us come from different backgrounds. I won't get into a dissertation of the different player types, but PFS tends to bring people together that often would not be with playing with each other normal circumstances.

As a PFS GM I see it as an obligation to provide a setting where they can all meet in the middle. No, I don't always pull it off, but I try. Each player and GM brings their own background and skill level to the table and in a campaign that is staffed by volunteers, sometimes you get what you pay for. (I usually get much more, but everyone has a bad game sometime)

I can only hope that you stick with it till you can find people that match your play style better and be a good example in the meantime. From the sounds of it, I would be happy to sit at either one of your tables.

1/5

Matthew Smith wrote:
Funky Badger wrote:


All these points are the exact opposite of my experience.
I think that is also covered under table variation. In my experience, combat with a map is much faster than purely narrative combat. Then again, my non-pfs group has neen known to spend an entire session getting ready for a fight, then another whole session to conduct it. It's hard not to be faster.

Generally speaking, more rules = slower. 80-90% of the feats (Jiggy will provide the exact percentage shortly) in the system are tied to the map. People counting out squares, then recounting then asking how stealth works etc...

It is what it is, I remember playing plenty of games without the M&M attachments... (I enjoy the tactical game, but its very much its own thing added on to the RPG)

The Exchange 5/5

this is scary.
.
I've been using maps and mini's for... 35 years? I think?
I got into D&D by being a minitures player in the 70's. It let me use all the heaps of fantasy mini's I collected and painted.
.
with the switch over to 3.0 I had to drag out a bunch of my DM maps and draw a 5' line down the center of the 10' squares I was using. and we had to pay attention more to how many figures were in each spot... but RPGs have been using Mini's for a VERY long time.

Heck, several monsters are from using odd things with your Mini's.
Rust Monster
Bullette (spelling? the land shark)
both of those were from old plastic toys (pre-historic monsters).

I can remember picking weapons/equipment/clothing - heck, PERSONALITY from what my Mini looked like.

Sorry - I'll go back to my old guy corner now...

The Exchange 5/5

Funky Badger wrote:
Matthew Smith wrote:
Funky Badger wrote:


All these points are the exact opposite of my experience.
I think that is also covered under table variation. In my experience, combat with a map is much faster than purely narrative combat. Then again, my non-pfs group has neen known to spend an entire session getting ready for a fight, then another whole session to conduct it. It's hard not to be faster.

Generally speaking, more rules = slower. 80-90% of the feats (Jiggy will provide the exact percentage shortly) in the system are tied to the map. People counting out squares, then recounting then asking how stealth works etc...

It is what it is, I remember playing plenty of games without the M&M attachments... (I enjoy the tactical game, but its very much its own thing added on to the RPG)

I can remember a time when spell ranges were expressed in inches. Yep, you could drag out a tape messure and check it. OH! and that included two DIFFERENT scales - outside 1" tranlated to 10 yards, indoors (and underground) the scale was 1" = 10 FEET. so your spells when 3 times as far outside as in a building/dungeon.

"speed of play" depends more on style of play than amount of rules. IMHO


Matthew Smith wrote:

What it comes down to is that it also depends a lot on the people around the table and a lot of us come from different backgrounds. I won't get into a dissertation of the different player types, but PFS tends to bring people together that often would not be with playing with each other normal circumstances.

As a PFS GM I see it as an obligation to provide a setting where they can all meet in the middle. No, I don't always pull it off, but I try. Each player and GM brings their own background and skill level to the table and in a campaign that is staffed by volunteers, sometimes you get what you pay for. (I usually get much more, but everyone has a bad game sometime)

I can only hope that you stick with it till you can find people that match your play style better and be a good example in the meantime. From the sounds of it, I would be happy to sit at either one of your tables.

Well cool, and hopefully that happens sometime. Hey, if you ever find yourself in the East Wenatchee area I'd be happy to game with you anytime.

1/5

nosig wrote:


I can remember a time when spell ranges were expressed in inches. Yep, you could drag out a tape messure and check it. OH! and that included two DIFFERENT scales - outside 1" tranlated to 10 yards, indoors (and underground) the scale was 1" = 10 FEET. so your spells when 3 times as far outside as in a building/dungeon.

The happy days of volumetric fireballs.

Never used maps for combat in those days though, would have just slowed things down :-)


nosig wrote:
Sorry - I'll go back to my old guy corner now...

Nah, don't feel too bad. I'm sure there's that much difference there. While I didn't really start gaming until college, I had a copy of Red Box back before I knew much about gaming and dinked around (badly) at trying to paint some of the really weird minis they had back then. I tortured my elementary friends with sessions of "D&D-like game mixed with some Zork and the D&D cartoon cause I don't know what I'm doing".

My later experiences with narrative gaming are just what I count, because that's where I had learned how to game. The earlier stuff was just embarrassing.

The Exchange 5/5

Funky Badger wrote:
nosig wrote:


I can remember a time when spell ranges were expressed in inches. Yep, you could drag out a tape messure and check it. OH! and that included two DIFFERENT scales - outside 1" tranlated to 10 yards, indoors (and underground) the scale was 1" = 10 FEET. so your spells when 3 times as far outside as in a building/dungeon.

The happy days of volumetric fireballs.

Never used maps for combat in those days though, would have just slowed things down :-)

HA! not really. Depended on your group. I ran a home game with hand drawn maps (Graph paper) of each location - towns, buildings, dungeons etc. and many of them would translate to tiles we played on... but PFS DOESN'T have player maps... how many times have you seen a group of players "mapping"?

Mapping - a judge looks down at a keyed sheet of graph paper behind his screen, while one (or more) players labors over blank sheet while he 'maps out' the location. Judge "... tunnel runs 30' then you get 5 foot opening on both sides, and the tunnel runs 15 more feet and ends in a double door. Back to the east you have another 10 foot wide tunnel...."
This doesn't happen in PFS. Different style of play. Our judge drops down a play mat and draws it out - or has carefully crafted drawn in scale maps for us to play on....
One of the reasons in the old days I often used maps/mats was because it SPEEDED THINGS UP. you didn't end up with things like the I.C.B.S.
"I attack Joe with my spear!"
"How'd it reach him?"
"I throw it!"
"Dude - Joe's not here! He teleported home... and that's across the ocean!"
"WOW - an Inter-Continental Ballistic Spear!"

1/5

nosig wrote:


HA! not really. Depended on your group. I ran a home game with hand drawn maps (Graph paper) of each location - towns, buildings, dungeons etc. and many of them would translate to tiles we played on... but PFS DOESN'T have player maps... how many times have you seen a group of players "mapping"?
Mapping - a judge looks down at a keyed sheet of graph paper behind his screen, while one (or more) players labors over blank sheet while he 'maps out' the location. Judge "... tunnel runs 30' then you get 5 foot opening on both sides, and the tunnel runs 15 more feet and ends in a double door. Back to the east you have another 10 foot wide tunnel...."

Heh, now there's a memory.

Not sure if its good or bad, but yeah...

It certainly means there's a lot more faff involved now it you want to start GMing...

The Exchange 5/5

That was the biggest change I noticed from PFSOP and most older games - the players DON'T MAP.
I can recall countless home games where you had to have one of the PCs with a skill Cartographer - and this was before the formal skill system we have now. One game in fact, the DM allowed the PCs to draw out the maps on plain white paper (no lines), and if one of you were a scribe you got lined paper, and if one of you was a Mapmaker/Cartographer you got graph paper!


I've done quite a bit of that actually--but I usually don't make the players responsible for remembering all of it (unless it gets intricate enough to require a Dungeoneering check). But yeah you'd get:

An arched hallway of red marble is cut through by a diagonal passage dimly lit by torchlight. All the stone is cut and polished to a high degree of precision, and the black veins in the red marble seem to pulsate in the torchligh. To the right you can hear the sounds of shuffling bodies--meandering, purposeless. To the left it's eerily quiet.

The PCs slip steathily around the corner to the left.

The passage ahead is collapsed, but scortching and tool marks make it clear the roof was brought down on purpose. To the left are a large set of impressive stone doors bound in spiked iron--from the other side, moaning and a mingled smell of death and strong funerary herbs.

Then PCs just say where they want to go like "back toward the shuffling" or "back to the spikey stone door".


Temple of Chaotic Evil from Keep on the Borderlands, by the way...

Grand Lodge 2/5 RPG Superstar 2012 Top 32

*blinks*

My only real experience with anything older than 4E was my AD&D video game called Order of the Griffon on my TurboGrafx.

And all I learned from that was:
• AD&D was about wandering around killing as many things as possible. Which made sense, because pretty much everything wanted to kill you.
• Noncombat/roleplaying meant trying to burn down the tavern and watching your elf get beaten to death by commoners in narrative text as a result, even if you're capable of killing dragons. That, and belching contests (except without the "contest" part).
• The only difference between different members of the same class is their HP. The mage or cleric who says they get more spells than the other mages or clerics is lying. The fighters all deal about the same damage and get about the same AC. And so forth.
• "Plot" means the guy who owns the dungeon has a name. There's no actual plot.

Always makes me chuckle when people talk about modern RPGs being combat focused or about the allegedly-new "video game mentality" and how the old days were different. My only window into the old days was "grab the fattest four guys you can and kill EVERYTHING". :P

5/5

Grimcleaver, where are you located?

Silver Crusade 2/5

Kyle Baird wrote:
Grimcleaver, where are you located?

Kyle, no sending the yetis after him. They get terrible dandruff if they leave 5 star mountain.


East Wenatchee, WA

4/5

Netopalis wrote:
Talking while there is a mini on the board is no more silly than talking when there's no mini there. Is it better to talk as a rubber ducky or an imaginary friend?

My friends and I are no more imaginary than the creatures we are facing ...


That's awesome...


Jiggy wrote:
My only window into the old days was "grab the fattest four guys you can and kill EVERYTHING". :P

Depends on who you were with. 2E was they heyday of settings like Planescape, Dark Sun and Spelljammer that were about anything but dungeons. Even older stuff like Greyhawk and Forgotten Realms were treated with greater maturity and were fleshed out a great deal more than they were in the early modules. It really was a move on the part of 3e designers to go back to dungeon-based gaming.

5/5

1 person marked this as a favorite.

You should see if you can get a PFS game going with Walter Sheppard as your GM. He's one of the best there is (not THE best of course...). ;-)

1/5

Jiggy wrote:

*blinks*

My only real experience with anything older than 4E was my AD&D video game called Order of the Griffon on my TurboGrafx.

And all I learned from that was:
• AD&D was about wandering around killing as many things as possible. Which made sense, because pretty much everything wanted to kill you.
• Noncombat/roleplaying meant trying to burn down the tavern and watching your elf get beaten to death by commoners in narrative text as a result, even if you're capable of killing dragons. That, and belching contests (except without the "contest" part).
• The only difference between different members of the same class is their HP. The mage or cleric who says they get more spells than the other mages or clerics is lying. The fighters all deal about the same damage and get about the same AC. And so forth.
• "Plot" means the guy who owns the dungeon has a name. There's no actual plot.

Always makes me chuckle when people talk about modern RPGs being combat focused or about the allegedly-new "video game mentality" and how the old days were different. My only window into the old days was "grab the fattest four guys you can and kill EVERYTHING". :P

You've just described the old "video game mentality" though...

...if only you'd been reared on the Gold Box Series.

:)


Who's Walter Sheppard? We do our game at Cave Collectible Gaming here in town, Tuesdays at 6 p.m. though--open invite.

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