Season 7 Retirement Arc?


Pathfinder Society

101 to 135 of 135 << first < prev | 1 | 2 | 3 | next > last >>
Shadow Lodge 4/5

4 people marked this as a favorite.

Alright, I had a few minutes, and here are my thoughts on the matter. Aggressively spoiler'd since I reference quite a few scenarios by name.

Spoilers for Eyes of the Ten:
When thinking about writing a new retirement arc, the first thing I ask myself is "what did people like about the first one?" From the responses in this thread, the reviews, and personal experience, there were four key points people liked. As always, these are just my idle thoughts.

1. It was a story about the Society, not one the Society happens to be involved in. Everyone you interact with is a member of the society, the main villain is a member of the society, and the goal is to protect the Ten. A new retirement arc would need to be focused on the Society and the PCs' relationships with it.

2. The story was morally complex (Part 3 notwithstanding). Having no evil enemies in the first book (while frustrating for a paladin) did a good job of notifying the players that the days of black and white morality were over. Throughout the rest of the plot, the PCs are protecting one evil from another, and the ending may make you question which one is actually the lesser evil. The stories which stick with people the longest are the ones which make them think. A new retirement arc would need to force players to question their characters' motivations and morals.

3. The story felt like a part of a larger whole. The amount of callbacks and references to other scenarios was staggering. I've played almost all of Seasons 0 and 1, but I probably missed some, which is a little frustrating for players jumping in later, but makes the veteran players feel like their actions actually matter. A new retirement arc needs to celebrate the PCs' accomplishments, and be, in-part, driven by their past successes.

4. Despite being about the Society, Eyes still took PCs all across Golarion, and even to another planet. This epic scope went a long way towards making the arc feel like a celebration of the PCs' accomplishments, rather than just another high-level mission. A new retirement arc needs to have an epic scope, without losing a tight focus on the Society and their troubles.

More stuff coming later.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
DM Beckett wrote:
Just curious, what scenario is this?

The Sky Key Solution.

Shadow Lodge 4/5

Disk Elemental wrote:
The story was morally complex (Part 3 notwithstanding). Having no evil enemies in the first book (while frustrating for a paladin) did a good job of notifying the players that the days of black and white morality were over. Throughout the rest of the plot, the PCs are protecting one evil from another, and the ending may make you question which one is actually the lesser evil. The stories which stick with people the longest are the ones which make them think. A new retirement arc would need to force players to question their characters' motivations and morals.

I'm playing this now, so I can't say much with too much specific experience, this is not moral complexity, or some sort of higher maturity to the play. It's a railroad pretends to be something else, but since there is no option (within the scope), it really is just intended to reward (like much of PF/PFS), characters that don't have strong morals over those that do, and a lot of the cases I have seen that are similar, they tend to push things to the pretty unbelievable, but then sweep a lot of what should be circumstances or individual repercussions under the rug because "they are Pathfinders".

Personally, I'd like to get away from that sort of thing, and start to reward people for actually playing and sticking to their alignment and ethics, rather than try to shoehorn in illusions of moral ambiguity.

However, you do make an interesting point, in a sense. For the past few years of PFS play, there has been a undercurrent of the in game organization needing to clean itself up, change face, and not be as reviled by the rest of the world as it was, (and realistically should be).

Spoiler:
A new Seeker arc could be a really good opportunity to do so. For example, while it's somewhat cool that the game is based around the idea that everyone works for a super secretive, unknowable group of probably 10 masked individuals, that's a pretty childish notion if you sit and think about it. Why would anyone, minus some indoctrination, care or be loyal to these individuals whatsoever? To the point of a religious character being willing to bend the tenets of their faith, just because. And this goes for any alignment, not just good. Most of the faithful of Pharasma should have a huge issue with the organization, between despoiling various crypts, unsettling the dead, and very specifically how the organization steals all sorts of knowledge and hoards it. Likewise, most priests of Abadar and Eristal should have huge issues with the chaos and instability that the PFS as a whole brings, regardless of any potential "good" they might also bring, it just doesn't weigh out in the end, long or short term.

Again, this is generally sort of swept under the rug, both for simplicity and also because of this odd notion that characters are Pathfinders first and foremost to anything else in their lives, (faith, family, country, etc. . .).

At the same time, there are certain Faction heads that have just been glaring issues. Major Maldris is probably the most corrupt person in power out there, and some of that is public knowledge, and yet he continues to, for multiple seasons, to lead the Faction whose entire goal is to root out and remove corrupt leaders. This isn't really a fun sort of plot/story element either, it's annoying.

Maybe these two sorts of things could be finally cleaned up a little, with some of the better known (and more liked/respected) individuals joining "the Ten". That is, giving some of them a face that would actually make players/characters want to work for them, while also instituting individuals that might help explain and mitigate a lot of the moral issues that being a Pathfinder causes, (or should cause).

Shadow Lodge 4/5

1 person marked this as a favorite.
Disk Elemental wrote:
More stuff coming later

As promised, here's more stuff.

Now that we've established what (I believe) the arc would need to have, let's take a look at the last few seasons to see what we've got to work with.

Season 4:
Season 4 has largely been resolved, Krune died, Tancred was killed, and Jormurdun was found. But, there's still a dangling plot thread we can tug on.

  • Torch and the Spider. There's a bunch of stuff from #4-23 which doesn't add up. How did the Spider got a list with (some) names of the Ten? In the face of this massive security breach, the Ten contacted Torch, and his mid-level agents, why? Following the session, the Ten were (uncharacteristically) willing to forgive and forget, in regards to the agents who were openly challenging their authority. What if it was all a setup, one of the Ten leaked the information to the Spider, then contacted Torch, figuring he would take the opportunity to betray them.

Season 5 and Moonscar:
Season 5 was also kinda self-contained. Everything built up to Jormurdun, then nothing. However, there's some stuff we can work with.

  • Thurl. We discovered what he was doing in #5-09, and killed him in #5-25, but there are still some unresolved questions about Thurl. What happened to the rest of the Eidolons? What happened to the Glabrezu in his basement? What was his endgame? Why did Nocticula force him to attack Tancred? Maybe she wanted the Society to reach Jormurdun...

  • Political Instability. The society has already faced hatred and fear in Mendev before and has had their image sullied (#5-02, #5-22). It wouldn't be unreasonable for things to get hostile again. It'd also be a good opportunity to (depending on reporting results) bring back Sir Ilivan and Ekira as potential allies/enemies.

Season 6:
Season 6 definitely provides the most material for a new arc, considering the Technic League was never really dealt with, and the Aspis became far more prominent.

  • The Aspis Consortium. Came back into the plot this season, after being entirely absent in Season 5, and an afterthought in Season 4. These guys are, by far, the biggest threat to the Society and the top candidate for primary antagonists of the new arc. I'll give them a full write-up when discussing #6-98 and #6-99.

  • Technic League. The Technic League is still angry at the society for killing their men, and assembling the Sky Key. So much so, that they allied with the Aspis consortium. I personally really liked this plot, and was disappointed when it didn't go anywhere.

  • Amethyst Sage. There's an evil Scarab Sage running around, as was established in #6-04. I'm not super familiar with the lore surrounding the sages, so I won't speculate much beyond that.

  • The Pasha. #6-11 revealed that they're still around and still interested in the Society. Could be another interesting development.

  • The Squizard. No real reason for mentioning this guy, other than I like him. There's a decent chance he escapes in #6-13 so... there's always hope.

#6-97, #6-98:

During the events of 97/98 the Consortium nearly destroys the Society, permanently killing Zey, and nearly absconding with the Sky Key. This event is a perfect setup for a new retirement arc. It satisfies condition #1, by being a battle against the Society's age-old enemies. It satisfies condition #4 because the Aspis are spread all across Golarion and the Hao Jin Tapestry, allowing the PCs to travel to exotic locations. It satisfies condition #3 by allowing the writer to reference the dozens of Aspis-related scenarios, and allow the PCs to return to old stomping grounds. Condition #2 is a bit harder to satisfy, but given the backstories of the Aspis agents from #6-98, it's definitely doable. (Am I the only one who would be conflicted about murderhoboing Shohiraj?)

#7-00:

The Sky Key and its time traveling abilities provide a unique way to fulfill conditions #1, #3, and #4. For anyone who's played any of Season 6, or #6-00, or #7-00, including the Sky Key seems like a no-brainer.

More stuff coming later.

Shadow Lodge 4/5

No offense, but after Rivalry's End, if PFS tried to pull the s!~@ in your Season 4 Spoiler, I'd walk away from Paizo entirely.

The fact that Rivalry's End wasn't retired was a slap in the face already.

Shadow Lodge 4/5

Backett, I actually agree with almost everything you've said. The amount of loyalty the PCs are expected to have to the Ten is ludicrous, and I would love an arc exploring that relationship. I don't think any of the conditions I set would prevent such an arc from taking place. Heck, the rider to condition #1 and all of condition #2 would actively encourage such an arc.

In reference to Maldris being corrupt, I totally agree (#7-05 does a good job with this!), but I also like what he stands for. I think he (and by extension his faction) are the most interesting from a moral standpoint. Maldris is corrupt and disgusting, but he's not stupid and does his job well. Which forces Andoran PCs to find a way to rectify that contradiction. My Inquisitor does it, because she believes freedom is more important than anything else, and believes anything can be justified if it's done in the name of freedom. I know a guy whose PC is Andoran, but joined the Silver Crusade, because they're uncomfortable taking orders from someone like Maldris.

In my opinion, nasty characters in positions of authority force characters to make tough choices and evaluate what's truly important to them. Which makes more fleshed out characters.

DM Beckett wrote:
I'm playing this now, so I can't say much with too much specific experience, this is not moral complexity, or some sort of higher maturity to the play.

I'd disagree. The point of the first book is to remind the PCs that they don't have a monopoly on being right. There are good people who are just trying to do the right thing, that will still come into conflict with the PCs.

You mentioned that it's rewarding people with no moral code, and I agree with that. That's one of the strongest statements the arc makes, the Society ain't no place for a hero. Your moral code will be bent and it will be broken.

Part 4 of Eyes:
And in the end, you have the choice whether to follow your code or follow the Ten. Because Ten aren't keen on sharing.

Shadow Lodge 4/5

DM Beckett wrote:

No offense, but after Rivalry's End, if PFS tried to pull the s!$% in your Season 4 Spoiler, I'd walk away from Paizo entirely.

The fact that Rivalry's End wasn't retired was a slap in the face already.

Why? It fixes the narrative problems with Rivalries' End, while still being completely consistent with the characters. I agree the scenario was awful, but it happened, and was a major turning point in a lot of characters' lives. I don't see a reason to unperson it, when it can still be fixed.

Shadow Lodge 4/5

Disk Elemental wrote:
Why? It fixes the narrative problems with Rivalries' End, while still being completely consistent with the characters. I agree the scenario was awful, but it happened, and was a major turning point in a lot of characters' lives. I don't see a reason to unperson it, when it can still be fixed.

From whose perspective?

Scarab Sages 4/5

Personally, I think I would like a retirement arc that is epic in scale, but relatively independent from what's going on in the current season. Unlike Tier 7-11, where we have scenarios every year that can handle the more powerful aspects of that season's plot, we won't get new 12+ scenarios every year. A new Seeker arc should serve much the same purpose that scenarios like The Confirmation and The Wounded Wisp do for new characters. It should work regardless of what season it is played during, so that the issues that Eyes of the Ten has that lead to it feeling outdated don't happen again. Essentially, it would be like one of the old high level modules, targeted at level 13 maybe (so Tier 12-14), so that new Seekers or Seekers who have been through EoTT could play it.

It should still have a place in time in the Pathfinder Society's history, and events and characters from the new arc could appear in future scenarios in a similar way to how a certain Halfling Bard recurs. But I think trying to replicate what EoTT did in terms of how it used information from scenarios that preceded it would be a mistake, as two or three years from now we'll be talking about needing another new Seeker Arc, because factions have changed or Venture Captains have... well, you get the picture.

Just my 2 cents.

The Exchange 3/5

I wouldn't mind a deeper story line about Shadow Absalom involving its ruler Argrinyxia, the Shifting Lady of Ebon Scales. The onyx alliance has certainly been touched on in a few scenarios.

Alternatively exploration in the Underdark is rare. It certainly is a place that lends itself to high level game play.

Sovereign Court

Absolom has plenty of prime material siege forts. How about a seeker arc to combat a planar siege fort.

Shadow Lodge 4/5

Disk Elemental wrote:
More stuff coming later

This'll be the last stuff. I appreciate everyone who took time to read my ramblings.

Now that we've gone over what a retirement arc needs to have, and what major pieces we have to work with, let's frankenstein them together into a speculative abomination!

Note: this is merely meant to be an example, an adventure which fulfills the criteria I set forth.

Part 1:

Act 1: The PCs begin in the Grand lodge, along with hundreds of other agents, being briefed by Farabellus. He explains that they've discovered the location of a meeting between the Aspis leadership, a heavily guarded compound in the heart of the Mwangi Expanse. Using the newly repaired Hao Jin Tapestry as a teleportation circle, the Society is going to launch an all-out assault on Bloodcove, wiping out the consortium leadership and destroying the seat of their power. He also mentions that similar briefings are being given at dozens of other lodges, including Nerosyn, Magnimar, Woodsedge, and Nantambu.

After taking questions, the PCs will have a day to prepare before being ushered through the portal.

The PCs are teleported to the outskirts of the compound, followed quickly by the other agents. The initial battle goes well, the Pathfinders quickly overwhelm the (weak) Aspis resistance, and secure the compound. When the PCs breech the chamber where the Aspis leadership is supposed to be, they find it empty. A few moments later they hear a series of explosions and the sounds of battle coming from outside.

Upon existing, they find a gruesome scene. The army of the Open Road has been routed, the Aspis forces, augmented by Technic League robots, have collapsed in behind the agents, and wiped them out. The PCs can recognize Farabellus standing in the midst dozens of Aspis agents, signaling the retreat, before falling beneath the onslaught.

Act 2: The PCs will need to fight their way out of the compound. Along the way they'll have the opportunity to rescue survivors, but attrition soon takes its toll; and it becomes clear that they can't save everyone.

As they begin rescuing survivors, the PCs get a fragmented and confusing account of the battle. The outbuildings exploded, during the confusion several groups of Aspis agents teleported into the middle of the compound, as a massive group converged on the compound from the woods. They quickly overran the teleportation circles which served as the Society's connection to the lodges, and destroyed them. By this point it should be clear that the Society has been led into an ambush.

At the outskirts of the compound, the PCs and their entourage spot a single remaining portal, leading to the Magnimar lodge. After dispatching the guards, the PCs make their escape.

Act 3: The PCs emerge to find Heidmarch Manor engulfed in flames. Picking their way through the blaze, the party finds the remains of dozens of junior pathfinders. In the main room, they find a badly wounded Sheila Heidmarch, standing over the body of her dead husband, attempting to fend off half a dozen seeker-level Aspis assassins.

If the PCs manage to save the Venture Captain, she thanks quickly, instructs the PCs to get her husband and anyone else they can find to safety, before running deeper into the building to salvage whatever useful items are left in the lodge. She manages to find an intact box of a box of soul wafers along with Krune's Runecarved Rod, which she gives to the PCs after they escape the manor.

If she dies, the PCs will be approached by an acolyte of Abadar shortly after exiting the building. Informing them that the Venture Captain's will states that she is to be brought to the temple of Abadar. (The priests were informed of her death due to a permanent Status spell she had cast years before).

The Venture Captain doesn't know any more about what's going on than the PCs do, explaining that she, her husband, and the pathfinders at the lodge were attack shortly after sending the assembled agents through the portal. After hearing the PCs' account, she grows pale and immediately attempts to contact the Grand Lodge. After getting no answer, she attempts to contact the other Venture Captains involved in the assault, getting no response other than cry for help, which ended abruptly, from the Nantambu lodge.

After taking a moment to collect her thoughts, Heidmarch removes an iounstone from her wayfinder, and cracks it open to reveal a small roll of paper, she reads it, then hands it to the PCs. She quickly explains that this is the contingency plan, in case the Society was ever threatened with annihilation. Instructions to overload the Sky Key, sending a small group back in time by one week, permanently. Doing so would destroy the device, and, likely, the isle of Kortos along with it; but it would allow a few individuals to shift the course of history. To prevent whatever event destroyed the Society.

However, she adds that the PCs need to keep their reason for returning a secret as long as possible, because she believes that someone high up in the Society has sold them out to the Aspis.

Heidmarch hands the PCs a scroll of Greater Teleport, wishes them luck, and urges them to trust no one.

Act 4: The Sky Key vault is shielded against teleportation, so if the PCs attempt to teleport there, they arrive in main entrance hall.

Shortly after arriving, a booming voice echoes throughout the lodge, the voice of the Decemvriate. It names the PCs as traitors to the Society, attempting to steal the Sky Key, and urges any/all agents to kill them on-sight.

Many of the agents in the Grand Lodge are hesitant to murder a fellow agent, even after being given a direct order, so the PCs will have the opportunity to use a combination of stealth and guile to avoid all combats in this section.

Act 5: Upon arriving at the vault of the Sky Key, the PCs find Osprey, along with several other Seekers guarding the Key. As they enter, the PCs are ordered to surrender. If questioned, the Seekers know nothing of the events in the Mwangi, and are only following the orders of the Decemvriate. The PCs have the opportunity to talk all the guards, other than Osprey, down.

Regardless of if he has backup or not, Osprey attacks, simply saying that he serves the Decemvriate.

After dealing with the guards, the PCs are free to approach the Sky Key, and input the command. The key hums to life then emits a blinding flash.

Analysis:

While, this example is a little extreme, I think it does a good job of encapsulating the four points I made in a single session.

1. This is a story about the Society and the Aspis consortium. The major NPCs are all legacy characters, who the PCs should all be familiar with. It also deals with the relationship that the PCs and the NPCs have with the Society. The story starts with them as loyal agents, who are sent to die due to a betrayal. After surviving, the PCs are given a pretty big hint that this betrayal goes all the way to the top. The NPCs generally fall in the same categories as most PCs, either they follow orders until it conflicts with their own morality (the seekers in the vault), or they follow them regardless of consequence (Osprey).

2. Admittedly, there's not a ton of complexity here, but Act 2 should force the PCs to choose between their own survival and the survival of others. Acts 4 and 5 deal with allies who are just following orders, people who may be good, put in extraordinary circumstances. Do the PCs kill all of them, and hope to undo it? If they're going to be killed by the Sky Key detonation, does it even matter? Is it really evil if no one is going to be permanently hurt?

3. The continuity should be obvious. Krune's Rod, the soul cookies, the Sky Key, the Hao Jin tapestry, these are all things recovered on previous adventures.

4. In this short adventure, the PCs went from the Grand Lodge, to the Mwangi, to Magnimar, back to the Grand Lodge, then back in time. All to prevent the complete destruction of the Society. It may happen a little too fast, but the players are certain to remember it.

Once again, I'd like to thank everyone who sat through my ramblings.

Shadow Lodge 4/5

It's funny how many of those elements have already been used in Season 7. :)

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

@Disk Elemental:

I think that's a cool story to read, but I think it might be really hard to turn into a good scenario for playing.

To make all the necessary things happen would require some serious railroading - stopping the high-level PCs from spotting the threat earlier in any of a dozen ways, keeping them from trying entirely different things to fix things.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Jack Brown wrote:

Fed up with the everlasting turmoil in Galt, the faction leaders finally agree on something. The Revolution has to be over turned, and Order must be restored. Lady Glorianna sees the chance to restore the Galtan aristocracy, because the masses haven't been able to rule themselves. Maldris sees this as a time to prove that the revolution could have worked, and here's how h would have done it differently. Zadrian only wants the poor people of Galt to be free from The Terror, while Zarta Dralneen sees it as a chance to install her own kind of order. The Trade Prince al'Hakim is only interests in the profits he could garner, while the Sages follow the trail of one of their own.

All the while dealing with a government that has collapsed under its own weight, and a revolution that threatens to spill over into other lands.

I think this is a nice idea actually. At least for the Sovereign Court, eventually there's going to have to be a story arc where they go from gathering pawns to making a play with them...

Liberty's Edge 5/5

I think the story should be devoid of faction and seasonal meta plot stuff, so that 7 years from now it still is a viable story.

4/5

well clearly Torch (wearing empowered cyberplasm) is Aroden...

runs for cover... QUICKLY

Dark Archive

Galt is one of many places in Golarion to be from, not returning, never going back, not vactioning there, don't buy the tshirt, etc.

Others Sarkosis, Ulastav, Geb, Nex, Mana wastes, etc.

If you fix the problems there the world will no longer be from (there) and thereby destabalize it's normal function as an origin.

5/5 5/55/55/5

I'm honestly worried about people going full on shadowlodge if they don't walk out of the campaign if we do eyes of ten...

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Andrew Christian wrote:
I think the story should be devoid of faction and seasonal meta plot stuff, so that 7 years from now it still is a viable story.

That's the big puzzle isn't it? How to do something that is truly about the society, while not being about the society as it happens to be in this season?

Sovereign Court 5/5 5/5 RPG Superstar 2010 Top 16, 2011 Top 32

3 people marked this as a favorite.

Using a conjunction of planets and arcane forces, the Decemvirate realizes it can send a small group of Pathfinders back to the very same point in time as Durvin Gest. Naturally, they pick the PCs, being a perfect test for Seeker-hood and best qualified of all available agents. The PCs go back in time, but discover Durvin Gest is dead, defeated before his final climatic act of heroism. Now the PCs must become Gest and set history right by finishing Gest's quest or else risk deleting the Pathfinder Society from history before it can begin!

5/5 5/55/55/5

1 person marked this as a favorite.
James Martin wrote:
Using a conjunction of planets and arcane forces, the Decemvirate realizes it can send a small group of Pathfinders back to the very same point in time as Durvin Gest. Naturally, they pick the PCs, being a perfect test for Seeker-hood and best qualified of all available agents. The PCs go back in time, but discover Durvin Gest is dead, defeated before his final climatic act of heroism. Now the PCs must become Gest and set history right by finishing Gest's quest or else risk deleting the Pathfinder Society from history before it can begin!

party bard "ok, druid, you're going to clean out the Aegan stables in one day. Wizard, You need to learn to recite the entire encylopedia draconica... in that same day. Dwarfy, you need to excavate the entire sky citadel.. with a spoon.

"What feat will you be up to while we're doing that?

"His most famous feat of all, satisfying an entire calistrian temple!

"... i hate when we let him call dibs.

Sovereign Court 5/5 5/5 RPG Superstar 2010 Top 16, 2011 Top 32

While the PCs are at a remote Lodge, preparing for a mission, a near-death Eando Kline falls literally on their doorstep. After he is stabilized he relates a tale of discovering that a former Pathfinder thought dead has allied with serpentfolk mages and infiltrated the Decemvirate. Unless the PCs can put together the scattered clues and discover who the compromised Decemvirate member is, this member will use the Society's power and influence to start an all-out war between Cheliax and Andoran.

5/5 5/55/55/5

1 person marked this as a favorite.
James Martin wrote:
While the PCs are at a remote Lodge, preparing for a mission, a near-death Eando Kline falls literally on their doorstep. After he is stabilized he relates a tale of discovering that a former Pathfinder thought dead has allied with serpentfolk mages and infiltrated the Decemvirate. Unless the PCs can put together the scattered clues and discover who the compromised Decemvirate member is, this member will use the Society's power and influence to start an all-out war between Cheliax and Andoran.

Hands out small fluffy animals to the deciemverete

Watches two of them eat the heads off of small fluffy animal

its one of those two! Kill them both to be sure!

Shadow Lodge 4/5

Ascalaphus wrote:
Andrew Christian wrote:
I think the story should be devoid of faction and seasonal meta plot stuff, so that 7 years from now it still is a viable story.
That's the big puzzle isn't it? How to do something that is truly about the society, while not being about the society as it happens to be in this season?

It's really not that difficult. What they mean isn't 100% devoid, like it didn't happen, but rather that the plot doesn't revolve around it, or even happening a certain way or the characters being part of those events first hand.

For example, (and just an example, I'm not sure just how possible this could be), it's entirely possible that a 12th level character has never traveled through or interacted with the Hao Jinn tapestry, and it's also entirely possible that in two seasons, (if not nowish), that Tapestry is destroyed, stolen, broken, etc. . .

So it wouldn't be a wise decision to write a story for a Seeker Arch that revolves around something that might not be there or be very different in the future.

Shadow Lodge 4/5

BigNorseWolf wrote:
I'm honestly worried about people going full on shadowlodge if they don't walk out of the campaign if we do eyes of ten...

That's pretty much exactly what I was saying about how the idea of moral ambiguity or dilemma is false, and just a railroad. (Again, I haven't played EotT fully yet, so I'm talking mostly about everything as a whole rather than those 4 scenarios, specifically). No matter how probable/improbable, difficult, realistic, etc. . . it could be, there isn't an option to pick "Door C" (or D, E, F,. . .) that allowed.

Lantern Lodge 5/5

1 person marked this as a favorite.

You really shouldn't comment on Eyes of the Ten until you've completed it.

Shadow Lodge 4/5

4 people marked this as a favorite.
DM Beckett wrote:
No matter how probable/improbable, difficult, realistic, etc. . . it could be, there isn't an option to pick "Door C" (or D, E, F,. . .) that allowed.

Welcome to PFS, where the reporting conditions are made up and player choice doesn't matter!

Let me know if your opinion changes after the arc is complete.

Shadow Lodge 4/5

Jayson MF Kip wrote:
You really shouldn't comment on Eyes of the Ten until you've completed it.

Please note I'm actively saying that I'm not commenting on that, but rather most other scenarios that have a similar "moral dilemma". This isn't really that intrinsic to PFS either, but rather Paizo's writing style in general. I've tried rather hard to do the impossible task of avoiding spoilers about the EofT, but I'm pretty sure there is no option to slaughter them all on public television and take their loot. :P

If so, then please don't answer.

It's also not an insult or derogatory, per se, just a noticeable trend.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
DM Beckett wrote:
I've tried rather hard to do the impossible task of avoiding spoilers about the EofT, but I'm pretty sure there is no option to slaughter them all on public television and take their loot. :P

Well, I suppose the party could, but it probably wouldn't get them any PP at the end. My team wanted to murder Osprey pretty bad.

3/5

Doesn't that fall under "Reward Creative Solutions?"

-Matt

Shadow Lodge 4/5

It's not creative if it's the default response from 1E.

3/5

The players don't have to know that! Just let them think they are being totally unique and creative, no matter what path they are following.

-Matt

Sovereign Court 4/5

Steven Schopmeyer wrote:
DM Beckett wrote:
I've tried rather hard to do the impossible task of avoiding spoilers about the EofT, but I'm pretty sure there is no option to slaughter them all on public television and take their loot. :P
Well, I suppose the party could, but it probably wouldn't get them any PP at the end. My team wanted to murder Osprey pretty bad.

I don't think you have to play EoTT to want to murder Osprey.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
Warwick Cailean wrote:
I don't think you have to play EoTT to want to murder Osprey.

That's actually what I meant. They went in wanting to murder him, and came out thinking he was the only stand-up guy among the Seekers.

101 to 135 of 135 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Organized Play / Pathfinder Society / Season 7 Retirement Arc? All Messageboards

Want to post a reply? Sign in.
Recent threads in Pathfinder Society