Guidance's Design 101 — Young Characters and Organized Play Edition


Pathfinder Society

4/5 5/5 * Contributor

Hello, everyone!

PaizoCon was lots of fun, not just because I got to run five slots of PFS (that was pretty great, though). In addition to copious amounts of gaming, I got the opportunity to ask a bunch of opinion questions to a wide variety of Pathfinder Society players and GMs from across the world. (Seriously, one guy I met while prepping Serpent's Ire was from Australia!)

I've been pondering a "design series" on the Know Direction blog for a while were I take a topic and go over the sort of considerations one has to make when designing a new set of rules for that topic. For things like mechanics, its pretty easy for me. For things like organized play, its a little bit harder. But I love a good challenge and in my mind, the organized play rules aren't any different from the combat rules—they're mechanics for determining how play happens at the table.

With this in mind, over the next month or so I'm going to be rolling out two or three articles on Guidance that deal with design contingencies; the little things in rules building that you have to think of when making something new. I figured the Organized Play rules would be a good place to do my conceptual tinkering because, frankly, its something I can use as a demonstrative tool without having to worry about stepping on someone's product either here or there.

So with that in mind, I wrote my first article in the series on something very near and dear to my heart: the inclusion of young PCs in organized play. Please give the article a read and comment what you think either on the Know Direction site or in the comments section below; I'm looking forward to seeing people's thoughts on this sort of implementation for the "rule."

Thanks, and have fun gaming!

Alex Augunas, the Everyman Gamer

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