The Evolution of the Multipart Scenario
Monday, May 14, 2012
As early as Season 1, the Pathfinder Society Organized Play campaign has featured a number of multipart scenarios—mini campaign arcs designed to tell longer and more complex stories than a single 4-hour gaming session can provide. Whether in the form of four-part series like The Devil We Know, Echoes of the Everwar, and the Tier 12 retirement arc The Eyes of the Ten; a three-part arc like this season’s The Quest for Perfection and last season’s The Heresy of Man and Shades of Ice; or a two-part story such as The City of Strangers, Shadow’s Last Stand, and Before the Dawn, the level of continuity between segments and the arcs’ overall scopes have varied quite a bit in the last three years.
One of my goals as developer of the Pathfinder Society Scenarios line is to make multipart scenarios feel more cohesive and to provide players with a sense of accomplishment for completing these long format series. But finding the right balance of telling compelling, immersive stories and meeting the needs of the organized play campaign’s unique design parameters hasn’t come easy. And we’re still trying out new things.
Earlier this year, we released the Wonders in the Weave series, a Tier 5–9 two-part arc introducing characters to the Hao Jin Tapestry, the private demiplane the Society won as part of the Ruby Phoenix Tournament at the season’s halfway point. In this series, we tried something new with the mutliparters: we provided a boon at the end of the first installment, The Dog Pharaoh’s Tomb that grants no inherent bonuses. But having this boon on the Chronicle sheet immediately preceding the second chapter in the series, Snakes in the Fold allowed characters to earn a second boon that is only awarded for those PCs playing the story in order and without interruption between.
That method worked okay, but we still felt there was room for improvement. So with the release of last month’s Tier 7–11 scenario, Pathfinder Society Scenario #3–20: The Rats of Round Mountain, Part I: The Sundered Path, we had a chance to try a different tack with multipart boons. We were further motivated to push the envelope by the specific circumstances of this mini-arc’s plot: the PCs travel to the center of a hollow mountain in Part I, and then venture into a ratfolk stronghold within the mountain in Part II. It didn’t make sense for PCs to make a long trek, then magically be outside the mountain and even back on the Material Plane doing other adventures, partaking in a Day Job, or even buying equipment, then suddenly be back in the middle of the mountain at the start of the next adventure. If it were so easy to get back and forth from the mountain’s center to Absalom, why did they need to journey there on foot in Part I?
The solution we came up with is this: at the end of The Sundered Path, PCs are given a choice to remain there, forgoing the ability to purchase equipment or spellcasting services, make Day Job checks, or participate in other scenarios, or to hand-wave their characters’ continuity but sacrifice their ability to get a larger boon as a reward for playing the two scenarios back-to-back. Since PCs inside Round Mountain who choose the former are assumed to have been there continually before the start of Part II, Pagoda of the Rat, they won’t receive a faction handout for the scenario, and only need to complete a faction mission if they want to; players doing both scenarios continuously will automatically receive full prestige for the second part of the series. What the other benefits of sticking it out are, I’m going to keep under my hat, but I think folks will be pleased with the rewards.
Be sure to participate in the discussion of this topic below, or on our Pathfinder Society messageboards, and let us know what you think of this experiment.
Mark Moreland
Developer
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