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That line:
" particularly NPCs who have been around for 5 or more years and so have inspired some strong feelings. "
I still have hope to be able to finally resolve some feeling with a particular individual... ^^
*cracks neck* Bring it on. To Seal The Shadow didn't break me.
I didn't break me either, but it involved a lot of handouts, players having to interact with them before the game actually started and in general, they had someone who was terrible at it, so obviously it went quick.
If that implementation happens again, yeah actually running away is more effective for the players ^^
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This scenario uses the [abridged] influence subsystem from Pathfinder RPG Ultimate Intrigue. The abridged rules are included as an appendix in the scenario.
We enjoy experimenting with the types of stories that new subsystems help us tell, so we've regularly featured a newer subsystem in a scenario here or there. Some of them are definitely more conducive to organized play than others. Verbal duels and pursuits, for example, are pretty cool, yet they're tough to incorporate into a 4-hour adventure. On the other hand, we've found that a slightly simplified version of influence is pretty easy to convey in a scenario, and our using it somewhat regularly means that it's becoming more familiar among our players (and therefore takes even less time to explain). Likewise, we've found that the "group chase" mechanic we created for organized play works pretty nicely.
When a subsystem's well received and does something especially useful for scenarios, we tend to use it more. And when a subsystem ends up being a little too complex or is paced for a much longer adventure, we tend not to revisit it.

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I haven't seen a subsystem in PFS yet that I felt added to my enjoyment of the scenario. They definitely add to the labor on the GM side. I really wish you guys would just stop with them.
I disagree, I think some of them have been pretty successful. The ones I enjoyed in particular were:
Group Chase Originally chase scenes were rather awful, with paladin PCs in full plate getting stuck behind a wall that due to ACP they were unlikely to ever get over. Group chases keep the party together. Recent ones have been really good at using the scenario's themes to spread around which skills are needed, giving everyone a chance to shine (as opposed to classic ones which suggest that chase scenes should be mostly athletic skills).
Influence This really helps in turning a socially challenging part of the scenario into less of a "let the bard spam diplomacy". There's usually time pressure (we have X rounds of conversation before the inevitable surprise) so everyone needs to pitch in. And other skills than classic diplomacy can be used so it's also about matching each PC to the NPC that they have something in common with.
Round-Robin Trial This one is not used very often, but it basically comes down to this: the PCs need to present a number of pieces of evidence, or answer a number of accusations, but before a PC can speak again, all others need to have had a turn. However, each successfully presented piece of evidence makes subsequent checks easier. So the most socially adept PCs can prepare the way for others, but everyone gets a turn. I think this mechanic is also good at making sure not only the person with the highest diplomacy skill gets to say something.
Some other mechanics that were "okay" but not as great were library research and impossible actions in the dream world. They were fun if you were the sort of character that was good at it, but not everyone would really shine at them. Contrast that to the mechanics above, which all aim to make sure everyone participates. Occult rituals also tend towards cerebral skills so they're not for everyone either, but I think the base mechanic has enough flexibility so they can be opened up a bit more to other types of character by a creative writer.
Mechanics that I felt were really a bad fit for PFS were Mythic and Mass Combat because they required an inordinate amount of new rule-learning. Debates I felt are also a poor fit because they kind of require a character built already knowing about these mechanics.

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** spoiler omitted **
** spoiler omitted **
It's always good to experiment, but some of those systems just took longer to explain and use than I think was reasonable in retrospective. If I have to take 10 minutes to explain a new mechanic to the players, for a 3-minute scene, it's not necessarily worth it.
Abridged versions of rules can work remarkably well, in those cases the only complication is that the GM has to be sufficiently familiar with the abridged system, to run it properly.
As Lau mentioned, some returning mechanics are quite welcome:
- Influence: Using something other than boring old diplomacy is quite the welcome change, and allows some very interesting RP moments when the barbarian manages to bond with the high priest over their shared love for chess. I feel that the Profession skills in Starfinder work really well in the scenarios I have seen thus far, not entirely sure if/how Lore could be used to similar effect in PF2, but I had a lot of fun leveraging my fun/RP profession to actually help the group.
And (sorry to be so frank) it kinda forces the characters that have invested ridiculous amounts into their diplomacy to share the spotlight.
- Group efforts: Lau mentioned how the approach improves chases scenes, but I am a really big fan of the mechanic to let everyone roll (which I would consider contributing and also giving players the option for some RP/describing their actions) use the highest result as the main check and use others to give a +2 if they beat a lower DC.
Not a huge fan of aid another as a mechanic (since it stacks, it tends to trivialize some DCs if the whole group, their familiars and well-trained donkeys give those +2s; and don't get me started on bodyguard options), but the mechanic mentioned above sidesteps the problem and helps players to feel like they contributed.
- Round-Robin Trial: I personally like the option to force people to share the spotlight, but it has been explained to me, that some introvert players might not appreciate the spotlight. That is certainly a worthwhile consideration, but I tend to try to keep those unpleasant moments as short as possible, the important thing is that they had the chance.
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Some other subsystems get more of a mixed reception, Starship combat is a good example - some players really like being able to toy with a new subsystem, that might be based the theme or the tactical depth of their options. Others try to avoid situations where their complex characters get reduced to just their skill bonus, with only a few options to differentiate your playstyle.

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I concur with the influence mechanics, a bit of a hurdle at first but in terms of my own GMing it gets me to focus on the RP with still a safety net that there is a skill check underneath to adjudicate if it was successful or not. My only disappointment now is when GMs let those scenes go flat with everybody just roll these skill checks.

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I haven't seen a subsystem in PFS yet that I felt added to my enjoyment of the scenario. They definitely add to the labor on the GM side. I really wish you guys would just stop with them.
I almost totally agree but with one exception.
The chase scene in 6-14 was absolutely hilarious every time I've played or run it. Not through the mechanics, admittedly, but because the chase itself is just so awesome :-)

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Rawr!! This post brings back fond memories. Glad you enjoyed the chase.
Honestly that has been my favourite chase scene in PFS to date. I love how it flips the script and the options that are presented, both when I first played it and every time I've run it people have have gone from "not another chase..." to spouting ideas, waiting expectantly for each new roll and frankly having an amazing time. So thank you, it's brilliant!