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![]() Well we finished Dead Suns 1 last session. We meet every 2 weeks and it took us 5 sessions. I bought the AP because I wanted to see how the Piazo GM's did an adventure, I have been creating and GM'ing adventures since 1977 and usually do my own, except for a 4 year stint in PF Society. I have 5 male players ages 31 to 70. I felt the chapter 1 opened extremely good for new players to the game and new characters, it got us into the action right away. I usually go by the written rule book unless they conflict with my campaign concept or common sense, so they got book credits. Most the 5 players were using slug pistols as then didn't want to spend the credits to buy the laser piston, so after the gang fight they looted all the Azimuth laser pistols and batteries right away. Then they began looking for the Starfinder Guild. I read the SF Society Guide and I personally don't like the Faction set-up where you can join every faction. It's like being a member of every team in a Little League. Sort of like a Nanny State, no matter which team wins you win TOO! If you're gonna have teams pick one, otherwise having "sides" is a waste of time. Anyway I changed where it references SF Society to SF Mercenary Guild and that made the wording in the AP work out fine. I also looked over the characters closer and saw every character had an ODD number in their stats, so I changed Step 4 on page 18 CRB to 11 points to give them a wee bit better character. Continuing with chapter 1 the players (and GM) had an adventure in the station, they got to know several important NPC contacts and had some more action. I give chapter 1 a 5 STAR rating. Chapter 2 starts off learning space ships and combat. I GM'd Traveller (all versions) occasionally since 1980 and I like the Starfinder rules much better! In Traveller only the pilot and gunners really had something important to do during combat. I think it is Great that the Captain, Engineer, and Science Officer have meaningful tasks also, and that you can have more than 1 active Engineer and S.O. Our space battle took us 1 entire game session lasting 10 rounds, granted we were slow because we were learning, but it was a battle and not a 1-Hit kill. After they destroyed the Stiletto, my players went after the pilot and captured her alive, getting her to talk after offering her safe passage back to the station. Another 5 STARS for starship combat rules! Upon exploring the mining ship the party went right into it entering through the Engineering air lock and engaging the 2 monsters in engineering. The Akatas were a good monster but I think a special side note needs to be added regarding their void bite. When you're in an armored space suit you have no body parts exposed (to vacuum). Being a Traveller GM I know this, but a fantasy GM may not. So I imagine many GM's had their players make save vs the disease which cold not reach their skin. Of course the original crew aboard the Acreon were in casual dress, not vacuum tight, and could be exposed. The Goblins and Trapped door were a good touch for variety too. I give the Acreon a 4 STAR rating overall. Chapter 3, the Drift Asteroid, has some problems however. The map was simple and easy to draw and the Void Zombies were good. I thought about putting another encounter in D1 but could not find anything I liked that could live in a vacuum.
The security robot was a tough challenge, especially with lasers that do only a D4 damage, they got a couple criticals on it and that made it doable.
I like to run a game where the players work their way though an adventure and the campaign, not roll up NEW characters every 3 sessions! An occasional Kill is expected but not a TPK! Because of the problems I had with this chapter I give it only 2 STARS, not that anyone may care. The important thing I was trying to decide was whether to buy the 2nd book in the Dead Suns series or drop it. With the bad ending in the 3rd chapter I think I'll drop it and create my own adventures in my Regular SF campaign. But I will DEFINITELY keep running my Starfinder campaign, my players all love it!
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![]() Looking over this 2nd level spell I think it would be a lot more interesting and useful if instead of creating multiple discuses you allowed it to BOUNCE from one target to another making a ranged attack on each target until it missed or hit a maximum number of targets, depending upon level. Sort of like a real discus bouncing from foe to foe. As is it's just a scorching ray (of a different color). Just an observation. ![]()
![]() The problem with character death, as I read it, is that basically you throw the character away and create a new one, abit at an advanced level or tier.
My goal is to keep all players enjoying the game so the campaign continues week after week after week!
When/if your character dies to get revived after the scenario ends he must Burn 2 cards in his hand that belong to the Level/Tier being played.
You also lose the scenario of course and have to sit out the remainder of it. This makes death something to be avoided but not the ultimate tragedy. You can replace the lost cards through future play of course, if you can find them. ![]()
![]() We have had a game going on every Monday night and I find the Blessing Deck size is okay for 4 players or less, but when you get to 5 (or 6) it decreases the number of turns each player gets to 6 (or 5) respectively. That makes it hardly worth taking the time to set up a game for 5 or more.
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![]() My Wed night group decided to try the new Hi-Bred classes and we began last night. We had a Bloodrager, Slayer, Investigator, and 2 Arcanists. I should note my Wed nite group has played together for some time, supports and backs up each other, and usually melds tactics to make themselves more effective. They play quite a bit better than the casual groups assembled at Game stores, conventions, and the like. We ran through Slave Pits of Absalom, which took us from about 7:10 PM to about 9:50 PM that night. After giving out chronicles we sat around discussion the new classes. Everyone enjoyed the class they made up and were looking for feats and other ways to tweak it to improve it. They may post their individual opinions on the forums, their choice, but for the GM's overall assessment is as follows: Both Arcanists and the Investigator held their own and once or twice the Investigator's skills came in real handy.
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![]() FYI - After extensive searching of the Paizo site and forums I have finally found a LIST of Pathfinder Modules approved for use with Home Game Characters and/or Pre-Generated characters. You can run the modules with either type then assign the Chronicle to a legal PFS (Pathfinder Society) character. The character must be of the appropriate level or a Level 1, if Level 1 the gold reward is reduced to 1398 Gold. The list I have found is... Crypt of the Everflame
I hope this help those of you out there who like modules also out. ![]()
![]() Has anyone at Paizo thought of making a Rogue-Sorcerer Class also? I don't have a name for it but I think it would be a very useful class for adventuring?
Think about it... okay? |