Steel_Wind's reviews are great on the Price of Immortality Trilogy. There is a concern (that he brings up) about the premise of the second module Masks of the Living God. It can be a problem for some home groups; as a PFS mod I can't imagine that it'll make things better. Just a heads up.
I have a player making a rogue cohort for my Kingmaker campaign for this Sunday, so I find this conversation interesting.
In my 3.5 days I have both played in a party with cohort(s) including my own, and have DM'ed cohorts. It just takes communication. The general rule was, players make the cohort, control the cohort and RP the cohort, but the cohort cannot steal the spotlight. He/she is a support character. The cohort shouldn't talk more than the PC. That's the way we play it anyway. It works for us.
Dennis Baker wrote:
I think Paizo should continue with their current plans. There may be some that go to 5e and leave Pathfinder completely, but I'm willing to bet that even if 5e is a great game, people will play both. Heck, I would. At some point, though, I'm sure Pathfinder will have a new edition. It's just a matter of time. What D&D does should not affect that though.
By texting do you mean once an hour or conversational texting? The former is no big deal (heck I do that) The latter is not cool, especially if they can't keep up.
Though I'm new to PFS, I've been impressed with the volunteer staff and organization here in Atlanta. I'm sure you will do an excellent job growing the campaign, and that your replacement VC will follow in your footsteps down here in Atlanta.
I have only one complaint: Why in the world would you keep cheering for those loser Falcons?
After reading this thread and thinking on it, here are some of my takeaways for my games as a player/DM:
1) I like the concept of naming weapons and applying the name(s) to whatever weapons fit the concept.
2) Giving a name for each plus of enhancement would be cool for me. For example:
+1 = Magic
So you could have a magic keen longsword or a remarkable flaming burst dagger of goblin bane
3) Only give detail to special items. A sentence will do. What defines special? That's up to the DM.
Thank you for all the great ideas!
Russell Jones wrote:
Russell Jones wrote:
Mean but perfect *grin*.
Hey, I understand your concern. The adventure path as written isn't Eberronesque because Eberron wasn't in mind when they planned it; Greyhawk was. And I like Greyhawk. But I'm running AoW in Eberron, and it's working pretty good for me.
The key to making it feel like Eberron is like others said before, changing some stuff around. And you don't even have to change a lot. Change just enough that the players see the difference. If that doesn't work or you don't have the time (and really it's not time consuming), try running it as is. It's a fun campaign.
Lance Schroeder wrote:
I would have to agree with this statement. Single classing doesn't seem to be 'in fashion' in the new editions because your character won't be as 'cool' as your buddy's 1/2 Dragon/Dwarf Fighter/Bard/Sorcerer...
And unfortuantely this is what turns people off about 3E (3E being 3.0/3.5). As people said before, there are benefits and drawbacks of converting. Me personally, I love 3E. But I believe it's because the rules are now more uniform. You don't have to play that 1/2 Dragon/Dwarf Fighter/Bard/Sorceror. My group (not as old time as you guys but have all started in 2ed or earlier) generally sticks to the traditional roles. The option is there to do different stuff race/class-wise, and I don't even have to make up the rules!
As far as NPCs and monsters, I don't spend as much time on them as I do the story. I know the rules well enough to fudge adding class levels while I'm playing. I've also been playing 3E since it's release, to be fair. I also spent the time to make up index cards of common monsters with advanced levels/hit dice/templates, pulling some of that from the internet and making some myself. That time up front (and it's not as much as you might think) has saved me time overall. Of course, you may not like doing that kind of stuff.
In the end, go with what works for you and your group. I say "Don't knock it until you try it." Not that you're knocking it. Here's my suggestion. WotC has free adventures on the site. You and your players can use the SRD if you don't feel like spending the money to try it out. Play some one shots. Come into it with an open mind. Then make your decision about converting your regular game. Either way you go, it's all D&D in my eyes.
That's hilarious! I can appreciate the humor in that.
I've been gaming since I was 13 (I'm now 31). In all of that time, I can count the number of African American people that I've encountered on one hand (and not use all five fingers either). One of them is the guy who introduced me to D&D. I've seen a few latinos and asians (that includes Indians and Pakistanis et. al.) as well; not represented as much as their U.S. population, but I have seen a few. The fact that I've only met 3 African Americans that play RPGs got me curious. Are you/do you know and African Americans and/or other ethnic minority that plays RPGs? I specify RPGs because I've seen quite a few kids of all ethnicities playing CCGs.
hellacious huni wrote:
Good points. That's what this whole thing boils down to. D&D, because of its powerfully escapist element, was really the first thing that had that kind of draw that got attention. Or maybe it's a result of the evolution of media. I don't know. But now we have video games, MMORPGS, CCGs, and other things that have similar power expressed through different ways. Balance is the key.
Actually my somewhat religious mom was more concerned about the TMNT book that I had, with stats for guns and stuff than actual D&D. She was cool with that. I kept a low profile with D&D with my new church necause I thought it might get a negative reaction from people. But aside from people thinking me strange (and I am), people seemed cool with it.
In short, I PERSONALLY have not had problems, but I have heard stories from others. I've even seen a tract or two connecting D&D (and rock) directly to Satan worship. That was a kick. People are stupid.
This entire topic is obviously a very inflammatory one, and it has fans of all of the different D&D worlds up in arms. Some want WotC to support Greyhawk, and others want more out of other worlds. Despite what I said earlier in this thread, I feel that every D&D world does have its place and its fans. Greyhawk is the only world for me, however, which leads me to what I would most like to know: What is the future of Greyhawk going to be? Someone out there knows facts, not theories, and I would very much like to hear them.
I agree. I mostly homebrew as DM, but the Greyhawk world holds a special position in D&D, and I for one would like to see it properly supported, like FR and Eberron (both of which I do like for different reasons). You've pleased and disappointed us on so many occasions WOTC. Don't blow this one ;).
WHIDPERING CAIRN SUMMARY:
I am running AoW in Eberron. This is the make up of my party:
Shenx, female shifter ranger from Bronzewood Lodge;
They actually managed to befriend the wolves (sort of). The ranger maxed out her wild empathy roll at 25 (she used an action point) and offered the wolves food, so they didn't attack the party.
In the sarcophague room, they fell viction to the crushing elevator trap, but actually disabled the Face in the Darkness.
When they got to the True Tomb, they cleaned up the Wind Warriors. There were six in the party, but their dice were hot for that fight. Still, the druid was reduced to -5 hp and would have gone unconscious if it weren't for his shifter ferocity feat.
All in all, I've decided that I need to make 3FoE a little tougher because they handled most of the fights fairly easily.
Chris Wissel - WerePlatypus wrote:
I'm finally back in the DM's chair, after playing a PC for the last 6 months. I'll be runing the Age of Worms, and I sent my player's this quick guide to Diamond Lake.
Just to let you know, I used your guide (edited for Eberron) and the players loved it! This is really good stuff. It has totally enhanced the realness of the Diamond Lake area. Thanks for the work!
Dependeing on the adventure, it takes me from 1 to 3 hours to prep. I make most of my adventures myself, but I adlib a lot, so I just prep the stuff for the main plot (encounters, treasure, backstory, etc.). My players are so chaotic that they almost never go the route I plan for, so I have to be ready to change it on the fly. But you have to consider, I've been DMing 3e/3.5 since its release, and D&D in general for about 12 years now.