Hi gang! Met some of you at PaizoCon 2019 where we ran the module Burials of Teganshire. We've turned it into a product, that you can now back on Indiegogo! If you played it a PaizoCon, we've done a dramatic expansion of it. Check it out! https://igg.me/at/teganshire
Our first adventure on a new adventure path is cruising up the stretch goals! Here's a link to the Kickstarter page. We have an active YouTube channel. Check our Pathfinder Mad Love Video. Thanks guys! Anthony (Griffon Lore Games)
WE ARE FUNDED! Just reached 104% funding after the first 48hrs mark. Some dreams do come true after all! Onward to our lovely and substantial bang-for-your-buck stretch goals. To our backers: thank you! If you have not backed us yet - here's your chance! You can now back a great Pathfinder adventure on a new Adventure Path and get a high quality product with the comfort to know that we're funded and not vaporware anymore. :) Curse of the Lost Memories on Kickstarter. Our thanks,
Hi gang, Curse of the Lost Memories is new adventure on a new adventure path. Check out our Kickstarter page! We're totally excited to be running this campaign. Curse of the Lost Memories will be an AWESOME high quality product for Pathfinder. Available in hardcover and PDF. Map folio also available. Thanks!
DeathQuaker wrote:
Same. As a GM I use artistic maps as inspiration. But at the game table, I have to be able to draw the battlefield or have a physical map that I can use minis with. Sitting there contemplating how the heck I am going to translate an unfriendly map so the players can dance around the battlefield is no fun. I gotta say, I really appreciate everybody's opinions and feedback. Now I feel I lucked out finding a cartographer who actually started out drawing battle mats. Last night at 1:00 AM I decided, based on this thread, to see what types of battle mats we could do and sent a file off to a couple of printers. I'm going to pick up the prototype right now.
Saldiven wrote:
OUCH. My love of Pathfinder stems from "the dance." That is, the tactical battlefield combined-arms aspects, which as a GM you hope is book-ended by role-playing. Maps should be interesting because they play on the strengths of the Pathfinder system, not ignore it!
Hey! I've been annoying enough to change my avatar name. WOO WOO. Thanks everyone for the great discussion. I'll add my take on GM friendly modules, most of which has already been talked about above: Prioritized Lore: Lore that directly impacts the PCs has priority over descriptive text that has no consequence to the current adventure but may be beneficial to the GM in other ways (such as modifying their own game world). The Dame with a lore-based secret isn’t as interesting as the Dame with a lore-based secret that motivates her to help or hinder the PCs based on what they do and say. Prioritized Setting: Related, setting the PCs most likely will be interested in receive priority with description and narrative (and maps!). Impactful Encounters: All encounters are impactful and have weight. There are no fluffy-bunny fro-fro encounters of attrition shoved into the module either as filler to get the PCs experience points so they can challenge the Big Bad (that the module writers are over-enamored with to the exclusion of the journey to get to the big bad), make some narrative point rather than the PCs making the narrative points, pad the page count or other dubious reasons not having anything to do with adventures GMs want to run. There should be little to no encounters designed to test if the PCs can properly manage resources in a series of combats. Most encounters leave players with a sense of accomplishment and sense of heroic wonder that they talk about away from the game table. The majority of the combat encounters have the capability of dropping heroes to the ground, and if the players don’t combined arms, death or TPK. Dynamic Plot and Villains based on PC Actions: The PCs do things, and it impacts the world in “real-time.” They do more on their day-to-day interactions than change the life of a stable-boy tipped 100 GP. PCs can influence, and be influenced by, the story’s movers and shakers because they themselves are movers and shakers. Good plot and good villains in a living, breathing game are dynamic based on motives. Rather than dedicated pages for lore for the sake of world-building, let the PCs build their own world by dedicated pages in anticipating common adventure party directions and actions--let them build the world. If the players wanted static quest givers with explanation points over their heads, they would play a MMO designed in the early 2000’s. Friendly Book Mechanics: PDFs for free when buying the print version. Quality hardcover book printed in color on thick paper you can write on. Module text dedicated to describing dynamic monsters and NPCs that could change tactics based on their overall motives and PC actions. Good stat blocks that are easy to read. Clear maps that can be used in a Virtual Table Top (VTT) program by having the map key in the module text rather than on the map. Proper developmental editing from an experienced RPG-savvy editor and comprehensive, not token, play-testing. Cohesive Adventuring in an Adventure Path: An adventure path should take a character from Level 1 to Level 20 (or several levels beyond) with a distinctive end. Doing that without putting PCs (or, just admit it, the players) on rails is no easy task, but it is possible with hard work and play testing. The adventure should provide a foundation for the next in a manner that seems organic and plausible. Modules that come next should anticipate several major possibilities of the prior adventure and dedicate text to help the GM transition her players into the next part of the game world without negating their prior hard-won efforts.
Azothath wrote:
I will snark back: I have an introduction encounter where if a Level 1 PC starts using lethal force against the wrong person in a bar fight, the assassin sitting in the corner eating his dinner drops a smoke bomb and kills whomever drew blood. I have yet to have that happen. But a bad part of me has hope. But I digress. Reasonable answer was reasonable. It's hard for a module writer to divorce himself from the narrative and work on the module attributes that support the PCs narrative. But that should always be the goal.
Hi Moonclanger, Moonclanger wrote:
Inconsistent quality from one part of the AP to the next happens a lot, doesn't it? I've also noticed editorial and play-test issues. As in, the module had play testing by veteran players with experienced DM and not new players, or play tested by new players and not veterans. Sometimes in the same module. At least I think that is what was going on. I am super interested in the physical products you are buying. Are they the softcover or hardcover versions?
Hi DQ, So, to sum up: lore/NPC/setting fluff is bad. Module red-meat the DM can use is good. I totally agree. DeathQuaker wrote:
So I am just going to toss this out there because I have spent hours (and hours) (with some more hours) on statblock design and placement. Would this work for you? **Statblock of minor critters and NPCs that aren't part of encounter appear in the text as abbreviated. DM gets a description of NPC or critter, along with attributes and other things to help describe the setting **At the end of the chapter (section), the statblocks are printed in their entirety **For encounters, all statblocks are full and appear in text with the encounter (even if they take up a lot of space)
roguerouge wrote:
Hey roguerouge, A statblock that list all combinations eat pages like no tomorrow. In a PDF, as long as it is bookmarked, that isn't a consideration, but then the printed module doesn't have page number parity with the PDF (a minor annoyance to some players), which then increases the production cost of the module. For PDF, would an appendix at the end of the module consisting of nothing but all-combination statblocks be helpful to you?
Hey DQ, no need to apologize for any part of your epic reply. I was expecting commentary like "hey statblocks need to be formatted properly" or "map keys not on the map so I can VTT a cut of it" etc. You made a lot of valid points and criticisms of where modules are distinctly not friendly. I hear you. DeathQuaker wrote:
I will admit that when designing and writing a module, this area is tough. It has been my experience that modules that define an area in a "sandbox" way without making assumptions or putting down rails needs to describe areas and NPCs carefully and with enough detail, because the entire point of that area is not driving the PCs to one particular person or place in a specific order (the Village of Homlet comes to mind, where, technically, the PCs do don't need to interact with anybody after find the location of the Moat House). So, one GMs fluff is another GMs saving grace. But, all your examples I myself have encountered, so yeah, filler that introduces conflict that has no benefit to the narrative (or the PCs), or worse, no conflict as all is just that, filler. And the lore without PC context is just as bad. It's super important for a superior, quality adventure module to have a great setting. But if the lore only enhances the setting without any relevance to the PCs, well, that's just rolling the dice that some GM, somewhere, will find it useful. Its called an adventure for a reason. These module shortcomings are indicative of poor editing, rushed design or the whole not being thoroughly play-tested (perhaps a too short of a feedback loop). Sometimes all three. And fluff that has no use is actually a sin that spirals out of control--I've encountered modules that repeatedly failed to provide enough context to provide me a way to have my PCs care about an area and/or the people within. And the reason was obvious--too much time talking about the wrong topics, usually related to the villain, and not enough about motivation, or setting enhancement. Wow, all these replies are great. Thanks!
Sissyl wrote: If there is a complex encounter, I want an explanation of the intent. Worst possible thing is not knowing where to find things. Hey Sissyl, Yeah, intent is pretty important to me on a complex encounter. I dislike the "this encounter is complex because the previous two were simply to drain some resources for the PC" formula. I love me a crunchy encounter. Not so much if it is crunchy for the sake of being crunchy. And encounters where the monster/villains have no motivation make me sad and turn the PCs into simple murder hobos. For not knowing where to find things, is that like mechanical aspects of the module like where is the custom magical item detailed at?
tonyz wrote:
Oh ya, not anticipating common spells drives me batty! My personal pet peeve is an interesting situation or encounter that breaks completely with simply having a Paladin in the party. Not anticipating dimension door in mid-level encounters is just as annoying. RE: Stat blocks Are you rebuilding statblocks because you don't like the format or because you're modifying the critter/NPC? And related, are you embarking on module modification because you are providing a very customized experience, or do the modules you use consistently not meet a particular need or even standards? The last off-the-shelf module I ran worked well for me up to the point my PCs deviated wildly from the encounter areas and I didn't have the heart to put them back on a rail because they were having so much fun. So it turned out I paid for a full module but ran only a third. Heh.
As a GM I've always been on the lookout for "Role Master" friendly material. I was talking to my GM friend and business partner the other day and realized my definition of "RM Friendly" and his did not quite match, and where it did match the priorities were different. I placed "Distinctive Maps" as my #1 followed by "NPCs with clear motivations". For the GMs out there, what game mastery attributes to a module do you look for or wish there was more of in the products you buy? |