Yvicca

Backfromthedeadguy's page

Organized Play Member. 293 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




For the sake of this question, let's assume that the Multiverse theory is true, that there are infinite number of possibilities, and that there are many different versions of "you".
But is "time" consistent across all these different universes? Is it 2014 "everywhere"?
And if time is NOT consistent, then would it be theoretically easier to visit "an age of dinosaurs" in another universe instead of traveling back through time in our own? And if we were to do that, what are the ramifications of purposely creating another universe by simply traveling to an alternate one?


Something has been bothering me about the impending zombie apocalypse. It's the zombie's assumed team building skills. Every zombie movie ever made has been an 'us vs them' scenario. But is this realistic? I can understand the "undead" variety where they simply shamble around biting anything that doesn't smell dead. But what about the diseased kind from 28 Days later and Zombieland? Wouldn't they be just as likely to rip each other apart as a normal human? Them teaming up is the equivalent of dogs in the later stages of rabies forming a pack to go after healthy dogs. I just don't see a bunch of diseased types having the intellect or instinct to form harmonious packs of hunters when they can just as easily kill each other.


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Does anyone else feel that APs might be a little too long? With problems like players always dropping in and out, scheduling conflicts, and the fact that most have a hard time making story connections that span more than a few sessions, I'm wondering wether the players and story wouldn't be served by cutting these APs down by half. I'm not saying that APs are never finished successfully, I'm just saying it gets very tough to keep up the momentum to a satisfactory conclusion over all.
As a personal example, I've been running RotRL and almost made it through Fort Rannick (25 game sessions to get to this point) before yet another player rotated out. I have only two players that have stuck with me from the beginning. Who knows when we'll pick it back up.
Personally, I would like to see APs down to 3 chapters. I think that's long enough to get a good story in without exhausting the players and GM.


Would you, as a GM, allow an unbiased, fair and experienced fellow GM to sit in and critique your game? Do you ever wish there was a third party that would validate things you are doing right and point out areas that need improvement and maybe give advice on how to do so? Granted every GM has their own style and quirks--but is it possible, using outside observers, to iron out some of those wrinkles in your style? Would you listen or be dismissive? Would it even be worth getting such a critique?


Has anyone tried to put together a news letter for Sandpoint to help players more fully immerse themselves into town life? I was thinking of writing short articles (2 or 3 per news letter) covering news and other aspects of life in Sandpoint that I don't ever seem to have time to explore in a regular game. I thought it might be cool if we pool short little articles (or even just raw ideas for one) so GMs can create their own news letters without too much fuss. The articles should be about anything you would find in a typical news paper. Thanks.


So a druid wild shapes and decides to mate with an animal of the same type...what are the possibilities? There's a lot of mythological stories of this very thing, especially dealing with Loki, who gave birth to Sleipnir (and other less pleasant things) . Let's say there was only a 1% chance of offspring, what would they be like?


One of the things I've noticed is that players are too often shy or simply lack motivation to truly engage in any real role playing. Sure they may be great players and be ass kickers at PFS games, but when it comes to connecting with PCs, NPCs or even themselves, they tend to withdraw. I've had this happen several times recently while running RotRL. So I've been thinking about how to help players 'break the ice' and get them to step out of their comfort zones. I know that PFS games have a list of objectives and I've even seen xp bonuses for RPing in modules, but I wanted to take it a step further and give the players something more tangible that will help expand their comfort zone. The idea is to give the players a short list (either individually or as a group) of role playing 'objectives'. Meeting these objectives will earn them extra xp. For example: earn 100xp for engaging in a religious debate with a member of the clergy-the debate must last at least 5 minutes to count; or negotiate the price (buy or sell) or something worth at least 100 gp, do not take 'no' for an answer. So I'm asking for opinions on what kinds of encounters (that the players initiate themselves) that could help players engage the world.


How long does it take for an average group of 4 to get through one chapter in an AP? So far my group has done 5 sessions in Burnt Offerings and I can imagine 2 more depending on certain factors. So do other GMs try to impose limits? What's the typical burn out time for players and GMs? Do other GMs get bored and try to push players through to get to the next phase? Just to clarify I'm having a blast (I play on roll20) and I don't think my players are near burnt out yet.


Gotta go with Godzilla on this one. Chuthulu's mind tricks might work on mere mortals but would be ineffective against Godzilla. Godzilla is invulnerable to most physical harm and heals fast as well. In "Call of Chuthulu" said monster got his head split open by a ramming boat (though he does heal fast) but this would not have even scratched Godzilla. Plus Godzilla has that crazy atomic breath weapon which would probably dehydrate something as squishy as Chuthulu. And Chuthulu couldn't even run and hide in his city of R'lyeh, because Godzilla is ocean based as well. Yeah, I think Chuthulu would become an 'Old Dead One'.


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In the book it describes how the characters should reach the Thistle river is just a couple of hours, but then proceeds to act as if they would trek through thick forests instead of building a raft or follow the river to the coast. So are the goblins even watching this very obvious approach? Sure the PC will have to do some climbing when they reach their destination (but they don't know that), so what conditions or encounters should they have if they go the river route?


I decided to post my Rune Lord sessions if people want to check them out. My other purpose is to highlight the roll20 site so people can check out some of the features in action.
Unfortunately I didn't record the first session and the second one you only hear me (I made the mistake of wearing a head set so you can't hear any of the players).
The action begins when the heroes are about to enter the Glassworks...

Daeron (elven)-1 lev rogue/2nd lev mage--a somewhat haughty fellow with slightly racist views towards humans and especially half elves. He turned down Shayliss because the thought of mating with a human was "beneath him".
Halas Stormspear (shoanti)-2nd lev druid-a rustic that likes his drink and pleasures of the flesh. Nala is a distant cousin.
Khorak Bloodaxe (half orc) 2nd lev ranger-a half orc that enjoys chopping up goblins. He's also considered very well spoken for a half orc.
Nala Splintershield (shoanti) 1st lev barabarian/1st lev cleric of Gorum-a head strong shoanti that likes to break doors down with her two handed sword. Stealth is not her thing.

http://www.youtube.com/watch?v=8ijvIbjnBqA
http://www.youtube.com/watch?v=mgm8h9ykinc


Does anyone know where I can get one? The description in the book is kinda confusing and vague. For example, where exactly along the cliffs is the cave? The tunnels seem a little snakey for me to get a firm grasp on how they run under the town. A map would help me out a lot. I'd even latch on to someone's crude hand drawn map. Thanks.


The news has become a confessional of the growing depravity that is humanity. Mass shootings on an almost weekly basis, babies being shot in their strollers, old men beaten to death and random bystanders killed because some punks were "bored". Then, when these people are arrested it takes years and hundreds of thousands of dollars to get through the legal procedures before justice is finally served (and many times it simply isn't). But how would a highly trained authoritative figure like Judge Dredd change things? Would real justice be served or will freedoms be lost in the pursuit of hard but (hopefully) fair sentencing?


Here's the situation: The PCs capture Tsuto and rescues Ameiko. They take him to the garrison and use a scroll of charm person to interrogate him (all good). When they were discussing what to do with him afterward, the barbarian/priestess of Gorum wanted to execute him. Some of the party agreed. But they were told by Mayor Deverin that they take prisoners to Magnimar for trial so wouldn't authorize an execution. The barbarian priestess was having none of that and was able to gather a lynch mob (good diplomacy and using fear tactics and the threat of a goblin invasion tipped the scales in her favor). A crowd of thirty forced their way into the garrison and took Tsuto to the cliffs where they hanged him. This was an awesome RP moment-BUT-what should be the longer reaching consequences?
What would happen if this act forced the hand of Mayor Deverin and Sheriff Hemlock? Sure the PCs are "heroes" but what happens to the Adventure Path if for whatever reason they get either exiled or simply choose to leave because of possible negative reactions to decisions they make? And what about Ameiko's demeanor towards the PCs? Sure they saved her, and she would have understood if Tsuto was killed in battle; but this was a lynching that the PCs were directly responsible for. Whatever he did, Tsuto, is her brother after all. And since she is going to be heir of the Kaijitsu estate, she could make the PCs lives difficult. But will she?
And if the PCs have to leave town, then what?


http://quizlet.com/13024606/flashcards


I was thinking: What if, instead of slugging it out against the PCs in the glass works, Tsuto decided to lure the PCs down into the catacombs? I have this image in mind of Tsuto teasing the PCs with music from his pipe but keeping out of reach until he enters the Catacombs of Wrath. Then it becomes more like a bizarre chase scene as Tsuto tries to lead them into all the danger zones. I figure Tsuto has to be at least familiar with what's down there because of Naulia, so why not have him use it to his advantage? I think that the PCs having a rabbit to chase around will be more entertaining than "exploring for the sake of exploring". They would have a more concrete reason to go into the depths. Of course this could make things more dangerous, but that doesn't bother me at all. Does anyone see any potential story issues with this?


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So I'm playing a 1st level cleric in a 2nd ed game the other night, and the thought "can we play Pathfinder now" kept rattling around in my head. The only reason I'm playing is because a friend is running it. I started with 1st/2nd ed hybrid way back when, and I remember having loads of fun playing, but now it feels like a dinosaur. I know old timers (I'm one of them) like to view things through foggy lenses of nostalgia, but who honestly has fun playing those screwy rules and weak characters? Yeah, I know any rule set can be fun, but some games should be appreciated through the mists of time. Has anyone else had to make a system shock test when they set down to play older D&D systems, or is it just me?


I get the impression that the 'Council of Thieves' is more secret society than actual thieves’ guild. So am I right in thinking that they're purely "white-collar crime" and so don't really deal in street level stuff? So if someone were playing a rogue, would they have any sort of guild structure to deal with or is the "Council" so secretive that the average criminal wouldn't be knowledgeable about them?
And if 'Council of Thieves' is just the name of their secret society and that's all, is there any kind of thieves’ organization (besides the bandit groups) that a rogue would have to deal with?


So the side quest says for PCs the "drop its corpse on the garbage stoop" and they'll be rewarded 100gp; but according to the shadowgarm description their bodies dissolve after they die...any suggestions? Or am I missing something?