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![]() Saturday September 7th, 2013 12pm-11pm Game Master Games
Come join us and celebrate the end of summer with fellow Pathfinders to start the new Year of the Demon season 5 adventures and other great games for free at our Nassau host location! Check out the attached links for all the info you need!
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![]() After a year of so of GMing many of the PFS adventures, spanning all the seasons I find my list of stuff that just don't make any sense getting long enuf to share with y'all. Mind you, I'm at looking this at a novice viewpoint from the players perspective of 1-3 Tier level sessions with a bit of humor and touch of cynicism. Veteran players who experience the recurrence of NPCs, know the geography and politics of factions through constant playing may not have these concerns nor do I when running such players. But for the 1st level adventures, some stuff jez make no sense... 1) Overly complicated plots- for a 4-5 hour session many of the background story elements don't see the light of day and many of the players really don't care or simply don't know enough to care. Some of the dialogue is simply terrible as well... 2) Silly Maps- adventure specific maps are too complicated to redraw effectively unless you follow a You Tube video to reprint the map? The little map full of colorful details looks great on the text page of the adventure, but of what use to the GM who cant' draw well enuf to make the PCs appreciate the tiles and chairs, shrubs etc, etc.
3) Not enough player handouts- the above issue could be easily solved with more player handouts. Maps, NPC portraits, monsters picture would make the interaction with the PC and adventure more visual thus more interesting. Pictures embedded within the adventure limits the GM to do a show and tell across the table! Especially city maps and creature pics! 4) The covers of the adventures give away too much info or don't match the adventure inside at all and many of the pictures don't reflect what is described in the text or the bestiary. 5) No rest for the wicked? Some adventures just seem to be a march between encounters with little respite or occasion to use the complicated plot points and such. Not every party has a cleric or a healer and potions of healing are rare than a third nipple in many 1st level adventures. On the average there are 3-4 encounters- the 1st level fighter with a healthy 8 HPs, gets hit with a spear wielding orc for just 4 HPs on his first encounter is left with 4 HPs for next several encounters... This is just a short list of things that make me scratch my head at times. It doesn't take away from the fact the majority of times we have a great time and I tweak things well enough to make things make sense. I appreciate the creativity and hard work the writers do when creating these adventures and would not dare say I could do a better job. But did you ever meet that person who seems more impressed with his own story than those who are listening? ![]()
![]() Being a big fan of using props & maps for GMing in general I really enjoy running PFS sessions that utilize Gamemastery Flip maps& cards though sometimes they don't quite match with the given descriptions.That being said , for the adventures that feature custom maps that are highly detailed, wouldn't it make sense to make those maps available via PDF or print? What's the point of protraying such beautifully rendered maps on such a small scale, when most of us could never translate those details on our miniature scaled dry erase maps to do them any justice?
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![]() Don't know if this has been asked.. but is there any PFS conversions for Adventure Paths like Skull & Shackles? I have a group of players who want to play pirate/ swashbuckler themed sessions. After playing out of Riddleport they really liked the setting and wanted to play sessions based out of that particular city. Suggestion or hyperlinks would be highly appreciated! ![]()
![]() If you look further into the posts you see that there is a thread for a "Pathfinder Campaign" which David Santana, the VL of NY is involved with. http://www.meetup.com/NYC-DND/events/74952892/ For example:
Alot of NYC RPGers touch base on NYC-DND Meet-Up because of its 1000+ members- though it was originally titled with D&D- other games like Pathfinder are allowed to be posted. I suggested the Meet Up sites due the open nature of its format and you can see who is running what and where. It is easier to introduce yourself and get familiar with other players. We usually direct people to our Yahoo groups after they join a group our get directed to one by a GM or player because the threads trend according to ongoing games and are a bit hectic to follow to newcomers. So when you finally get to the Boston area, oh I mean New York or Connecticut area, you will know how to finds us... ![]()
![]() Greetings! Welcome to the east coast! If you are moving to the tri-state area-NY,NJ & CT there are tons of places to play Pathfinder. Art Lobdell is the Venture Captain for NY and David Santana the Venture Lt. Many of their games are scheduled through Meet-Up: http://www.meetup.com/NYC-DND/?a=pcmg1 http://www.meetup.com/North-Jersey-Game-Meetup/ I'm the Venture Lt for PFS of Long Island & post my games at: http://www.meetup.com/PATHFINDER-SOCIETY-OF-LONG-ISLAND/ This is the list of regional coordinators: http://paizo.com/pathfinderSociety/about/regionalCoordinators Hope this helps! ![]()
![]() I just wanted to share a big thanks to those who attended our first Spring 2013 GameCon held at Game Master Games in Hicksville, LI on March 23rd, 2013. It was a huge sucess! Nearly a hundred attendees through out the day playing multiple RPG & TCG games & catered food by the Game Master Grill! A big thanks to Art, the Venture Captain of NY who came all the way out there to run a great game. Other than having an awesome time running and playing- I learned two valuable lessons-1) You can never have enough Arnold Palmer Half & Half in stock & 2) Just because your a VL playing in your VC's game (Day of the Demon, BTW), DO NOT expect any quarter!
Looking forward to next event- Summer 2013 GameCon... & redemption! ![]()
![]() Join us for our first in-store mini-con at Game Master Games in Hicksville, LI! Presented by The Knights Who Gamelot and Pathfinder Society of Long Island, come and sign up for an action filled all day event that includes an array of RPGs from Pathfinder,Pathfinder Society, Traveller D&D 3.5 & 4.0,, Marvel Super Heroes. Special Guest Matt Scott, designer and developer of Conflict PvP Games will be on hand to personally run a team vs team style tournament using Pathfinder based PCs. Think WWE meets RPG! For your TCG players, Tourneys for Magic, Vanguard Yugioh & Naruto will be held throughout the day! Raffles and prizes drawings throughout the day. Look out for the flyer to be posted soon! http://www.meetup.com/PATHFINDER-SOCIETY-OF-LONG-ISLAND/events/108499102/ ![]()
![]() To All,
For October, each session would be an adventure that would invoke the Spirit of Halloween (literally:)) by running games that revolve around the undead, spirits or other favorite hauntings. Put a big bowl of candy in the middle of the table for each game and come the actual holiday, award extra boons to those who show up in costume! ***One of my most fondest gaming memories as a kid was my group running through Castle Ravenloft on All Hallows Eve at my DMs candle lit dining room with MJ's Thriller playing in the background! For November, as a vet and LEO, I know alot of players who are the same... so I was thinking of running a Veteran's Appreciation Day or even Month of sessions allowing for extra boons to anyone who plays as or with a vet at a session. Adventures could be those of a more martial theme. Any ideas from any level of experience or PFS position would be highly appreciated. I have emailed Mr. Brock about the idea and eagerly await his input. And if it hasn't been done yet, I propose the October/Halloween idea be a great start! ![]()
![]() The combined lodges of Counties Nassau and Suffolk have come together under the Pathfinder Society Banner! I am honored as the new Venture Lt to lead the charge under the guidance of the Venture Captain of New York to help herald the Cause! With Great Thanks, The Game Table of Mineola and Brothers Grimm Collectables of Suffolk have agreed to host our sessions and now count over two dozen able-bodied Pathfinders ready to take up arms and any challenge set before them. Naysayers, beware we will prevail! Beware the Fenrir! Seek us out at:
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![]() Ok, everyone take your seats...class is in session. Take notes, you will be tested! Let's go over these posts and explain each point "Telling a player what their character will do without something giving the GM control of that character? Not only no but HELL no." Now, now, invoking the Abyss does not make this point any more valid than the next... So in the context of running a TIMED GAME at a convention there are absolutely times you have to say "no" to what a players wants to do. Not because your a "GM bully" LMAO on that term- because the game must progress at a certain rate and entertaining every roleplaying action will only take away from the game and other player's actions. "Taking away a players ability to control their character (when they are acting within campaign rules) is flat out bad GMing" Again we are talking about timed PFS sessions or any timed game here- play with enough ego-centric players who want to hog up gametime with too much roleplaying and you will see its called EFFICIENT GMing. I have DM/GMd hundreds of convention games and allow for as much florish as I possibly can but there is ALWAYS a limit- just to get the game going- AND guess what, sometimes you gotta say NO and move on. Let me break it down with your examples: "Ding them an alignment infraction"- A rookie player playing a PFS paladin in a 1st level convention game wants to coup-de-grace a fallen enemy because to the player, it makes sense- Alignment infraction? Really? Would that player even know how to adjust to that without a good amount of wasted game time roleplaying which may result in a change of character class? After he spent all that time making that cool wannabe Sir Lancelot and now because he doesnt have the experience to really understand LG alignment precepts he gets dinged? Wouldn't it be easier to say , NO your character would not do that because...(explained in one minute) "have the NPCs call out the city watch"- okay the experienced & theatrical player(complete with the bad Scottish accent) armed with the boisterous barbarian character wants to start a barfight in some seedy tavern in Absalom's Dock district (after his group met with their contact to finding out the goal of their PF mission) and then wants to fight the responding citywatch guards..what happens if he kills one of them? His character goes to jail or worse he dies at the hand of the guards? The player has just spoiled the experience of the others who wanted to stay on mission. A simply "No, your character would probably try to be less troublesome or just say he passes out drunk." Controlling the character, yes. Moving the game on, not only yes, but a hell yes! "but give them a chance to think about their action and decide if they follow through, then hang them with the result." This works if the group AS A WHOLE does not care about the completing the game, gaining the experience or prestige points. But 99% of the time this not the case, and rarely only a few players are ever needed to be kept in line by telling them NO and controlling what the do at that very moment. Play or GM enough convention games and you will see that I am right on point. Reread my post and keep it within the context of a "TIMED (4-5 hours) SESSION" and everything makes sense. So endeth the lesson. ![]()
![]() Not for nothing lads and lasses...but PFS sessions are mostly timed stand alone sessions. "Role playing opportunities" are like "teachable moments" - useful and sometimes necessary, but to a limit! Thinking about far reaching consequences are not usually necessary because the GM has an agenda to guide the players along within the adventure path/script of the session or even a module adventure/campaign. Allowances for role-playing should be limited to the consequence relating to the event-with a consideration of what the character SHOULD or COULD do, not always what the player WANTS or WOULD do. Remember your character is in a place and time and of a mindset that you as a real person would not have. That's where GM/"DIVINE" intervention occurs for guidance in particular for those crucial life altering moments. SO YES a GM can tell you how your character may act in certain cases when in conflict with the norms of the world they live in, especially when it conflicts and may interrupt the flow of a session that is timed in PFS. IN an unregulated PF or any RPG game, then by all means the GM can go with whatever he and the players find acceptable and fun. In my last major 3.5 campaign, my group did exactly did that and what was a published adventure turned into a decade long diversion of unique adventure paths before the original goal was eventually(in the least expected ways)accomplished 10+years later. But in a 4-6 hour PFS session, where a specific overall goal should be achieved- where the alignment/morality tone is already balanced with individual Faction goals, players and GMs should understand what these parameters are and not act in way that would divert the group from their overall goal. So any experienced player should be able to accept a quick "No, your character wouldn't really do that because..." And any rookie would just take it as a "teachable moment " and try something else. Savvy? ![]()
![]() "Well met, Lady Freya of Karlsgard!" :he smiles and winks at the fine speciman of Northern breeding and finishes his mug with several strong gulps: Wiping the foam off his bristles with his sleeve, he motions over and chuckles at the gathering of the halflings with the greatswords, dinosaurs and huge dogs.
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![]() This is very Simple. The GM says NO. Pathfinder Society characters cannot be evil. Therefore acting in an evil way such as "finishing them off" should not be allowed. Out of play the GM turns to said player and says "Sorry but I cannot allow you to do that . Your character would not think of doing that. He is a Pathfinder." ![]()
![]() Over the years I developed or picked up little things to help the round go as quickly as possible, especially since I regularly ran games that had 6-10 PCs and Con games with as many. But some things you can't condense without losing the individual flavors of prticular encounters. 1. Holding premade Index cards in Intiative Order - each card has the basic #s- Name, Initiative, Saves, AC and Attacks - All my PCs put thier sheets in plastic covers and use wet erase markers to highlight or make combat notes for easy reference- including magical /spell effects 2. Each group of creatures should have seperate initiatives- especially since many have different bonuses. 3. Advise PCs to know what they are doing prior to their turn- Roll to hit and damage at same time. 4. I use the 30 second rule to discourage inaction- if the PC doesn't act and is delayed, he is skipped over. 5. If the group is trustworthy - at the announcement of a new round have everyone make their appropriate rolls and announce their actions as they come up- this gives them time to see if what they want to do works and can relay the results. 6. I also had sheets that had 100 random predetermined roles per dice that I would just check off as my NPCs /Monsters went. That was th quickest, though stales way to reduce time. 7. Pick ONE rule judge- the PC that is most knowledgeable with refernce books handy. When determining a rule, skip over and then return to back
Hopefully some of these ideas help! Brian |