Bouncing thoughts of my mind wrote:
Each time I'm about to post on this forum, I've felt the need to excuse myself for being RPG virgin/first time GM/asking stupid questions and expecting blunt answers. I'm thankful for all the help I've got and the great community here! I've read plenty of helpful discussion and figured I might be able to give something back by writing down my newbie steps as a first time DM. Maybe someone like me can pick something useful up from this topic in future.
For a while I was considering to start a full out campaign journal, but one of my players is already writing a really nice one (blog) and what I personally was more in need, was a place to vent my experience of past sessions and hopefully get some helpful replies and hard opinions at times.
And so begins the rambling.. We started playing early January 2014 with bunch (5+GM) of RPG virgins, after discovering roll20 and my desperate need of getting to test this (RPG) stuff with my childhood geek friends after Kickstarting Reaper Bones 1,5 years ago for board gaming proxies and then wondering what these "Pathfinder Iconics" were all about.
In the beginning there was:
- Alpharius, lonely Spell-less Ranger on a personal mission.
Frank, castaway Barbarian attempting to fit in urban society after ending an argument with his dear Earth Breaker.
- Harsk, laid-back Cleric of Iomedae spreading the just word and preparing followers for the war of the Wound.
- Ilori, charming Elemental Sorcerer with bad burns in her past.
Vidarok, wandering Druid looking to purge the evil of forests.
From the starting 5, only 3 are still around. While Frank has gone missing, rumors say he has found his place as an arena fighter in Riddleport (player quit realizing this type of gaming wasn't for him). Vidarok has got himself killed. Twice. After a mere week of mourning for the loss of Vidarok, the group was approached by Ameiko Kaijitsu, who introduced them her old friend from times when she also traveled in search of adventure:
- Alfred, hedonistic master of Axe and Shield, itching to get back in to action.
By now we've got well past mid point of second book and this is where I will pick up with my future rambling. If you'd like read how we've got this far, I urge you to read Alpharius's Journal.
Warning! Rest of this post may contain spoilers from AP: Rise of the Runelords.
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Thursday 10-April-2014 Something of a voluntary session on roll20 in preparations of our full day live session on Saturday few days later. Harsk skipped this one while player of Vidarok got to introduce his new character, who was then tested before acceptance to group.
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Sunday 14th of Lamashan, 4707
After Vidarok's second death at the Foxglove Manor, the group had spent their time of mourning by handling errands at town and taking slower pace before chasing on with their last clue. Ilori had made friends with depressed Shayliss, while Alpharius had been of at nearby forest determined to teach Faroth fight with undead before moving on. Harsk had been most active of the 3 as he had made himself and Iomedae well known around town while setting up a chapel in her name on High Street. He had passed the celebration of Day of Ascendance as it was now shadowed with the passing of Vidarok. Over the week they had met Alfred often at the Rusty Dragon and when he finally offered to join the group, Alpharius challenged him to a duel in order to test his strength. Alfred proved himself able first at the duel, and then at the forest on a boar hunt.
GM note: Harsk skipped a session and so I let rest of the players call the shots without me preparing anything in advance (first time really). This almost turned sour when instead of nice little boar hunt, I accidentally threw 6 dire boars (in medium size) at them 3 PCs.
Harsk has thrown me plenty of mechanical challenge with all his out of combat plans. He has so far joined forces at the Two Knight Brewery by buying share of the business and also bought an abandoned building in order to set it up as an chapel for Iomedae. While I really love the creativity, I feel guilty for not always being aware and prepared for all the little details and thus bogging down the sessions and discouraging others to engage in similar activity.
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Saturday 12-April-2014 For the first time we gathered together in one place to play. This was really great experience and I honestly can't wait to do it soon enough again! Our longest session online has been 8 hours spent in Foxglove Manor, but this time we played 12 hours straight with only a few pizza breaks. We still played with laptops using roll20, but some of us rolled with actual dice and the actual role playing surfaced more, when we got to look each other in the eye and bring more of the body language in to the character.
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Starting from: Moonday 15th of Lamashan, 4707
Couple days later they were back on the track as Ilori was keen to know if there would be property to confiscate from Foxglove's Magnimar home. Harsk had hired one of the orphan boys to clean and host his modest chapel while he'd be away. Despite Alpharius's objections, the group chose to take sea route to Magnimar on a freight boat called "Tall and Handsome". They had heard rumors of giant sea beasts lurking in Varisian waters, but what stormed the boat that night was no natural sea beast. Alpharius was first to wake to the sea chase where huge water elemental was determined to drown the ship. After everyone had been alarmed, they slowly chipped away the beast while Jack the captain of the ship spent his time laughing at the little chase, from his perspective one lost deckhand was one less paycheck.
GM note: I feel as if I had easier time pushing them to head Magnimar for better gear than to actually have them interested in chasing any little leads they got from Foxglove Manor.. Luckily the players took the hint and understands the learning curve I'm trying to manage and thus they found motivations for their characters to move on. On this note, I feel the biggest mistake I have made so far was allowing them way too much freedom in character creation. Of initial characters, only Harsk as a character was motivated to actually group up and help others in need, while rest of the players had hard time finding an angle how their loner characters would suddenly group up. 5 levels later, introducing new character and Alfred is all about looking for adventures and pushing for team spirit.
They wake up on the boat next morning at the docks of Magnimar and head out to settle at Kaijitsu Manor (which they got key for from Ameiko), before heading out for Foxglove Townhouse. With a citymap Alpharius bought from Sandpoint, they navigate the streets with ease and find their way around the city. While on a stroll in Naos, Harsk is met by a stern paladin with a smile on his face, when he sees the dwarf carrying regalia of Iomedae. The group gets invited to stop by at the cathedral, but they choose to keep going while the day is still young.
GM note: I am so thankful for all the advice I got from this forum on how to run Magnimar after first detailing Sandpoint to every single merchant. There was plenty of room for improvement, but attempting to give the districts personality more so than every single person, I was able to set some mood while not dragging the session too much with monologue.
"Wait.. Didn't we.. Is that.. How?" was the atmosphere when they entered the Foxglove Townhouse with a key that fit the door lock and found their hosts inviting them for a lunch that was about to be served. In a building with windows shut. Alfred unfamiliar with Iesha & Aldern took great initiate by being bit confused about the reaction of rest of the group and joined the table, quickly followed by Harsk scared of missing his share of the food. When the two sat down to dine, Ilori and Alpharius still stood confused in the entrance hall.
After making short work of their welcoming party, they went thru the building realising someone had been there before them and almost gave up on the search when Harsk finally noticed the keyhole and made quick connection with the lionheaded key.
GM note: While this encounter was great roleplaying moment on many levels and people were really having fun with the confusion, lack of great battlemap showed how visually oriented our group is as we tried to make sense of the map that comes with the AE (stairs leading to a wall?). I have also bought the AE interactive map, but to my disappointment it had the same maps at as good quality as the AE itself. The inconsistency of RotRL AE maps with what the PCs are supposed to experience is just silly at times, because they sort of have a visual setting, but maybe it isn't actually how it seems to be. For most parts I use everything I can find from the community created source, but for this encounter I wasn't able to find anything useful. On a side note, I have also noticed how my players already know to expect combat encounter whenever I load up a new map.. I wonder if I would be able to have them enjoy a combat encounter without actual battle map and tokens.. Or if I should just let it slide as is?
After getting a new clue in town, they decided to act on the intiative and only briefly stopped by at the cathedral of Iomedae for further clues. Harsk was welcomed to the local justice league with a new shield, painted in Iomedae's colors and enchanted with protective spell (+1) while rest of them got a divine blessing (bless for rest of the day) for their journeys.
GM note: at times I stress about details like how much a pint of ale should cost and then I throw around magical items and special spell effects like they are worth nothing.. For this particular campaign I feel it to be fine as the players are hardly optimizing their characters, but I guess I should be more conserned about it in the future. What I've learned is that value of money isn't really an issue and shouldnt be made big deal as the player wealth/lvl can change and happen in some campaigns over time of few days by going from lvl 1 to 20 in a month, and other campaigns might drag on over few years..
They eventually made their way to the Seven Sawmill, where they multiple times toyed with an idea of just burning it down.. Ilori did stick to burning arc and so I didn't bother my head with "what ifs". But when they made it to upstairs and she threw a fire ball in to the back corner I hastily ruled that the explosion is so swift it merely ashed all the sawdust and made only burn marks on the walls. At upstairs they were confronted with a familair face, when one of the two remaining cultists pulled of his hood and emerged as a character with torn ears known as Tsuto Kaijitsu. Ironbriar's only words in this fight were "Now, my apprentice, is you chance to have your revenge!" and he stood only for a few desperate rounds after that. Tsuto managed even less.
Going through the loot, they figured out to send a messenger raven and follow its flight and seeing roughly its destination. They attached a cut ear of former Justice along with a note stating "We are coming for you!" on the bird and then spooked by their own devious plan, decided to head sleeping at the cathedral instead of Kaijitsu Manor. In case the boogeyman whom trails they found at sawmill, decides to come for them..
GM note: Sawmills hanging ropes offered a nice little effect to the combat as the fight went on in multiple layers. PCs had multiple great moments as they fought their way up. I now think I should have sent Ironbriar looking for them when the fight paced out and the players got time to breath at the 4th floor. Instead I served them a dry pc-game solution of him and his last few minions waiting. If Ilori would have had it her way, she would have blasted the top floor with fire ball. Which she then did when she got upstairs and saw the scene.. I guess I should have let realism rule and set the place in fire, but I'm really clueless on how it should have worked. The player would really prefer Ilori to set things ablaze with each spell but I've so far preferred her spells to only make minor markings instead of exploding everything everytime.
I also got valuable feed back on the lack of personality on my BBEGs.. My cheap shot excuse is that each time a big bad evil guy is encountered, it happens at the end of a session and I'm honestly exhausted even if I'm having fun and would like to carry on. I just keep forgetting they are anything more than a set of spells and kills waiting to be slain. On Aldern I even went so far as to start next session with just a little monologue from him before he had his last breath (session before that ended on a killing blow). On the other hand, Ironbriar had nothing special set up to say and had I remebered to improv something, it would have prolly been same as with Elyrium and Nualia so far: "You are ruining everything!". Do you, other GMs prepare monologues/lines for you BBEGs along with spells? I think I should begin to. I'm now starting to see the (infamous?) RotRL pattern of: "kill the bad guy, find the note/journal containing the next clue" and might want to replace some of it with some more verbal banter during combat.
The following day they were eager to share their exploits with the head of the cathedral, only someone went and mentioned they had been acting at the Seven Sawmill. The Paladin of Iomedae, Vincent Valentine was taken back by this, for he had heard rumors of highly respected Justice of the city being found slain at the very same sawmill this very morning. The group tried to excuse their way out of it, but nothing they showed to Vincent would hold Ironbriar accountable in front of the court. Harsk proposed a hearing in a zone of thruth and Vincent agreed to this as he still sensed the justice and valor in this little comrade. Small formal hearing was held in the cathedral and in Vincent's eyes the groups reputation was as clear as their word true for their actions, but this wasn't something that would pass in front of the city council and for this reason, they agreed that the group would stay in town while a scholar and well known linguistic of Pathfinder Society would encrypt Ironbriars journal in hopes of more hard evidence before Vincent would take his knowledge to the city Justice.
GM note: I think someone of the players even mentiond, that this served them well for actually first time really having consequenses for their action. They had just been joking how letting Tsuto live had now clearly been a mistake, and that would be the last time they take prisoners.. And now taking the guy standing next to Tsuto would have saved them a lot of trouble. A moment earlier they had considered the paladin a coolest guy in town (for free shield & blessings) and suddenly he is putting a crime on them. This also points out how my lack of verbal play in combat for Ironbriar left them clueless of his identity untill they had slain him and gone through his belongings.
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So there's that. Ramblings and brain freezes of a 12 hour live session (+ short online session from couple days before that) from newbie GMs perspective. I propably left something out, but this is a start.
For more detailed journal from our games, I want to once more promote Alpharius's Journal (blog).