I've run games with groups like this.
+1 with what Tinalles said. I also like to get the players's input. Do they enjoy the game, or do they also want the encounters more challenging. I would be cautious about the anti-magic. If it's the only way to bring on a good challenge your players enjoy, then cool. Some players may feel "nerfed" if one player must pick a spellcasting class only to not be able to use it. (It may also appear contradictory to face an enemy of magic that happens to use magic.)
Lyingbastard wrote:
Cool. Thanks for replying!!!!
The description mentions "comprehensive list" of D-Bees and monsters. Is this just a consolidated list of the "names" of these things only, indicating where to actually find the crunch on them, or does the book actually include the flavor and crunch as well?
Does the list include magic items with the list of equipment, or are they in the magic book only?
DitheringFool wrote:
+1 especially for having dice included.
Uninvited Ghost wrote: How long does poison last on a weapon after applying it? Until the first successful hit? It can stay on a sheathed weapon indefinately? I can only find page 557-8 in the core which I can't spot any specification. I'd say unless it is mentioned elsewhere, I'd then leave it up to the DM with the group's input.
I'm running a solo game with my wife for this AP. She controls a party of 6 players. I've not had to modify the AP except for areas of personal preferences. Assuming she doesn't want to control a party of 2 or 6, in addition to great ideas above, I'd certainly recommend her taking espionage and diplomacy skills so her character has negotiation and/ or evasion as alternatives to combat encounters. I'd also just give her a free wand of cure light wounds.
I'm glad I voted. You make supreme products. My last shipment of the new APG, Orc guide, faction guide, Pathfinder novel, and the most recent AP's was quite a nice treat. I can't remember being so well satisfied with a company's stuff until now.
It is possible since insanity shouldn't be alignment-based. Anyone of any alignment might succumb to an insanity. Insanity is a catch-all from developmentally disabled, ocd, up to schizophrenia. Insanity in and of itself act without morality. Someone under the influence might be treated as if charmed. If charmed to slay an innocent, would the Gm feel the Paladin would still need to atone to keep paladin status? Now, swap "insanity" with charmed. I think it's more of a GM-group discussion and how everyone in your group will have fun rather than how the forum feels. You might get a ton of heated opinions, but your group should place "fun" at the most important part of your decision.
Based on the miracles of Iomedea, I figure they'd be tests impossible to accomplish except by DM fiat alone. Just traversing the gap should be impossible: no magic, no help, just start walking. If you're "supposed to make it," then a "miracle" happens and you make it across.
There's also the possibility of the Falcon's Hollow series of mods, starting with Hollow's Last Hope. Part of these adventures explores Droskar's Crag, which is an old Dwarven, ruined shrine.
For me it's a matter time and group dynamics. Option 1) Gm demands minutia roleplayed minute by minute:
Option 2) Gm waves the hand and says players get what they want as long as they have the gp for it:
It's not just the players or the Gm, it's both. Everyone should agree in what everyone finds fun, ideally.
Ravenot wrote:
+1 A split group can be a hassle, but it's worth finding out what lead to the split. Is a player acting contrary or sincere based off of what the Dm offers the player? A player should never be penalized for acting out their character honestly based off of what the DM relays. If a group follows through with splitting up, everyone should still be involved with activity and not feel neglected. I would say both sides should feel the merits and pitfalls of their actions, which can lead to growth as characters for both as the story involves. Maybe both sides will come to understand that both sides can have good and bad results. Nothing is strictly black and white. Maybe it was good for the players to disregard their oaths, appear like backstabbers and deceitful, uncaring mercenaries in the short term if their actions lead to nipping goblin activity in the bud. Maybe it was also good for the cleric to stay behind to act as deputy, to carry the burden of responsibility of the law while the law was gone, making decisions for town problems, arresting petty thugs, stopping fights, etc. and made sure the town carried on with daily life.
cappadocius wrote:
Well, when in gnome. Do as the gnomans. Smurf
"Goofs" and "mistakes" happen in "regular" games as well. I've played in groups, I've played solo, and I have DM'd groups and solo. "Mistakes" are unavoidable. The main thing is to ask each other "what will make this fun?" If you refuse to allow more than a full party of balanced characters, then I'd allow for extreme flexibility in other areas as noted above. Easier access to potions, allowing anyone to use curing wands without ranks in a skill, and to also allow for negotiation instead of combat for encounters. Minions can be bargained with, intimidated, bribed, or bypassed with disguise, stealth, and/ or trickery. In my current solo game, when we take turns playing, we each make a party of 6 characters. We allow for potions as a free action. Even if someone gets knocked down to -50 hit points, if someone else in the party is alive with a stabilize spell, heal skill, potion, or curing wand, and can get to that fallen comrade within that round, they are automatically stabilized. I've also had a fun time being generous with loot. Whatever the AP or mod says, I add on more. It's never been "abused." If an encounter becomes a cake walk, I don't mind if she has fun. I know I enjoy it when I'm the player. Anytime there's a slog, it kills the moment for us. We do whatever necessary to get the slog finished a.s.a.p. If I can see a moment in the next few pages where a slog may be close by, I will either cut it out entirely, or make some way that the character can turn it into a fun and quick encounter instead.
Christopher Dudley wrote:
If they're having a blast, I'd roll with it totally. I'd fudge the xp to pump them all up if needed or otherwise nerf the encounters as James suggests. I personally like daring, as long as the party doesn't become obnoxious and insufferable to the DM about an easy ride. I think having a great time is the main thing.
The first part of this AP includes a dialogue Queen Telandia has with the heroes that detail how a new star coming closer has been spotted, and that she has already made preparations for another massive exodus while sending envoys to other nations. Followed by what the Queen offers next should send a clear signal to the party that time is of the essence. I think the Doomsday clock is cool. I think any party motivated to act quickly would be fine. Regarding the deciphering of the glyphs, I plan on rewarding the PC taking the character traits of mathematical prodigy as well as researcher of the blot. He's an elven wizard with a high Arcane, they have all notes, and the character has been rolling aces regarding the glyphs so far. I like the idea of character traits taken early on still holding significance down to the very last chapter of an AP. The order of the glyphs will be much easier, and attributed by the sheer brilliance and skill attributed to having studied in this area.
Demiurge 1138 wrote:
There's a note to make the sewer crawl as long or as brief as the group enjoys. If the group feels it's a slog, the AP has given a new way to make an otherwise slog into a rapid whatever-is-most-fun for the group chase under the heading "Maze Maps Don't Work" on page 16. If a group loves dungeon crawls, escape from the fuzz, what's under the muck, and keep it going until we run out of coffee, then the chapter gives a green light to go until you're out of ideas. If the group gets bored, tired, frustrated after under a minute or before any encounters, than the group miraculously finds their sweet haven in a wink of the DM's eye. It's only a slog "if" the DM wants it to be.
Erik Mona wrote:
Sounds awesome!!!
I play a universal wizard, and it's been gloriously entertaining so far. All spells to obtain and use without limits, and I don't mind not using the more dazzling specialist abilities at 1st and 8th level.
I think in general, playing anything can get to be a drag regardless of how "interesting" a chapter is. All previous AP's got very sluggish towards the last 2 chapters. It might be the battle fatigue of having a character past the "sweet spot," or feeling like if it says to do something in a chapter, then the party must be forced to encounter it, but every group can get struck by ennui, and I'm sorry it turned out as it did. Outside problems can also be a challenge, as it was for you. Life creeps in and can kill the mood to game quickly. I solved some chronic problems in my game with the following changes:
2) We've done away with experience points. When the AP chapter says that a party should be at a certain level by a certain point, then there's just an automatic level up. 3) I try to talk or read body language to figure out if an upcoming scene or current one will be fun and why. Players who hate the spotlight but need to roleplay can just make a diplomacy check without talking...they just need to give me the general outcome the PC wants to happen. If something is turning into a slog, I try to find a way to make shortcuts pronto. Scarwall was a slog. If a party doesn't mind too much, maybe it means just cutting out some encounters. Perhaps 30 to 90% of the castle is empty as a result. The idea above to just "give" the party the sword after they join the Shoanti is an excellent emergency solution to a party wanting to wrap it up. 4) If someone doesn't understand the usual party roles (tank, medic, sneak, spell-slinger, etc.), maybe a refresher? Maybe make it very clear before making a character or accepting the item that paints the "kill-me" sign on their torso, that they get a straight-to-the-point warning? (If you make a fighter, I will have "most" enemies go after you always. If you accept this sword, then "all" enemies will forsake all else to attack only your character.) *edit*
All DM's should get along, should agree to some extent on rules as noted above but must be willing to have faith in the other DM and not backseat drive unless requested are good. The only other caveat I have would be a general spoiler concern, if it's an issue. Once a chapter is selected to run, there is ideally no going back from deciding to run it. I'd also suggest, then, waiting for all chapters to be received first.
|