This reminds me of the early days of Everquest. Often crashes resulted in lost packets of information. This was when you could log on at all. Such crashes were fairly frequent in the first month and caused the company to give a free additional month of game time to subscribers. They didn't do a stress test, however, and didn't realize the impact a massive number of players would have upon their servers. Best this sort of thing happens in alpha testing so they can determine its cause and plan for fixes so this doesn't happen during the paid period.
Greg A. Vaughan wrote:
Papa Smurf! I pictured you as Jokey Smurf.
Bringing this thread out of dormancy.
Thank you, thank you, thank you to the person who sent me the invite to Alpha.
I had loads of fun during the playtest this weekend, despite occasional crashes, none of which caused death.
I love the gathering and crafting, even if I was unable to figure out where to gather a few essential ingredients.
I can't wait to try the newest build.
Last, but not least, I'd like to thank the person who attempted to pvp my character south of Cloverdell (dale?). It gave me the opportunity to test out a tactic for ending such attacks.
<Kabal> Dan Repperger wrote:
Taverns sound very cool, not being destructable makes them even more awesome. My brain just explodes when I think of plunking down $5,000 real dollars for such a thing. I would take myself on a dream vacation to some real place and take lots of photos if I had that much money lying around.
I am sure, though, that folk will appreciate that some are able and willing to buy taverns. If I ever decide to make a character and survive the trip to your tavern, I'll toss back a digital frothy mug in your honor.
Hey there Paris.
I have what will hopefully be a pair of submissions. One is a 750-word short story and the second an accompanying 750-word article. The story is done, shy of editing. The article is still in the works. Hopefully I have enough time to work on these to bring them up to par with the rest of the quality submissions. If not, then you may not see them.
The Pathfinder or other D20 version of Cthulhu has stats and (in theory espoused by others on this thread) can be killed, perhaps not permanently, depending upon individual DM adjudication.
The Call of Cthulhu non D20 version of Cthulhu cannot be killed by a player character. (That is not to say that you can't somehow gather assistance from some other mythos being - hard as that may be, and remain sane.) The point of most CoC games I have played is to keep the cultists from succeeding in summoning this Old One, and numerous others. If the bad guys succeed, your player characters have lost. (Unless they joined the bad guys, but I digress.)
If it bothers people that PCs have a chance, however marginally, of defeating Cthulhu, then I recommend playing the CoC version of the game.
Just my own two pence.
While pledging continued support for Pathfinder and Swords and Wizardry, yep, they did. If you like Frog God Games Pathfinder (or other system) products, you will have the opportunity to get them. Some, such as Dunes of Desolation are only Pathfinder compatible. I wouldn't be surprised to hear that Bill let Lisa and Erik know before the announcement what they were doing. Perhaps they see it as expanding the game base and good for gaming as a whole. I know I do.
Last year at NTRPG con Bill and Matt slaughtered over 40 PCs between them. At least that is what I was told. I didn't participate that time. I was too busy having a blast with Frank Mentzer, David "Zeb" Cook, chatting with Jim Ward, playing Paranoia, and trying out Cthulhu Wars demo'd by Sandy Peterson. Oh, and an all day session in which Greg Vaughan tried to kill us all with his new adventure addition to "The Blight".
I should keep quiet about this con. It's particularly good because due to fewer persons attending you get plenty of chances to hob nob with some of gaming's greatest and nicest creators, writers, and artists.
I think any advice would depend on your group of players.
If you have players who require story reasons, there are plenty of hooks in the adventure. You will just have to hunt for them. Possible examples include retrieval of the Cup of Tircople, finding out what happened to Abysthor, scouting out the place to determine what and how many potential enemies are within the dungeon are some possibilities.
Other groups just want an old-fashioned dungeon crawl. This delivers in spades and is smaller and thus more managable (perhaps) than the megadungeon, Rappan Athuk.
What sorts of gathering/crafting tools will be available at Early Enrollment?
Will there be crafting areas and/or training within the NPC facilities at start?
What sorts of crafting will be available at start? (Or will starting crafters be relegated to gathering materials only?)
What sorts of storage facilities will there be at start, i.e. Banks or similar? And will these be located in the starting areas?
(Apologies if someone has submitted similar questions above me.)
James B. Cline wrote:
I know I am not Chuck but I am sure he won't mind if I answer in his stead. Here's a LINK to the Pathfinder compatible version on this site.
I do wonder how those who dislike 3rd Party products account for the fact that Paizo uses 3PP in their own, (case in point: Dreamscarred Press, plus a couple other notables).
I don't wish tear down the devotion to Paizo. I fully agree that Paizo is at the top of the industry in quality of products.
It is true that in the past some 3rd party companies in the third edition days hastily whipped out lower quality books. However, I recall a couple of companies in particular that I found surpassed the quality of the old WOTC and its predicessor, TSR. (Necromancer Games and Judges Guild are notable examples.) No doubt this is true for Paizo as well, particularly in niche products that appeal to a smaller portion of the fan base.
Choosing to not use 3rd Party products because you don't want to do extra work to fit them in to a campaign is a reasonable desire. Stating carte blanche that you don't use them because all 3rd Party products are garbage is easily disproved by those who have read and used them in their own campaigns.
I plan on expanding this Module using slow level progression. I am going to give an intro of the group meeting to join the Caravan Guard position that gets them to Belhaim and include an encounter there. I plan on slipping in extra side quests as well as adding to the locale a few more sites of interest. I am going to expand the region of Belhaim roughly 5-8 miles. Any thoughts from the posters on suggestions?
There are a number of third party products that may be used to expand the adventure. Kobold Press's Tales of the Old Margreve, Frog God's Stoneheart Valley, and others that are not springing to mind but are good for snipping out bits to use in other campaigns. Alternatively there might be a few PFS scenarios that are set in or around Cassomir that might be converted for use.
Let's just say that her birthday is in a few days and I am a good auntie. :-)
Two things real quick:
1.) To summarize S.K.R., don't be a jerk.
2.) Encourage girls to role play early. Part of the turn off is that people try to get girls involved long after they have decided that Fantasy Roleplaying is for geeks and something to steer clear. Shows such as Big Ban Theory maintain that perception, and IMO, not in an inclusive light. This Christmas I introduced my neices to a fun RPG known as Mouse Guard. We spent a great deal of time (for their age) discussing what they wanted their characters to be like, their goals and skills, strengths and weaknesses and why. We played a little bit and by the time I was done the younger one was so enthralled she went and tried to check the book out of her school's library. They didn't let her, said it was for teenagers. She is 7.
I think opening the eyes of girls up to the wonders of role playing games early is essential to getting more female gamers in games at cons later on. If that is the sole goal. I don't actually care if she or my other neice ever plays any fantasy RPG. I am more pleased that they had a chance to use the problem solving side of their brains. That was my main goal. Oh, and we also watched The Hobbit at the movie theater.
Jeff Erwin wrote:
~with a very terrible reputation. The term Nuée Ardente originally came from that mountain. It means glowing cloud - a frightengly fast cloud of pyroclastic debris and gas racing down the mountain to engulf everything in its path and vaporize all life.
I am in awe at the sheer volume and quality of your reviews. Even when I wasn't working full time and had vast amounts of free time to read and review game products, I couldn't touch your productivity. I don't know how you did it. I fully support any custom title for you ser Endzeitgeist, a knight among reviewers.
Nicolas Logue wrote:
I am pleased as punch (laced with grog). Congratulations to Nick and Lou and everyone else who stuck by you to make this happen!
Nick, you are an insanely billiant master of the macabre (and pirates!) Lou, you are a saint. We already know that Greg is a true Paladin.
Bill, you are and will always be my hero.
Richard Pett wrote:
Here shines a perfect example of why commas are important punctuation marks.
As a GM you have to be conscious of the desires and expectations of your players. If you know they will be upset over a character death and declare it unfair or unreasonable for whatever reason, you need to have a bag of GM tools to use. These may include but are not restricted to "hero points" that they can use to pull their characters out of those situations. If, however, your players like the challenge of a tougher adventure, are sanguine about the fate of their characters, and cognizant of how their own decisions that lead to that fate, you have a group that can handle certain types of adventures without such concessions like the aforementioned "hero points".
I placed Bard's Gate at the far eastern edge of Taldor and placed the camp, the Desolation and Slumbering Tsar just off the map. I set it roughly during the time that Iomedae was running the war against the Whispering Tyrant and the two front war is partially the cause of the troubles the Army of Light had in the Desolation. I set Thyr and Muir as gods with an eastern influence, Bard's Gate being the farthest west they were worshipped, and I had them as allies of Aroden. When Iomedae became a goddess and Aroden died, Thyr and Muir faded into the background with few worshippers as Iomedae gained in influence across Golarion.
Others have suggested placing the Desolation in the Worldwound.
Basically any reasonable explanation works. It's your world. You can change it as you see fit.
Greg A. Vaughan wrote:
James's art is creepy-awesome!
That will do for a start!
Also, I linked it for easy access.