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First and foremost let me start by saying that I am a big fan of the Pokemon series because I like the idea of capturing and evolving a creation with some serious sacrifices for each character. I additionally like the strengths and weaknesses portion (fire type is weak to water, water weak to electric etc.) I was working on a new campaign when I switched to Pokemon and then began brainstorming a tamer class. I was thinking this would be a Wisdom based class. I did want to make it fantasy campaign appropriate, which means that when a wild Hydra attacks you can't throw a ball and capture them. I was thinking more along the lines that you had something tangible that may contain the essence of a simple creature that you develop. For an attack list I was thinking that this creature could only master 4 moves, but none higher than the creatures level. I think the creature should have a seperate XP bank as well. In terms the development of ones creature I was thinking along that the creature would have a simple form like a simple blob to begin, but the PC would develop it by successfully capturing slain foes essence. Perhaps the PC or GM could attach appearance of these foes to the PC's creature as well as a one of four magic type spells. For example a level 10 PC creature may successfully capture the essence of a fallen troll and pick up a regeneration spell. If the physical features were emulated then perhaps the creature could become simian in appearance. This idea may merely be the senseless marriage of a bunch of things that I enjoy, but if anybody can collaborate and help me further develop this idea into something a little more refined with respect to the Pathfinder RPG I would greatly appreciate it. I will try to keep track of any help and us it to assemble something more organized than this brainstorm. I greatly appreciate any advice or input that anybody gives me on the idea in advance.
I read through the Gamemastery Guide and recycled memories of various RPG's that I participated in before and realized I break the unwritten rules and etiquette. The strange thing about this is my players love it. All of them have closed their minds and refuse to play in some of the more traditional ways. One of my most egregious offenses is that I do nothing to steer my players resulting in divided factions and a divided party. Intraparty conflict is frequent within my group and every player loves it. I spare them the generic inclusions in the campaign and make their entrances dynamic and their conflict genuine. Why would a human outsider trust a Nosferatu or an Orc? Many GM's cleverly try to resolve this issue, but I let the role play handle it. It would not be uncommon in one of my campaigns when the time is right for a PC to attack and possibly even kill another PC or the party to battle amongst themselves, but this only builds on the tension and drama of the story. One of the implied consequences of a divided party is player boredom, but I segment the story and devote equal timeshare. Using dynamic storytelling and applied game mechanics I find the players are as captivated by every PC's stories as much as their own. By their own admission my players declare that my campaigns break down like something akin to George RR Martin's Game of Thrones where you have compelling stories weaved from a series of interconnecting plots ultimately unfolding a grand plot. When I look at my sidelined PC(s) they give the active player his time and they discuss it. All of my players feel empowered as a result. Although at times I can be managing several different story arcs in a session I thoroughly grasp the world and translate that to the story. The only downside to my tactics is that I had to turn players away as it got to a point where I would have had double digit frequent players and simply could not comfortably accommodate that many guests. Another instance of my different approach to GMing is I pull no punches and spare no players. Some GM's do this, but it is common to have a GM work to quickly restore a PC immediately after resolving a conflict or event resulting in that PC's demise. I will do no such thing and death is a real part in my game. I cheer for my players to win, but I run the events as the fortune of dice coupled with the tactics of a player let them unfold (and as a compliment to the guide I do not let them see their hp, which adds great drama). My group as a result loves combat. They respect each adversary and their realization of mortality makes them role play in a literary way as opposed to a mathematical way. Death does not ostracize my players as much as it opens the window to the realm of possibilities for the future of the story (i.e. the fallout of the death, who will be affected most, who stands to gain, what butterfly effect will this have on the future of the campaign etc.). In the place of a fallen player stand a new unique character unlike any the PC's have encountered that will bend the fates of the game and decide the outcome of the future. I will never pigeon hole a player nor will I dictate their actions sans thwarting metagaming. There is no deus ex machina in my campaigns. I will never defy the results of the dice. Nor will I ever ignore the intentions of a PC. As a result I break quite of bit of the advice from the Gamemastery Guide, but before I go labeling myself rebellious I do submit to the number one rule, which is to enjoy the game.
Okay so I got the Pathfinder books. Studied the system and began with the free campaign Horror at Dagger Rock before starting with one of the other adventure books. We've only played for about 9-10 hours, but my players are freaked out, don't trust anybody but a map maker and are feeling that the task at hand may be too much for them to overcome. Best of all they love it and have been talking about it all week with eachother. I have two players of the five in my group that were foolish enough to be poisoned at the Black Skull Inn and now find themselves captured and shackled in a cart heading south to the mines. It is in continuity with the canon that these players would be led to the bride of Dagon where they would be charmed and made to drink from the hags spawning pool. I don't want any Gods in the machine kind of stuff to free them, but something needs to happen within the story so as not to spoil the last fight or perhaps not. Any suggestions?
I just purchased the Pathfinder series and plan on running the Carrion Crown books. So far I have purchased
Do I need any other books like Rule of Fear to run this campaign to it's fullest? |