I've been GMing Iron Gods for a year of once/month sessions, now. Re: main point: remove Power Fist and Flashlight. Re: secondary point: Lords of Rust forced me into a barter economy, as it is written a non-settlement, with no markets or taverns, as adventurers are used to. It was fun to make it clear to them there was nowhere to find. They are on their own, in a badland of gang members and obstacles.
I just today ran my Mad Max vehicle rules. I ended up with Max and his Fire Cart w/Trailer and three Trikes (each Trike with a Zerolevel Warboy driver and a commando Barbarian/Gunslinger). The PCs were defending his vehicle and wheeled storage against the Trike gang of three. There was also a Varisian stagecoach along for the escort mission. Max's Fire Cart is 2x3 sq, while the Trikes are 1x3, capable of passenger, like a chariot. It was an intense session, with only one combat encounter, lasting two hours table time for less than two minutes of game time.
Easiest way was to simply rewrite Ultimate Combat's
I removed the muscle propulsion, replacing it with Alchemy or Magic (in the case of my NPC's truck). Other tinkers include making the Driving Device "Wheels and Pedals" with various Driving Checks for the the three different vehicles. The main truck is driven by Alchemy, the bikes by Acrobatics and the Fire Carts by Profession (driver). Alternately, they can all be driven by Wisdom, per the rules as written. It has added another power group to Lords of Rust. One probably more powerful than the others but limited by : the fact they can't actually base in Scrapwall because of its walled, insular nature. They have influence and presence amongst the gangs in the town, but exist in full outside of them.
I'm gonna add vehicles to Iron Gods. Not technological ones. They will be introduced in Lords of Rust. Think Mad Max drizzled onto the Numerian plains. I have a Nexian Alchemist that has been simmering first as a PC and now an NPC whose time has come. Anyone else done so, yet? (I know a number of you have thought about it...) [edit] I am currently running two separate games of it. This will happen, soon.
First adventure tonight.
One word: HAUNT (of the non-lethal damage variety) Thinking more about it, these guys could easily become the "Ghostbusters" of Katapesh, particularly as the Oracle of Bones has already expressed interest in his mythic-level goal being the rescue of Arazni from her undead state...
Traps are, of course, one of the first things I thought of but none of them have chosen to focus in that area. After reading your responses, I had the thought to make traps easier to find and not rogue-specific. Lo and behold the blog posts Ascalaphus linked talk about exactly that. Perfection! And giving the alchemist special focus in identification objectives is also a great solution. That player is the one who most specifically asked for and inspired a less combat intensive playing field, in the first place.
I'm going to start GMing a campaign soon with three PCs of less than martial bent. A tiefling wizard, kitsune alchemist and human oracle of bones. I have plans to add an NPC Mad Dog Barbarian Half-Elf for at least a little bit of front-line presence. But I definitely want the PCs to be the ones at the forefront of gameplay. They will be specialist employees of a Katapeshi merchant house, so it should be easy to frame adventures as "missions" handed down from their superiors. I'm wanting to craft a campaign made up of a lot of Indiana Jones style ruin raiding as well as diplomatic networking but not a lot of dungeon clearing. I'm looking for inspiration as regards different plots and situations to mold into role-playing, skill using and knowledge delving gameplay. Suggestions? Both specific encounter types and resources to root through myself. Thanks in advance.
I'm currently crafting my secondary character for a home game should my Barbarian Titan Mauler meet his final fate. I want to go in the opposite direction of huge, dim bruiser with an ultra-caster, eldritch energy wielder. Here's my current thoughts, open to mutation and suggestion. edit - Core plus GM approval (GM hates Assimars) 20 point build Human Cleric of Nethys
Current vision is channel-heavy supporter behind a shield. Levels & Feats
For context, the current group dynamic (w/o my Titan Mauler) is:
A storytelling roleplayer at my core, I have taken to optimizing as a way to keep characters alive, not as a way to 'break' anything. I am open to concepts beyond my channel-focused one. I'm not even married to Sorceror if Wizard makes more sense to a particular build. The only important thing is magic-using devotee of Nethys, god of all magics. Any thoughts are welcome, thanks.
Last night, I was inspired to seriously consider volunteering as a PFS GM at Gencon, this year. I'm curious what other GMs' experience with it is. Ups and downs. Boosts and hurdles. Player problems and great games. To get the ball rolling, but not limit the conversation to these:
p.s. Input from players is also appreciated.
While you are welcome to play a manipulative user who attempts to drive your fellow player's characters to actions beneficial to yourself, were I to find myself at your table, it would take more than you showing me the results of your Diplomacy check to shift my behaviors. And I would very quickly lose interest in playing with you again, from what I gather of your presentation, here. Perhaps in play it comes off differently, but perhaps not.
No worries about me stopping GMing. This thread could have been nothing but vitriol and aspersions and I would still be prepping maps and printing handouts.
I don't enjoy killing PCs.
I just picked this up from my local gaming store and I am really curious about the numerous gods mentioned in the pantheons section. Any pointers on where more information on those individual gods can be found? The page mentions the Race Companions for Dwarven and Elven gods, but some of the other pantheons are likely more esoteric in their sources. I'm particularly interested in whether the Vudrani deities have been looked at in more detail in other products.
I have a couple of hopeful questions about the Pathfinder Society Chronicle items from the Inner Sea World Guide and Society Primer. Do the bonuses to Knowledge rolls allow an untrained roll, particularly in the case of the Primer chronicles with their much more specific areas of study?
The latter seems almost too obvious to ask, but since I'm bringing the subject up, I mention it.
My feeling of the intention is to limit the number of active minis on the table and positions in the initiative order during combat. But I would be interested in hearing an official stance on creatures that do not take up their own map space or have a separate initiative spot to take actions of their own.
Another question about Wayfinders. In the Vanities section, the cost of a couple of the alternate Wayfinders struck me as odd. The Discerning Wayfinder that replaces Light with Detect Magic costs 5 Prestige while the Inherited Wayfinder that retains Light and also gains an additional 0 level spell of choice is 3 Prestige. Does this make sense to anyone else?
I'd like to add on another question about the GM's Chronicle sheet. This time regarding the items available. There is nothing said about the GM's character having access to the items on the Chronicle sheet, only XP, Gold and PP. Are the items unavailable? I understand that usually the GM will have already played the scenario they run, thereby giving them access to the found items of the sub-tier of which they played. But as a newcomer to Organized Play as well as an event organizer/GM, in my case that will often be the exception rather than the rule for a while.
I just ran my first PFS table yesterday and had a player need to leave after three encounters with one more plus the BBEG left to be played. I've heard a number of people talk about there being official rules on these situations. I didn't find anything in the 5.0 Guide or the FAQ.
I also GMed my first PFS table, today even!
So, it seems there is no official ruling on open or hidden rolls for the GM. I remember reading that player rolls must be (natch). Additionally, there is indeed a section of the GM101 document that speaks toward 'fudging' rolls, so it must be assumed that sometimes hidden GM rolls are the norm.
So, reading up on Sanctioned Adventure Paths and Modules in the Guide 5.0, I discovered today that all of the iconic pregens from NPC Codex are playable in Society Organized Play. But that is only mentioned under Adventure Paths and Modules. Regular character creation mentions only the four download pregens. Can I get a clarification on whether it is possible to use the NPC Codex pregens in regular Organized Play Scenarios or not? I'm asking as a GM as well as a player. |
