Blue Dragon

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Icyshadow wrote:
SlimGauge wrote:
Well, because Leadership is already banned by most non-workaholic GMs ?
Oh, I'm sorry. You meant to say "incompetent" GMs, right? :D

Not only do I allow leadership, but I give it for free to PCs that reach 7th level and have a Charisma of 17 or higher (Those without the charisma requirement may also still opt to purchase the feat).

I just make the PC do all the work. They want a cohort? They are responsible for it.


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I once ran a fighter/barbarian only campaign with Nordic themes. Was absolutely fantastic.


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Goodness this thread got nasty quick.

I'm going to ignore the bickering and respond to the OP.

For me, it depends entirely on the setting. I'm not familiar with, nor have I ever played in PFS. That being said, consider the following:

It stands to reason though that in any high magic setting, the common folk have come to accept the strange and unusual as part of their daily lives. We then go back to the "it depends" aspect of this. How frequently do bizarre things happen? How prolific are non-human races in populated areas?

For the sake of answering the 'how' part of your question, lets assume for a moment we have a village populated by humans. Let us also assume that the only non-human race they've encountered is goblin. We'll also say that the goblins have not been especially friendly, having raided the town, perhaps even killed a few people.

Here we have a populace whose experience is the tilling of earth, the changing of seasons, basic survival, the village festival, and of course all the interpersonal shenanigans common to small communities. Add a collective disdain for the only thing not like them, the goblins in this case, and a form of paranoid racism begins to flourish. Resentment festers from the deaths of loved ones. Children are taught to hate and fear any goblin they see.

Then, one day, a half-demon lizard man with flaming wings and a huge- sized flaming spider pet (I realize it is an exaggerated example, but it is functional for this little scenario) enters town. This creature is so far out of their daily experience, that most will likely respond with terror with perhaps a few with a modicum of fascination. To deal with something so strange, it is likely village elders would be summoned, guards would be alerted, and it would be the biggest event the little village has ever experienced.

We are all influenced by our environment and our experiences, and this is also so for NPCs, both individuals and groups. I'm not a psychologist, but it doesn't take a stretch of the imagination to envision the outcome I depicted above, nor does it take much to predict what would happen if a player with a goblin character were to enter town.

Unfortunately, what this means is more work for the DM. If you are going to allow strange races into your game, then you might want to have at least a basic idea of how different communities in your campaign will react.

In the world I created, Drow are exceptionally rare, so much so that most average folk have never heard of them. Elves on the other hand are extremely prolific. So, average people would see a Drow with about the same reaction as seeing an albino, or "I didn't know elves came in that color".


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I can totally understand how one could get burned out. I'll tell you some of the things we do in our gaming group to keep things interesting.

Firstly, we don't have a set DM. All but two of us rotate DMing games. This adds a different feel to the game because everyone has their own style of DMing. One is very rules/combat oriented. Another is extremely good at storyline, etc.

Secondly, Pathfinder has a HUGE range of options that most groups don't even consider. For example, here are a list of some of the campaigns we have going right now.

1. The Slayers Campaign. The theme here is that everyone in the group as a primary stat that they are extremely good at, and one they are very bad at. So, each player was allowed to chose which stats those were going to be. The good stat starts at 24. As they go up in level, if they chose to put their ability score increase in their good stat, it'll go up by 4 instead of one. The bad stat is a 6 and can never be raised by any means (no magic items, not able to put ability point increases, etc). So, we have a rogue in the group that has now a 32 Dexterity and a 6 intelligence. The situations he gets into are ridiculous and humorous.

2. The Warrior Campaign. Think 13th Warrior. All the players are fighters, and there is no magic. This makes them really think about tactics, since if they get hurt, there's no healing potions or clerics. I'm using the hero points system to help survival.

3. The Dragon Campaign. Using a houserule version of the dragon PC from the old Draconomicon (made MUCH easier since pathfinder homogenized dragons). In this game, the PCs have class levels as normal, but are also adult dragons. You can imagine the situations that can happen here.

4. We're about to start a Gestalted Dark Sun campaign. In fact, we're starting that one tomorrow.

How many people have seen a 60 strength on a PC? How often do characters get to play as monsters (and I'm not talking about the "monsters as PCs" races... I mean real monsters). Are the PCs too powerful? Put them up against something with 10,000 hit points.

In short: Don't be afraid to play with the system, it can handle it.