In my campaign my players stole a shipment of magical items from an organization who steals and trades in magic Items. I should mention that they stole the schooner the shipment was on as well. My players now have a small ship stolen from a magical organization that they never checked for any sort of magic or magic items other than their shipment in the cargo hold. I want it to have some sort of magic ability or have some really cool magic items that they might discover later in the campaign, and I'd love some input. TL;DR: I need some idea of what sort of abilities or functions that a magic ship might have or what sort of items they might find on it. Thanks!
I live in northeast TN and I'm having a hard time finding people near me to play Pathfinder with. Are there any forums or groups where I could find some people? I'd love to get a consistent group together because my boyfriend loves to play but we haven't found a very consistent group among our friends. Thanks a ton!
Hi! I'm writing a campaign and I was just wondering for the sake of ideas, what and how much do you include in your session notes? How many encounters do you include and how do your players get from one to another? What sorts of tables and charts do you have at the ready? Everyone GMs differently, it might be fun to see a mix of ideas!
Ok, help. My players are going to meet a wizard who has managed to discover a new type of magic: batteries. This wizard is more than a little eccentric and he loves riddles, so when they enter his complex to look for him, they will be faced with a riddle. The only problem is I can't think of anything that would work. He makes batteries with clay pots, metal wires, and certain liquids (similar to ancient batteries discovered in the middle east) and I need something that will guide the player to them as the answer, any ideas?
They want a more adaptive story, one where they feel like they make the decisions. So I'm trying to balance how to be prepared for big overarching events without railroading. They really want an environment that changes radically based on their actions. Also, just out of curiosity, what's your setup behind the screen? What sorts of notes/charts/figures/markers do you like to have handy when you're leading a campaign?
Wow, thanks a ton! I have the basics set out, I know whats happening in the world in broad strokes. I know who the major players are and I have a couple of encounters ready to go. Should I keep trying to detail things out a bit more or would it be best to get the players together and jump in headfirst?
Hi! So I've been running Pathfinder games for about 6 months now. I've done several one or 2 session arcs as well as running my group through Rise of the Runelords. They loved it every time, but they have been asking for a few specific things and certain ideas that I couldn't find in published material. I thought I would help them out by creating a campaign myself, and I was super excited to start. I have the GM guide, NPC codex, and a few other source materials that I thought might come in handy. I've started outlining the story and creating the world, but it seems like an awful lot to do before I can get it playable. I guess I just have no idea what to do with what I have so far. I'm not sure how to write an adventure on the scale that players will interact with it and I'm kinda stuck. My biggest problem is that I'm not sure how to practically write an adventure or series of encounters for my players "boots on the ground" and any advice or outlines or resources would be overwhelmingly appreciated. Thanks a ton! |