First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. I really like the intricate design on the floor, but unfortunately I think that's where you spent most of your time and energy. There's not a whole lot to this map but open space. It's not a bad map; it's definitely clear and I'm sure a great encounter could happen here, but there's no interesting features or hazards to make it stand out from the crowd.
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. First, I want to mention a little detail I love: the natural feel of some of the chambers and halls on this map. Sure, dwarves build and carve the stone, but a subterranean hall should have a bit of natural or at least unpolished terrain incorporated. That detail makes this map feel more like a real location to me. Your map is clean and readable. That seems to be a phrase I'm repeating with the maps I like. You managed to create something that's strong in its simplicity yet original enough to be memorable. A plus side is that I could reuse this map for something other than whatever encounter you've planned to put there. That's always a plus. Nice work!
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. This is a strong map for a few reasons. You managed to use detail here, some to provide artistic flavor even, without causing a sensory overload. While this map isn't simple, persay, I think it wold be fairly easy to recreate on grid paper without a lot of fuss. I like that you included the significance of this location and what its destruction would mean in your description. Most contestants thought to include interesting historical tidbits, but you told us why this place matters, and to whom. Cool map. ;)
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. This map does a good job of following a theme, and a nasty one at that! Roach arena? Spider-infested pillows? Yikes! What you've done is design a clear, easy-to-read map that I could draw out for my players with no problems. Your key is extensive, maybe too much so, but it sure lets us know what's going on. I think you did a great job. (As a PC, the title of this encounter for me would be "Escape to the Office!")
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. Ah, you've used my favorite (I wish there was a sarcasm font) locale in this map: ye old Sewers of Absalom. What can't one find in that magical place? Apparently there's a portal to another place I'd never want to go to in there. Wonderful! :) This interests me. I want to play through this encounter. I'm a sucker for evil clerics, and I LOVE that the toxic waste (which is actually soul-stuff!) transformed them into even stranger creatures. The bottom line is, this map is well executed. It's readable and varied without being cluttered. The layout makes sense to me, but does not feel like the same generic map I've seen a hundred times. Again, I can't stress enough how much I enjoy the fact that so much is going on here without the map being busy or difficult to decipher. Kudos to you. Now, someone please publish this encounter stat so I can throw an awakened devilfish cleric at my players.
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. First of all, I LOVE the 3D perspective. That helps me imagine your location as more than just flat shapes on a page. It's also very well done artistically, in my opinion. This is a clear, interesting map with a nifty idea behind it. I do think the building shapes you used were a bit generic. Some buildings should be rectangular, yes, but there are other types of structures. Doing something less geometric definitely would have helped convey the feel of a magical botany lab. So, it comes down to this: I can read your map, I'm interested in the encounter, I would use the map at my table, and you clearly put more work and thought into it than just scribbling something on a page. I look forward to seeing your treatment of the next round.
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. This map is very difficult to read. At least for my eyes. Instead of solid lines, I see a lot of colors fading into each other. It's hard for me to tell where one room ends and another begins, and what's really going on here. I know my players and I would have a rough time using this map as is. For that reason primarily, I'm spending my vote elsewhere.
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. This is a great idea with less than optimal execution. Your map is mostly empty space (water in this case) and the structures you've included don't have any interesting features for players to explore. I feel like more attention to detail and artistry would have helped you here. Game designers don't have to be artists or cartographers, but they need to produce something interesting and functional for other professionals to work with. I would love to explore the encounter you're teasing us with, but I'm not a fan of the map itself. Since that's the challenge this round, I don't recommend advancement.
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. Beautiful, professional quality map. I doubt that much cartography mojo would be needed to make this into a finished product. That being said, cemeteries are fairly generic subject matter. That doesn't mean I don't like the map, or wouldn't use a cemetery in a game, I just can't get as excited about the idea behind it as I am about some of the truly wild ones in this round. I think you did an excellent job creating this map and it looks like something I'd find in a published adventure. You have my vote.
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. Now here's an example of an extremely detailed map that is also readable. You have an awesome idea with the sound technical ability to back it up. That's really what separates game design from fiction. As designers we hone our creative ideas into something that works within the rules and constraints of the game. I think you've done just that. I want to visit this crazy place you've sketched up!
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. I dig your idea. You have me interested in the encounters I'd run into here. You've presented us with something creative and well thought out. Here's my issue. With maps, you need to show rather than tell. I think your map is too text-heavy; much of the text on the map should be reserved for descriptive text within the adventure that would accompany this map. The cluttered nature of the map and use of bright colors threw me as well. Again, a lot of the details you included on the map itself would normally be found in the scenario/adventure/encounter itself. I know you're trying to show us the depth and complexity of your idea, but personally I am lost there.
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. I liked this map from the moment I saw it. It's a very clean, finished-looking product. The information about how to read and use this map is present and clear. This map actually looks like a desecrated sanctuary. While it's not one of the most innovative entries, your map is well done and I would slap it down on the table to use in a game anytime. I do wish I had more information about the types of encounters that might happen here and the history of the sanctuary, but a technically sound and visually pleasing map is hard to down-vote. I think this map should advance.
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. This map is visually clear and striking. I really like the idea of a floating manor with its own little satellites. Bonus points, it's functional! We have the information we need to navigate this map. This is a highly unusual place given the Golarion setting, and it's refreshing to see something other than a cave or dungeon. Don't get me wrong, I love subterranean warrens of evil as much as the next gal, and I've used them quite a bit in my own work, but you've shown me something I didn't expect to see here today. Well done.
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. I really like this one for a couple of reasons. First of all, this is a far cry from the generic map built of simple geometric rooms and halls. The feedlot's skull shape is interesting and immediately grabs my attention. The creepy description you've provided for the building's sickening purpose holds that attention. Liz asked if you're aiding the chattel or the owners; I like that it's open to interpretation. Most parties would probably want to free the chattel or help them in some other way, yet an evil group could find themselves here for other reasons. I'm interested to see what else you have in store for us, so I will probably be voting for you to advance. Well done!
First of all, congratulations! You made it to round 2! I commend you for being part of this contest. You worked hard and took the risk of putting your ideas out there on display for all to see and critique. I salute you. I'm no map expert, but I have played and run a few games, and when I look at a map I can tell if it is interesting, if it will be useful/functional in the type of game I'd like to play, and if it's readable. I will judge your entry on those criteria. This map is functional, but not very interesting or complex. There's nothing that really makes it different from a generic swamp or harbor flip-mat. I could imagine myself potentially using a more refined version of this map for an encounter, which I suppose is the point, but it doesn't grab me. I don't feel the urge to explore this place. As a designer, you're not going to be expected to be a skilled cartographer or artist, but you need to provide a solid starting point for the actual cartographers to build on. I'm not sure if you've done that.
Also, when you think about it, most good clerics/wizards/summoners are going to summon good outsiders and/or celestial templated creatures. Evil or neutral characters are more likely to summon the evil ones. Creating undead is desecrating a once-living body and binding it permanently to your will. Plus, undead are just creepy and icky. ;)
As a GM I would have never allowed that, unless all players had spoken together beforehand and agreed to have that sort of questionable content at the table. Even then, I don't see myself allowing rape to be part of my fun hobby time. If I was a player at that table, PvP probably would've happened. Then I would have walked away and found another group.
Wilmannator wrote:
If you as a GM or player are worried about new players using complex pregens, try to steer them toward the simpler core classes. Ultimately, I doubt we will ever see a "suggested tactics" guide for players get developed and published. That is extra time and resources that Paizo probably can't spare, plus I don't think we want to be so prescriptive in teaching folks how to play the game. We really can't stop a brand new player from sitting down at a high level table with, say, an arcanist pregen, if he or she so desires. Thanks for being part of the conversation. Maybe there is a good solution to this issue.
roysier wrote:
Realize that you can also run PFS from home or other locations. It may not be ideal to invite people you don't know that well into your home, especially if you don't have adequate gaming space, but we have several local groups of gaming friends who play PFS at someone's house and have Warhorn signups. This removes the time constraint issue.
You can make most scenarios fit into four hours and under, but it depends on the GM and the table. There are a few, notably Cultist's Kiss and other RP-heavy scenarios, that can take longer than the usual time slot. If you have time constraints, make sure your players understand that and do your best to keep the scenario moving, such as cutting optional encounters for time and not doing the now-optional faction missions found in pre-season 5 scenarios.
Having a meal or break together before or after to let you socialize could help. Then you could get down to gaming for a specific period of time. As long as everyone's having fun I wouldn't worry too much though. Hanging with friends and enjoying each other's company is part of the deal. Another thing you could do is try to handle things like loot and gold through email when you're away from the table, freeing up more time to play.
Swiftbrook wrote:
Thanks for answering! Yep, that's right. I agree that it's great to experience the con without giving up so many slots for volunteering but I've always had a good time as a Tier 1, so you probably will, too.
Adam Daigle wrote: I want a cat-sized wasp!!!! Yeah, I'm pretty sure I have a few of those in my backyard. As much as Texas-sized wasps scare me, it occurs to me that they'd make great allies. I'm pretty sure they'd just as soon sting me in real life, though, so I have not yet attempted to train one. I've heard you have an insect affinity not unlike a blight druid, so perhaps you'd have better luck?
Michael Eshleman wrote:
That's not a bad idea and is probably an easy fix. I don't think people had too much trouble finding the info desks though. When I was working the info desk I had my eyes out for people who looked to be wandering aimlessly, and called out to them to see if they had questions. That worked pretty well.
Oh, and you're welcome! We don't have a lottery anymore. That's only for PaizoCon. A Tier 1 Volunteer (either HQ or GM) gets: 1 of the recently released harcovers (this year it was Occult Adventures) 1 race boon 1/4 of a hotel room 1 badge 4 T-shirts (orange for HQ, purple for GMs) $10.00 of Paizo store credit per slot Unlimited bottled water and tons of new friends!
Y'all already know this, but I think the pregen book was an excellent idea. It seemed to work well for GMs and players, plus it freed us info desk minions to actually provide info rather than digging through the stacks for that perfect pregen for each new player. I've seen a lot of great ideas suggested here, some of which I'm sure the HQ leads will look into, but some that just aren't feasible. For instance, I highly doubt a 1:00AM to 6:00AM slot will ever happen. If you want games during that time, run some games for friends in the hotel lobby! :) As others already stated, we cannot sell anything in the Sagamore, so the dice option is out. At the end of the con we had some borrowed dice for Quest players to use. Maybe a few sets of dice can be on hand next year, but the real issue there is the cost of enough dice to keep even a fraction of the players happy. Anyway, keep the feedback coming...this is very helpful for HQ people.
1) We don't encourage mixing, as the slots actually start at different times for GMs and HQ, and the uniform (free colored t-shirt) is different. 2) All rooms are available through Sunday night. You might, in fact, find yourself alone in the room that night! Sharing a room is really not that bad, but if you have a serious issue with it when the call comes let the HQ leads know and *if* they can accommodate, I'm sure they will.
Scenarios basically get assigned to you. If you said "I need Friday and Saturday night off" so you could play the special, there's a good chance your request would be honored. Like I said, HQ leads try to get everyone the schedule they want/need. You could also request to only GM low or high tier scenarios and the leads would take that into consideration. At the end of the day, we need more reliable volunteers. Other than just GMing, if you are knowledgeable about Pathfinder Society play and have decent social skills you could work HQ. There are positions like game marshal (they muster tables), info desk (what I do), boon station, etc. People who work those positions talk to players, GMs, and random people visiting the room rather than running games. I love GMing and I was a Tier 1 GM my first year at the show, but it was rough. I lost my voice and was absolutely exhausted at the end. I've found that HQ is more enjoyable for me, but some people prefer to GM. Overall, it's an option to consider. You'd still have to buy the plane ticket but that's pretty much it. If you work HQ there's occasionally a pizza or some bagels that might come your way, and every volunteer gets free bottled water all day.
For the past few years, and in the future as far as I know, GMs and HQ volunteers are housed in the downtown Marriott. Like I said, it's very close, and there is even a skywalk that connects it to the convention center. The typical room has 2 full beds with 4 volunteers. Some people share beds, others bring sleeping bags or otherwise get creative. More than a few people have braved sleeping on a floor for a chance to go to GenCon. :) As for snoring and whatnot, you kind of realize that you get what you get. People realize they may get put with a snorer, and heck, they may snore, too. The rooms in my opinion are very nice. You can also request to be housed with people you know.
Tier 1 and Tier 2 volunteers get rooms. Tier 2 = run 7 slots, Tier 1 = run 8. There's a total of 10 slots at the convention. You won't always run until midnight, and if you have scheduling needs HQ will try to work with you. It is a lot of work, but they put you up with 3 roomies in a hotel literally right across the street (less than 5 minute walk) from the convention center. It's not for everyone, but it's a great way to get to the show for the first time.
My plane ticket from Texas was about $300. I've never had to mess with GenCon housing, as I've always volunteered, but I hear it's a nightmare. I believe the closer hotels range $200-$300 a night. If you're willing to walk, get a ride, or take a cab in (though I don't recommend it) you can get a cheaper room farther out. Of course, you'll want money for food, drinks, and visiting the dealer's hall. The badge itself is really the smallest expense. Sorry I can't really give you a good estimate, as I've never gone completely on my own dollar without the "freebies" provided by Paizo.
It would be nice to be able to have time to review my lottery results before selecting my choices from the open event schedule. It looks like we may not have that luxury this year. I am concerned that Paizo is not on top of the whole PC sign-ups for Paizocon thing. I love this company and your products but DANG is this frustrating. Paizocon is one of the highlights of my year (I'm sure I'm not alone in that sentiment) and it would be a shame if the massive influx of users/delayed posting of my lottery schedule made me unable to get into the open events I want. :( I mean no offense to any Paizo staff but I think this is an issue that y'all should work on for next year!
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