Kirrian

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*Venture-Captain, Georgia—Augusta 2 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.


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My biggest concern with the narrower level bands: you level out of it so quickly, it can be difficult to figure out which scenarios to schedule for in-person venues.

Case in point: We offer 2 tables every Society night. We have several level 5-6 characters who want to play the new 5-6 adventure...what do we do for the other table? If some players have a level 7 and some have a level 4...they both have to suffer and just make first-level characters to even be able to play? Or somebody can't play at all? Or they have to use pregens?

I'm hoping this isn't how it'll work out in practice, and it's possible that the changes are reflecting the massive shift in how Society is being done these days (I get the feeling in-person non-convention games are fading), maybe this will better serve that new format.

But for how our program current operates, it's making me sweat a bit.

**** Venture-Captain, Georgia—Augusta

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I never post on these forums, but I think a lot of the comments above are very unfair to Paizo. They have the numbers and the data, and I trust them to make a decision that will direct their resources where they will be most effective for their own future and our enjoyment.

To that end, the level cap at 10 is perfectly reasonable. Our program has been going strong for years, but the amount of times we can get a 7-10 (or even 9-12) is very rare, just because there are so few players at that level, and it's a ton of work to run those high-level encounters for both player and GM. A lot of players coming into the program have little to no TTRPG experience, so asking them to make a Level 7 character is a big stretch for the majority of our players.

The people here commenting on this forum will always be the "most hardcore" and is likely not indicative of the general player experience.

Also, to the people saying this will make it "just like Adventurer's League," that's just cruel. My choice to do Society over AL is because of the quality of the system and the quality of the adventures being published, which are far superior in Paizo's house.

Every week I get to see the numbers and the players and the GMs. Most of these changes feel very positive to me, and address a lot of the common issues we face as a program. Let's not try to sink Paizo's hard work before it's even launched.