Kyōrinrin
|
Short answer? "roll" play
Long answer
Its complicated. PFS is, at its heart. A series of one shot adventures loosely bound together by an often inconsistent series of rulings, both in the "overworld" and at the individual tables.
This is complicated by the PFS venues, which are often boisterous conventions with limited time slots resulting in packed to overpacked tables running on a deadline to complete the module before the time is up.
That being said most dm's will reward creative flair, within limits. The above statements mean that creativity that involves a complete rewrite of the scenario will be treated as more disruptive (again, with variance)
This is not a knock on the DM's (in general)
in most cases the time it would take to handle a major deviance from the written plot line of the scenario would result in the failure to complete in the time allotted for the session. And because the DM's must adhere to the limits of the society play, that means they must keep everything on the rough and wobbly keel provided. Which means that ultimately the dice are king. Now, good rp that speeds things along, greasing the wheel as it where, or giving everyone a laugh to keep the moods bright are appreciated and help out. However sullen roleplay from the person who's "trojan rowboat" got rejected is not appreciated.
Think of it like this, in a home game reaching the end of the adventure is like walking across a parking lot, there's a lot of room, and no matter how twisted the course you'll eventually get there. In Society play though, its more like a bridge across a river, there's room to wiggle around, and you can even look or lean over the side, but go too far and you'll get swept away.
~ just an observation
(in case you're wondering what i mean by inconsistent, review the "additional resources" it should start popping out the deeper you look)
