Seriously, people need to quit equating "a couple of people are willing to pay a crazy price on eBay" with "there is enough demand out there to justify a large enough print run to make the price reasonable (and the associated inventory storage costs, etc)". They are not related.
You should make clear to your players that there will be encounters where the CR is far, far above the other encounters on that level, and that "the deeper you go, the harder it gets" general rule for dungeon delving is often broken in RA. Players who are not prepared to have their PCs run away like scared children on occasion are going to die even more frequently.
On the plus side, the really overpowered encounters are often pretty hard to find.
I have a long-running PF group (currently I am running Slumbering Tsar), and we have no desire to switch to a new system (including PF2). I have started a very occasional campaign for some friends and their kids - they were familiar with 5E and it was far easier for me to learn 5E than it was for them to learn PF, so I'm running that campaign as 5E. Having learned 5E now, I really like it - it's not going to replace my PF game, but I understand why people like it, and if I was new to RPGs, I would absolutely start there (and probably stay there).
I play because I enjoy it, and because I can spend time doing it with people I like. If my PF group all decided they wanted to make the switch to 5E, I'd go along with that (but they won't, which is also fine).
The main problem I have is remembering what's in PF and not in 5E (or vice versa) when I run my 5E game.
That was my approach too - I also downloaded several new dungeons just to add some variety to the exploration. I have found few to no issues with mod compatibility.
I am almost done loading all the mods for my Skyrim - Legacy of the Dragonborn and Other Quests playthrough. After that, it is down to troubleshooting to try and clear out the bugs from having over 200 mods going at once.
I am looking forward to hearing your experience. I am still loving my playthrough - pursuing the Helgen Reborn questline right now. The museum is up to about 950 items on display.
Volkard Abendroth wrote:
Right, but no one in game is going to say, "I am a commoner with max ranks in Heal and skill focus: Heal". Class, feats, ranks - none of those terms have any meaning in game.
"What do you do?"
"I am a healer."
"Ah - the priest in my village could heal injuries - he healed my father when he got a nasty cut from his sickle when it slipped in his hands during harvest. Your god also grants you that power?"
"No - a woman in my village taught me to use the power that lies within the world around us. The gods are not the only source of power like that." (i.e., "I am a witch, and I am being circumspect about the source of my power.")
Or, "No - I have always had this power. I do not know where it comes from, but it did not come without a price." (i.e., "I am an oracle.")
I have seen no issues with having all of those loaded at once. I use the Nexus Mod Manager tool and it works great for, well, managing mods (especially if you are getting them off the Nexus site - it's usually one click to install them and a second click to activate them). I have something close to 100 mods currently installed (the ones I listed and a bunch of retexture mods, one or two gameplay mods), and it was easy to install them all with the NMM.
It's always worth reading the notes for the mod on the Nexus site - they will usually tell you if there is a potential for conflict with other well-known mods (and if there is a patch to handle it), or if there are any other things you need to watch for with the mod.
Matt, I haven't played Skyrim in a long time, so I'm out of the game on most of the mods. I'd love to hear what other mods you like that add new content to the game. I'm not necessarily interested in mods that are about changing the game mechanics, but new quests and story lines would be fun.
Sure - here are the ones I think are great(note: I am playing the Special Edition but most of these are available for the original Skyrim. I get all the mods from nexusmods.com):
- Legacy of the Dragonborn (as if it wasn't clear)
Legacy of the Dragonborn works with most of these to provide displays for the new items you find.
I get that, certainly. You can add Legacy of the Dragonborn without adding a bunch of other things - it will just make the number of items you can find smaller. It also handles situations where you find an item that you have to give to someone to complete a quest (e.g., Amren's father's sword). There is a crafting table in the museum which you can use to create replicas of those items, and then you display the replica in the museum.
For myself, I've played the base game + Dragonborn + Dawnguard enough that I had gotten bored with it. I am not someone who will find it interesting to play the same game with a different character (unless there is new content specific to that character). I need more quests, more content, to be inspired to play again. Adding this mod (and all the supported mods) has provided that inspiration. Every dungeon becomes a "what cool item for the museum can I find in this place" encounter.
There is a "natural history" wing where you can use (for example) a mammoth snout and tusk, and a giant's toe to make a big "giant and mammoth" display, or a hagraven claw and feather to do the same for that creature, like you might find a display of the Pacific Northwest forest with stuffed wolves and moose in a museum in Seattle. There is a display stand for all the different types of gems you find. There are places to hang all the treasure maps, store all the books, armory displays on iron and steel and elven, etc. weapons and armor. There is a Hall of Lost Empires for all the Dwemer and Falmer and Ancient Nord stuff, with displays that are automatically added whenever you explore a Dwemer ruin or a Nord tomb (e.g, one for Labyrinthian) that have specific references to that place. As you complete big questlines such as the College of Winterhold, the museum will automatically get a display on the College added. There is a "not open to the public" area (and yes, people will come in and wander around the museum and make comments) where you can display all the less noble items you might have acquired (like the emperor's robes, or items associated with the Thieves' Guild). It's really amazing how much content there is.
On top of all of this, there is a whole safehouse which makes a great player home.
You definitely need to hang on to any interesting items you find before you get to the museum - you never know what there will be a display for. I restarted after 60 hours of play because I realized that I had sold off some items that I could have displayed and I couldn't find them again.
I got the Skyrim bug again a few weeks ago and I installed the special edition and modded it up, and found my favorite mod of all time - Legacy of the Dragonborn. It adds a museum in Solitude that has displays for over 3200 items (it supports a number of mods that add weapons and armor, other "treasure hunt" items, etc.), has several associated quests, allows you to form the Explorer's Guild, adds excavation sites to many of the Falmer, Dwemer, and ancient Nord ruins - it's amazing, and it has totally changed how I play the game (the Live Another Life mod now has an option to start as the newly appointed head of the Explorer's Guild, which is how I began my game, although Legacy works with any start - you will find a letter on the counter of some shops announcing the opening of the museum if you use a different start). Someone commented on Nexus that this mod allows you to play Indiana Jones in Skyrim and that's a perfect description of it. I can't recommend it highly enough - definitely add in the mods it supports, and you can basically turn Skyrim into one giant treasure hunt.
Perhaps a better way of stating my point would be, "I won't be able to play it 20 years from now" is not much of a reason for not buying a legacy game.
The card isn't destroyed. It just had a film removed that kept certain information hidden. The silver scratch-off is not required to actually play the game. It isn't a game component. Any method of concealing the information will serve equally as well as the scratch-off.
Which is not the point I am making. I am saying that while you can choose not to tear up a card, you can't choose not to scratch off the silver coating. I can play Gloomhaven without modifying a single component (might be tough to open the boxes for the unlockable classes without destroying the seal, but it maybe could be done with enough patience). Not so with Pandemic Legacy. I agree it doesn't make the game unplayable, but I was never claiming that it did.
Apparently, at some point after launch the publishers will allow custom servers, so you could just play it completely single-player at that point. However, from the sound of it there will vastly less content than any single-player FALLOUT game, so there's not much point to that other than just exploring the landscape.
At that point, at least I could play only with my friends instead of with random strangers.
Scratching off the film covering information doesn't damage the game to an unusable state, it reveals information to you. The actual "damage" is to your state of knowing what was underneath the scratch-off, not the scratch-off.
My point was simply that unlike simply not tearing up the cards that you are supposed to and setting them aside in an envelope, you can't play Pandemic Legacy without making permanent changes to components. In Gloomhaven you can use those temp stickers on the board and cards, you can choose not to destroy cards, etc. In Pandemic Legacy, there is no way to avoid scratching off the silver coating on some cards - the game is really not playable without defacing at least some components.
You can turn over a used copy of Gloomhaven to someone else in a form basically no different than how it came new, if you really want to. You cannot do that with Pandemic Legacy.
but £200 (which is what GLOOMHAVEN is going for) for a game you can't bust out and play twenty years from now is a much bigger ask.
Frankly, I wonder how many board games will actually get played 20 years after they come out these days. When all people had was Catan and Puerto Rico, maybe, but I doubt I'll be playing many (if any) of the hundreds of board games I have twenty years from now. I'll be playing different, newer games (or dead, I suppose, as I will be approaching 70).
Yeah, there's really no required destruction of any components in Gloomhaven. I'm taking a break at the moment from my solo campaign to get some other stuff on the table, but as Irontruth says, there are many, many hours of play in Gloomhaven, so it's not like you would lose out by "only" playing through it once.
The last two "legacy" games I played (Pandemic Season 1 and Seafall), I played 15 and 16 times respectively, which is far more times than most games I own and on a cost per hour basis is incredibly cheap. (Plus, I find it fun to play a game where I am actually supposed to alter/destroy components - I wouldn't want them all to be like that, but I relished tearing up the cards in both those games :) ).
An adventuring group is going to be actively putting itself into life-threatening danger on a regular basis. Why would such a group include a member who is a liability? If the only reason for including your character in the group is "because it's being played by a person sitting at the table," when otherwise that character would never be considered for inclusion in a group of people who need everyone to have each others' backs and pull their own weight as a matter of survival, then your character needs to be reconsidered. This includes both the under-powered (relative to the rest of the party) character as well as the character who is a jerk/evil or otherwise causes significant conflict/antagonism within the party.
A competent fighter, cleric, and rogue are not going to fill out their group with an incompetent wizard, and if they accidentally did, they would boot him/her out at the first opportunity, because their lives are likely to literally depend on it.
The Mad Comrade wrote:
This is your quote I was responding to:
"I've noticed that too. When my group switched to milestones, the risk-reward for attending every session went away over time.
"'Meh, I can come back later, everyone'll be the same level and more-or-less the same items anyway.'
"The story is not always compelling enough to keep people coming every session."
I can't imagine gaming with players who would skip sessions because the story wasn't "compelling" at that moment. Every player is going to find moments in the campaign that are more or less interesting to them personally. As a grown-up who has made a commitment to the game, I am going to show up without demanding to be fascinated every moment.
If everyone is bored with the campaign then it's time for a change. If someone is consistently bored, it's time for a discussion with the GM. But the first time a player said, "I'm not finding this compelling, so I'll see you next session - unless I'll miss out on some XP" there wouldn't be a next session for them.
My party (12th level) just entered Tsar proper last session (after clearing out Kirash Dirgaut in the prior sessions) - they took out the Bonewright, fought the blood golems in the arena, and got sniped for the first time by the Stalker. They decided to teleport back to Bard's Gate and sleep in a nice bed - I had the Midnight Peddler show up outside the inn there and give them his latest message - they loved the fact that he showed up even there.
Belishan has been watching them via the ravens, so he knows they have come into Tsar and will be planning some actions against them.
This is exactly my GM philosophy (as a GM and a player). As a GM my players can trust me to do the best job I can to run an interesting, challenging, and fun game, and that my decisions/changes/fudges are not done arbitrarily or to hurt/punish the players, but in service of a better game. I will fudge die rolls, I will change monsters/NPCs, and I will disallow or modify some elements of the rules and options if I see a need, but the goal is a better game. My players can trust me to listen to their concerns or issues (although I may not always do what they want), and they can trust me not to make a change that will affect their character negatively without discussing the reasons with them first and looking for options that will satisfy both of us if possible. My players can trust me not to see them as the enemy or the opponent.
As a player, I expect my GM to act in a similar fashion.
BUT I think Fallout New Vegas's start is probably my favorite start to a Fallout game. It is beautiful and deceptive in its simplicity. I love that it can equally intrigue you to seek out your murderer... or make you decide to go the opposite direction of said murderer.
One of those recent articles on the anniversary of Fallout made the excellent point that whereas the "on the track of a missing family member" plots of Fallout 3 and 4 make is seem ridiculous that your character would do anything other than make a beeline through the main plot (why would you waste time exploring when your father is missing/son has been kidnapped?), the "revenge on the guy who shot me and left me for dead" scenario of FO:NV is much more aligned to the wandering/exploration that the Fallout games are really about - your character could rationally decide that getting revenge is either very or not really important and act accordingly (for example, "I need to take time to recover, hone my skills, and find out more about what's going on around here" is a very logical approach to setting out on a revenge journey - less so if you think your son's life is at risk).
I never read the comics, so I don't have that point of reference. I liked it overall, didn't love it. I would consider it "lesser" Besson (and I generally love his films). Fifth Element is a far, far better movie.
Things I liked:
- the opening sequence showing how Alpha came to be
Things I didn't like:
Lord Snow wrote:
Some, yes (I certainly do) but not quite a bit, and not anything important. They are a challenging read to be sure, but amply rewarding.