Jason Nelson wrote:
Great stories. Glad you enjoyed the adventures and had fun with Ultimate Battle and the Ultimate Campaign version of the kingdom rules.
Thanks The Ultimate Battle made a really positive difference to the 'feel' of the battles in parts 5 and 6! :) (Thanks again!)
Jason Nelson wrote:
I can well imagine ROTRL would - though we've been alternating between the two APs (I'm playing in ROTRL) and we start part 6 next week!
On the subject of the Island. I forgot to mention that I did something fun with that. In fact, the players were so concerned about the island (because of the spooky lights on it) that they avoided in for a number of levels - to the point that it was the only unexplored hex in their Kingdom. When they finally decided that they were ready to venture across to it in a boat I used the map from the Shore to Sea module. I decided it was an Azlant university (including some liquid metal professors of learning) but had been destroyed by a Colour out of Space that came Golarion about the time of the Starstone. The PCs explored the weird island, encountered some Mi-Go (I decided to draw on and extend the Lovecraft influence inferred in the KM AP) who were experimenting with a planal orerry which had been drawing the will-o-wisps. Once the PCs dispatched the Mi-Go they had to learn out to use the Orrery from the memories of the Azlanti magi, and disable the orrery. Finally they had to deal with the Colour (a NASTY monster in Pathfinder!) they finally sent it fleeing to space...
The party's wizard claimed the island and build a magical school on it. The party druid spent the rest of the campaign trying to re-vitalise the soil that had been drained by the Colour. At the end of the campaign he had finally managed to get life to return to the island.
I play him as an over enthusiastic, forgetful, slightly crazy old man, with a flair for the dramatic - especially if he's in disguise!
I like Dreng. :)
Here's the things I do to keep pace.
1. Lots of prep - read and re-read the scenario - print it and highlight the REALLY important parts so you don't have to scan the text - especially in combat.
I'm sure there are other things I do, but that mostly covers it. I don't really do this to ensure that I make the 4 hour slot - it's mostly because I think that pacy combat is interesting combat.
TBH the best solution is running the adventure a couple of times. I tend to know the pace and what is needed to be done when. I try not to under-run either. Finishing in 2 hours is almost as bad as going over (not quite - at least you get XP etc.) IMO since players rightly want to be entertained for the whole slot.
** spoiler omitted **
I've run the second of those two, twice now, and I LOVE the chase scene in it!It's dramatic, exciting and has lots of opportunity to ham up the action at pace. I have only two small issues with it as written.
1. Considering everyone is basically helping the best person, the DCs are a little easy
So, individual chase scenes = BAD (IMO). Team chase scenes = Good.
Anyone else hoping for a Pathfinder vs Aspis Consortium team v team chase through the twisting roots and docks of Bloodcove in S7? :)
I only starting GMing PFS a couple of years ago, after many years of running Pathfinder at home. Here's how I approach PFS Gming:
The first is just a quick one to understand the plot and decide if I need to do any other background reading (eg if the PCs are going to Riddleport, I like to read up on Riddleport).
The second is where I make notes in the margin and then use a highlighter pen to highlight the text I can't afford to miss. I make sure I name everyone NPC just so don't have to make it up when a PC asks 'what's your name then?'
The third time is when I look at the stats, paying particular attention to Feats, abilities, and Spells.
After I've done that I then head over to http://www.d20pfsrd.com/ and copy/paste all the feats, spells, abilities, conditions, monsters, and any other rules into a word document that I can print landscape and clip it to the inside of my screen (yes, I have all the books, but I really don't want to be flipping back and forth mid game).
Then I head over to GMPrep and and see if anyone has anyone has created something I would find helpful (there might be some rules 'sub-system' in the scenario, and someone has created a summary etc.)
I print out the chronicle sheet x8 (there's always someone that makes a mistake filling it out - ME!), and 1 copy of the reporting sheet (I pre-populate the event ID and my GM details)
The whole point of this to a make the GMing of the game as seamless as possible at the table.
As for making stuff up - you'll still need to (nothing big, but don't be surprised if someone wants to speak to the local blacksmith, or casts speak with animal on a passing sparrow!)
I think that covers it.
I hope you find that useful, but whatever preparation you do, don't forget that you're supposed to have fun as well! :)
I see what you did there. And I like it! :)
Yep, I thought as much.
I going to assume that Paizo will include an explicit section on CORE in the S07 PFS guide. As simple as it might be, it's good to have it in one official document we can waggle at anyone confused about the limits...
Absolutely agree. I think that's really about personal style of play rather than rules.
In my own game, I have 1 player who ALWAYS takes a 10 (when possible) and another that ALWAYS rolls. Neither of them is wrong, it's their choice and I get some people like the excitement of the roll of the dice to determine their 'fate'.
As for the PFS GM? I'm not telling other GMs what they should do. Me, I think the Take 10 rule is there to be used, and find it's meaning clear enough.
Here are my notes on running The Wounded Wisp.
I've run it 3 times now and take the following approach.
First things first:
Personally I tend to:
Before the first scene, I introduce the Pathfinder Society, and then give a little bit of history about Golarion, Absalom, and The Starstone - including the test, and mentioning those few that have become gods.
I typically start with the PCs in a boring 'class' in the Grand Lodge listening to a tedious tutor talk about fauna in the Mwangi Expanse - namely fire beetles. Drone drone drone. Then they get a 'pass' when a message comes from Drendle..
The Wounded Wisp:
Travelling around the city:
The Wall of names:
Once they report back, I then make up a cut-scene of Sir Reinhardt galloping towards the gap surrounding Ascendant Court. The rising cheers of the throng of people, the pounding of his steed, the mirror-like sheen of his armour.
Finally, I print the letter from Valsin on the back of the Chronicle sheet, as it feels rather special.
I'm a big fan of The Wounded Wisp. I hope we see it around for a long time.
I'll ask explicitly: If you were GMing and a 15' gap came up, would you tell me the DC for jumping it?
I would tell you if you asked. ;)Some players don't want to know - the mystery of the number they need is part of the fun for them. For everyone else, sure.
And then I'd let you take a 10 unless you're in combat or otherwise threatened. :)
Or would you make me look up the rules and calculate it (simple as they are:) and hope I understood them the same way you did?
Hell no! PFS is a 'game' right? And games are about having fun. I'm pretty sure that the most fun to be had at my table will NOT be arguing over whether you can make that jump. In 30 years of GMing I've yet to come across a scenario whose main drama or story comes from jumping a 15' pit...
I actually think that taking a 10 (and the even less used Taking a 20) aren't used enough by both GMs AND players.
I ran some games at UK Expo last weekend and had to remind people that they can take a 10 (outside of combat etc).
It speeds up the game and keeps the dice rolling for when the pressures on.