For music, Coheed and Cambria.
Their records tell a story about a galactic war between necromantic mages, angels, and genetically engineered robots with cosmic powers. There are prophecies, spaceships, viruses, prison planets, and huge space battles. A main character gets possessed by a ghost and crashes his spaceship. An angel cuts off her wings to join the hero in his quest. Characters are betrayed and thrown in the radiation mine.
There's intrigue, action, romance, and cyborgs. It's everything I want my Starfinder games to be.
Can't help but notice that Zeylan Trinipol, the boss of the adventure and dude on the cover, can't actually do his listed tactics.
He's got a sniper rifle, and is supposed to do trick attacks with it, but definitely doesn't have Debilitating Sniper. Even if he did, the pistol is better with the range penalty because of trick attack.
Did I miss an errata somewhere that says operatives can successfully use sniper weapons?
We're about to go into Laubu Station and I forgot to add the psychic suppressor from this thread to the Breath of Embers. My PCs are definitely in a "shoot first, ask questions never" mood when it comes to Space Nazis. One of them is a brakim (and the players just finished Against the Aeon Throne) so he's not at all interested in a peaceful solution.
They haven't rested though. They did the entire Breath of Embers and fought a bunch of Collective troops in the streets before heading to the station, so they're effectively out of spells, biohacks, resolve, etc. I'm interested to see how those two elements combine. Will they just kick in the front door or will they try to be more circumspect because of their diminished resources?
One thing I'd love to see in player's guides is definitely how much starship combat is gonna be in the AP.
We've got a guy who took the pilot theme in Dawn of Flame. It's not quite as bad as the shobhad in AAT, but there just aren't as many opportunities for that character to shine.
We started tonight and our party is ridiculous. They're definitely towards the murderhobo end of the spectrum, and a little silly...
The characters all have one word names too. Some have an actual name, but everyone just goes by their callsign.
So we have:
Mate, copaxi techno with a dark past and a drinking problem (copaxi outlaw)
Brain, ysoki genius mechanic and his doshko-wielding combat drone "Pinky"
Apex, aka "The Grenade Tossin' Kid" (human bombard soldier pilot)
Fixer, rubberman escapee from the Star Empire (brakim boundary vanguard)
Doc, Android genetech who is definitely voiding his warranty (xenometric maraquois android biohacker pilgrim)
So far, everything is going great and I can't wait to see how everyone plays going forward.
Name: Lola (Jessica Scarnetti)
The characters from Coheed and Cambria's new album are my favorite pop culture Starfinder characters right now.
Nostrand (aka Creature): Human Outlaw Envoy
Nia (aka Sister Spider/Glass Widow): Human Icon Operative (add a little technomancer when she becomes Glass Widow)
Otto (aka Colossus): Half-orc Mercenary Soldier
I want to start running Starfinder Society games but I have a number of questions.
Firstly, I've tried to join NWPFS a couple times and haven't been able to join that forum. Everyone I've talked to says that's the first place I should go if I want to run Society, but I can't access it.
Secondly, what I really want to do is more like an "open table" concept than fully public games. I'm hoping to build a community of new gamers out of people in my neighborhood, not just attract people who already play Starfinder and know the scenarios and have all the books. This year I introduced a group of people to RPGs, and since we played at a bar we got a lot of attention from people in the neighborhood. That campaign ended and to replace it I want to run Starfinder, and I've had lots of positive interest. Because of how many players I expect to have coming through week after week, I wanted to use the Society framework to track everyone, but it's not very accessible to new or casual players - my target audience - if they have to buy a Core Rulebook and carry their chronicle sheets around.
I thought about just pretending it's a private game, and handling everything that way, but since it'll be in a public place with the ability to walk in off the street and into a seat, I wasn't sure if that was allowed. It's also in a bar, which I wasn't sure if I could do either.
Anyway, how do I make this game happen?
I want to hit the following points:
If I can get these it's a bonus:
I feel like I'm rambling, but I'm just not sure if I'm interpreting the rules of Society right or not since I don't know anyone to talk to.
TLDR: I want to run a game at a bar for whoever shows up in order to create a new community of players out of the disparate people I've run into over the last several months of running games in this neighborhood. Is SFS the right tool for this, and if not, what would work?
My party almost died to the sewer ooze, handled the goblins nicely, avoided the optionals in that room, then avoided the quasits too. After that they got sneaky and sent their goblin to scout ahead. They were almost able to avoid the elite gobbos, but someone's armor clanked so they hid around the corner to the skeleton room - but didn't actually go past the threshold so the bones didn't wake up. Then, because they had purified the pool (the rogue turned out to know all about Pharasma) they got past the statue. They were able to sneak up on Drakus and took him out with some difficulty. Then they locked themselves in the room, looted it, and snuck out after they determined that the remaining goblins weren't watching.
So the encounter labeled "trivial" ended up being the most difficult. The encounter they went to great lengths to avoid - the elite goblins - ended up being the most interesting. And the deadly choking sand trap and the evil idol ended up protecting them. My party is all brand new to RPGs, and they were down a player as well. So we did it in one session, nobody died, though they ran out of healing and nearly died a couple times.
I want to build my own dungeon with their encounter building guidelines and see how it feels, but this felt more swingy than I would have liked. At least goblins die easily, but still.
I've been out of the Paizo loop for a minute, but I'm looking to get a case of minis for my new campaign. It'll feature lots of goblins, orcs, kobolds, and other relatively basic humanoids at the beginning, along with plenty of animals.
Should I get one of the newer sets, or a couple of the Goblin sets, or is there another set that works particularly well for this kind of thing? Should I look into the pawns instead, since I'd only be able to get one case of minis until the end of summer?
Any help would be appreciated, thank you.
Aldarionn and Samy both hit the nail on the head. The NPCs in town didn't get to high level because they didn't go on this particular adventure.
Kingmaker and Skull and Shackles really reward the GM and the players for taking it slow. You get to add more adventure in, and you play around more in those lower levels that are so much easier to GM for. I'm actually running both Kingmaker and Wrath of the Righteous right now, for the same group, and they like Kingmaker because they get to play around and explore and get to know the setting and NPCs, but they like Wrath because they're cranked all the way up to 11 and blow stuff up.
Now if you look at the world as if the APs were happening as they came out, what you get is several groups of high level adventurers around the world that have all appeared relatively quickly, but not really as many as you might think. The group from Reign of Winter might not be on Golarion anymore, the Jade Regent group might be in Minkai or somewhere else not near the Inner Sea, and the Skull and Shackles and Kingmaker groups might not even be important yet. So you could populate your world with these guys, or maybe not.
So my players, being rather clever, figured that they could drop really heavy rocks on the roof of the Garrison and/or stone shape a hole in the ceiling and come in that way instead. Gonna skip the details, but it worked. They have stone shaped their way (with a scroll they bought for the purpose) into Deradnu's room from the roof and that's where we stopped the session.
My question is, does this cause a problem, story-wise or CR-wise? Obviously, the inhabitants are going to come running up the stairs once the alarm gets raised, and Jeslyn and Deradnu are not going to be pleased with a bunch of adventurers melting holes in their walls. The PCs are also still level 3, since there are five of them, so it might be a little overwhelming when every tiefling in the place comes running upstairs. Finally, they're missing almost every opportunity for devotion points.
Should I change anything, or just leave it as is and let the natural defenses of the Garrison handle them? Will it matter if they don't get the devotion points?
My group is just about to finish book 2, and this campaign is definitely on hard mode, even with 5 PCs. Figure out how you're going to deal with weather/terrain, travel, foreign languages/cultures, etc as a party. You need some good social skills, you need good knowledges, and you need to be able to account yourselves well in combat.
One of the most important things you're gonna need for this campaign, however, is buy-in. If you're not interested in playing THIS campaign, there aren't lots of opportunities for PC-specific side quests. Within each book, if you come up with something (one of my PCs is getting married to an NPC they've met, for example) run with it, but don't expect to be able to really go back to earlier places and characters unless you bring them with you.
IMC Millorn got banished by the crusaders for "fraternal relations" [sic] with dretches. He's mostly harmless, but goes on constantly about how great demons are and how he's discovered the right spot to tickle a dretch to make its stinking cloud go off.
Since he's too low-level to set off detect evil, they just figured he was misguided and took him with. I think I like the idea of the hallucinogenic fungus though. He'll settle down when they finally get him upstairs, I think.
Yeah, the map folio is very pretty, but doesn't really see tons of use past book 2. Two of the three maps have been awesome for me in Shackled Hut so far, because I can just point at various places and the players understand where everything is, but once they leave Irrisen, the two Irrisen maps are suddenly obsolete.
Haven't gotten to Maiden, Mother, Crone yet, so I can't tell you if the Iobaria map is useful at all. I wish they had included a map of Triaxus though.
Yeah, we brought in a couple of new PCs after a death and they were both bearing the mantle of the Red Rider. Since they came in at different times, the story was that they each thought the other one had died and that they were the last one left from their previous party. Imagine their surprise when they found each other. They had an awesome "bro-ment" together upon reuniting, made more awesome by the fact that those two characters, both male, are played by the two women in our group.
Everything being mentioned here is totally true. We're most of the way through book 2 now, and it is much easier than book 1. Shackled Hut has so far been much easier than Snows of Summer, but I'm looking ahead at 3-5 and those appear to be Hard Mode.
Book 1 is on pretty hard rails, but it's an AP. That's what most APs do, so the GM really has to get the party personally involved. For that mater, the players have to want to be there. In my campaign, we've got an Order of the Staff cavalier that is super excited to be working for the Queen of Witches, the Spellbreaker inquisitor that HATES witches and loves that they get to hunt down the biggest witch in Irrisen, a bounty hunter who chased a former PC through the Winter Portal, and a pair of bumbling old mages that want to rescue Baba Yaga so she can teach them Real Ultimate Power(tm).
Also, I think a lot of people who have problems with this AP are running into the fact that Snows of Summer is one of the weaker books in the AP. Unlike most APs that start out ok and get worse as they go, this one has a weak start, but ramps up quite a bit. Maiden, Mother, Crone doesn't have a great reputation on these boards, but I like it. Frozen Stars has great RP opportunities. Rasputin Must Die! is easily the best part of the AP, but that might be my Rasputin fanboy showing. Witch Queen's Revenge isn't quite as good as the previous two, but the right GM could really make it pop.
TLDR: If you're playing, make yourself care about the Witch Queen, one way or another. The books get better after 1.
Do these come with bases or not? It's unclear from the description, but it sure sounds like they don't and you have to get the bestiary box to get bases. I would love to get these to fill in the gaps for my reign of winter campaign, but if i also have to get the bestiary box, that might be a little too much for my tender wallet.
For the record, I had to laugh when I saw the bit about losing a setting to a bad die roll because I used to run Exalted, where you lose your setting within the first fifteen minutes of the session.
Interestingly, in that game, I was much more protective of PCs than in Pathfinder. That has a lot to do with my group though. In one of my PF groups, death happens, and the bad guys are not here to pull any punches. My other PF group has TPKed twice already, but that's the group I'm more protective of! So you can't always get what you want, but if you try, sometimes your players will have a good time, I guess?
I'm gonna second Kingmaker and Skull and Shackles, though I'd have to recommend adding quite a bit of side material to S+S to make it more pirate-y. Check out Redcelt's "GoT in Kingmaker" thread for RP opportunities in that campaign as well.
Reign of Winter has some good RP opportunities, but they're strung together with some uninspiring action scenes in the first book and a half. Once you hit the middle of book two, it really picks up, and the RP opportunities are everywhere, but all of the APs have lots of combat.
The Heretic Tangent101 subversively, and clearly under the influence of Chaos wrote:
Have to wonder if the Imperials would have declared Exterminatus on Golarion...
The world formerly known as Golarion has, in His eternal wisdom, been declared Exterminatus by His Imperial Majesty. The Chaos portal colloquially known as the "Worldwound" has existed for far too long for the populace of that world to be anything but a liability to the Imperium of Man. Once the world has been cleansed of all life, the highest priests of the Imperium will descend upon the glassy orb to close off the violent warp energies spewing forth from the unholy breach.
Citizen Tangent101, for the crime of speculating that said world might be redeemable, your sentence is Execution. One weak mind can doom an entire world, and His Imperial Majesty's will is clear here. Before your heresy of speculation can spread throughout the Empire, He will make an example of you before the massed people of your Hive.
You are truly blessed in this moment, that you have been chosen to teach an entire world the consequences of weakness and heresy.
Long live the Emperor!
This order was placed one month ago (August 9th) and is still pending, even though my September subscription has already authorized payment.
At first I thought it was because an item was backordered, but your FAQ says that if an item is on back order, everything else would ship separately. Is it a credit card problem? My card had not yet expired at the time, and I've updated my account with my new card as well.
I would like very much to receive these items, so if there is anything I need to do or if you're missing some piece of info from me or something let me know.
Shoot, I even live in Seattle so if would speed things up, I'll drive on over and pick them up myself. ;P
Bofdm, I did something very similar, except the second party was full-on adventurers as well. They're allowed to bring either of their characters on any adventure, so it's not like they have an A-Team and a B-Team, or a going-out team and a stay-at-home team, but certain characters do lend themselves to certain types of scenario, of course.
In this case though, they took EVERYONE to go fight the troll armies. Oleg is disgraced, and used to be besties with Grigori until they kicked him out for sedition. Svetlana is a wealthy socialite in the upper crust of their society, but isn't much for fighting giant owlbears. Kesten died fighting the "Maesky Horror" (ran Carrion Hill in their capital city). So as far as NPCs left at home to take care of the thing, we've got Jhod, King Sootscale, and the couple that runs Tatzlford.
I'm thinking that they'll have to race it back home, and that they'll have to leave the army behind to do it. They've got some defenses in their city, but best not to test them with a castle-sized monster.
Oh man I've got two TPKs already that I've been putting off posting here.
The Gory Details:
They had an OK fight against the bandits, but the witch ended up upstairs for some reason and let Rokhar out. The frost skeletons were an issue briefly, but they recognized how dangerous they were and took them out quickly enough. The problem was that was when Rokhar animated the dead bandits. The damage dealers went down first to multiple near-max crits, all while Rokhar continued to make save after save against the witch. The PCs kept rolling single digits and the zombies kept rolling crits. They did everything right, dice just weren't in their favor. Only one with any hero points left was the Dhampir, so she technically survived.
The Gory Details:
They fought their way expertly up the tower, and "rescued" Lady Argentina (can't remember her actual name - we "officially" changed to Argentina IMC). They crammed EVERYONE into the teleporter and beamed upstairs to find Radosek, his goat, and Mierul waiting for them. He starts his bit with the cauldron, the goat rushes their casters when they escape the confines of the teleporter alcove, and Mierul sings and stays out of the way. However, since they never met the REAL Lady Argentina, they blew the check to discover the fake, and she popped out of nowhere right in the middle of the party. Turns out doppelganger claws HURT. The party then proceeded to carry out the rest of the fight in possibly the worst fashion possible, by spreading out their damage across the entire enemy force, and having their heavies go after the enemy casters while their casters got chewed on by the melee enemies.
At least after that one, they had enough hero points to survive the TPK, so they woke up when the other party member and the party's hireling pulled them out of the corpse pile in the courtyard. Rokhar then showed up offering them the chance for revenge on Radosek. Lahni, of course, remembered him and told Zafir that he killed his sister Gyemant. Things went downhill from there, but they killed both Rokhar and Radosek that session, so I think they were pretty pleased with themselves.
I hope book two goes a little easier for them. Nadya is dead, so I have to find them a different way into the beginning of that book.