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In general on this topic I would say this

-sorry everyone, I am a little late to the game

Gaming brings all kinds of people together in fun and breaks down barriers and prejudice.
To that end its important that diversity of all kinds is reflected in gaming - sexual orientation, gender identity included.

Basically, I think everyone should be gaming and the gaming community has to be inclusive.


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I don't have any specific star finder adventure paths but I have been writing adventures for about 35 years and am almost always the dungeon master in my group. I have over time come up with a few things that are important:

1. DONT RAILROAD THE STORY - don't force the players down one route - they need to feel like they are solving problems and in charge of their destiny - not riding a train down your adventure. You have to provide adequate clues and motivation for them to continue. I played a game of 1930s last week where everything was in place but the players had no motivation to go down the story path - no reward, no attachment to the story personally....make sure you have something there.

2. DETAILS DETAILS DETAILS - I always want my player to feel like they are really in the world instead of playing a game and the way I do that is I make sure I have enough details in my head about little things that they feel like they are on vacation in a foreign country -lots of things are new. In the same game I mentioned before, our DM then had some of the adventure at a horse track in the 1930s and he had a thorough understanding of horse racing, bookies and bettering - and other aspects of 1930s life -it made the story awesome!! Obviously in Starfinder its not historical but .....details make the game

3. AT ALL COSTS - Stay away from Cliche

4. FOCUS ON HOW PLAYER FEEL - I like to make my players feel things, so use a lot of foreshadowing, create anxiety, create motivation to get their hands on things, feelings of revenge...they should be driven by strong emotions

5. NPCs are critical - I always have an NPC in the party that can provide some subtle direction and knowledge to players, and can act as the voice of the narrator -aside from that all the NPCs should be well developed people, not cardboard cut outs - I almost always base mine on someone I known my players don't.

Now as for how to WRITE IT - if its not a dungeon, I usually outline a kind of flow chart or script for what happens, and I make sure that when I am running it I have the material I need - names are hard to make up on the spot (people, and places) - as is any details players might like - I make the notes so that I can run it smoothly - crude maps if needed,


What do you need to make a wand?

My players are slogging through the isle of dread (so 2 years ago, I know)
We converted to Pathfinder midstream...anyway

There's no labs, no nothing, no spells to find, they have finally made it to a native settlement at Tanaroa and want to make a wand of fireballs.

Aside from a stick and the material components, what is everyone's best guess as to what kinds of material components they need - it says you must use up materials equal to half the value of the wand if you have the create feat but I need to decide what kinds of things they need to collect....then send them out into the jungle again

IDEAS?


Great topic -We use to play Warhammer and I think in about three years of adventuring the players found one magic item! The items sure was important.

I think the story behind an item is important : there is no +1 sword factory, each magic item should have some uniqueness to it, maybe a heirloom that has extra bonuses in certain uncommon situations = such as against a sworn enemy or noble house....

I also think the DR/Magic abilities of monsters make having all kinds of magic essential at higher levels...But sometimes it feels like characters are just making weapons and stocking up on potions...