DRedSand wrote: Contention in the ranks maybe? The white dragon, knowing that the castle is under attack decides this is an excellent time for him to betray the giantess and steal the ring for himself as he had been planning all along. Pump up the giantess and her minions to make them an epic challenge for the PCs and in the middle of the encounter have the dragon and his kin burst in through the ceiling. It suddenly stops being about surviving and perhaps even beating a high level foe and instead becomes about being caught in the middle as the white dragon and his kin duke it out with the ice giantess and her minions. In the end the giant lies dead, the party has a new BBEG as the dragon has made off with the ring and there’s a room full of loot left behind, but to claim it they must fight off the giants they bypassed earlier, who’ve come to investigate the commotion. Ahahahahahahaaaaaaahahahahhahahahahahaaaa *breathe* aaahahahahahahahhahaaaacanIpleaseplayinyourgame --Moox
Aratrok wrote:
I like these ideas! I think for a pet, I can't go wrong with a remorhaze, which can tunnel through the walls of the ice cave and make some crazy stuff happen. Now for a research assistant. Your suggestion of a Babau is very very excellent! --Moox
DreamGoddessLindsey wrote:
I foresaw that this might happen, and put in an ancient white dragon to deal with it. I'm totally fine with the way things worked out, I'm just somewhat unprepared. See my post above :) --Moox
Aelryinth wrote:
Amazingly enough, we've already done a pretty similar encounter: during the PC's escape from the frost giant prison the first time, they had to speed away from the pursuing giant army mounted on huge mammoths. They only escaped by flying over an ice plain that was a breeding ground for remorhazes! Things got real interesting when the party went down due to high winds and had to traverse the rest of the plain on foot... Anyway, the main point of this plea for help is NOT "help me get the players to go through the fortress after all," but rather "help me design a memorable encounter quickly!" Thanks for the help so far! --Moox
DreamGoddessLindsey wrote:
Everyone has their own way of handling these things. In this particular case, I want the encounter to be a hefty, memorable challenge, but not crushingly hard. That's why I'm looking for some sort of extra twist or trick that the PC's can exploit in the encounter. --Moox
Aratrok wrote:
Oh, wow. Thank you so much! I knew she wasn't *really* CR 20, but I wasn't sure how the numbers worked out. I was just looking at her stats and comparing to my party for a good challenge. CR 15 will be perfect if I can pick some interesting minions for the encounter. Cool stuff!--Moox
GermanyDM wrote:
Thank you, GermanyDM! This is good stuff. I should have mentioned that the dungeon tower the PC's were teleported to by a friendly ice troll contained several frost giant encounters that the PC's dealt with summarily, but not before one of the giants raised the alarm with a gong. Ashaya and her minions will be on the alert, but not specifically expecting the PC's. I agree she should not be alone! I'm not sure what lab assistants or pets to put in this encounter. As for the use of teleportation, the PC's plan to hit her with a solid dimensional anchor first thing, and probably will succeed. She's been using the ring to cause trouble and give the frost giants a better foothold in the mountains--she has teleported to the PC's location and messed up all their plans in the past, getting them put in the frost giant prison, which they escaped from to plan a revenge. I also like the idea of moving platforms! --Moox
Players in my Horror Campaign read no further. Please help with suggestions! I'm gaming pretty soon and I need ideas for a climactic encounter! Here's the situation: My PC's are storming a Frost Giant fortress in pursuit of the Troll King's ring of teleportation that was stolen by the Frost Giant shaman Ashaya. I had designed a whole complex series of scaling encounters to get them to level up (APL is 13) before facing Ashaya on the other side of the fortress. However, instead they have bypassed the entire thing by using flight, some lucky skill checks in the high mountain winds, and some EXTREMELY lucky escapes from the ancient white dragon guarding the fortress' airspace. Anyway, they reached Ashaya's tower by the skin of their teeth, and are about to enter her lair/workshop below the tower. Only problem is, I have no encounter planned! I thought I would have several sessions before I needed to nail down the specifics! Normally I would just wing it and it would be fine, but events have been building up to this fight for a while and it really needs to be special (I gotta top the airborne escape from the ancient white dragon)! Ashaya is statted out as a female frost giant boreal bloodline sorcerer 11 (CR 20!) with ice spells of course (though the party will ignore those, considering all the anti-cold buffs they've got going). There definitely needs to be some sort of twist to make it a little easier on the party if they can be clever. I'm thinking some sort of enormous cave with icy ledges and chasms lined with shelves for her giant-sized books, with maybe icicles dangerously perched on the roof? But why would she go around with dangerous icicles in her library? Maybe this encounter can be more memorable with something completely different? I need some new inspiration, please help! -Moox
All my favorite campaigns have had 3 players. It just works better for us. Your characters will level faster anyway, and they'll have more treasure per person. It's very easy to balance them out by giving even more additional treasure, if they're struggling. If they're clever they'll probably overpower the monsters anyhow--3 players can mean fewer people to worry about. In the Horror Campaign that I'm running, my 3 players routinely defeat monsters 2 or even 3 CRs above them. They are VERY much NOT optimized, taking abilities for flavor more than anything -- the ranger didn't even have a high enough Wisdom to cast spells until 8th level, when she negotiated for a +2 headband as a reward... In addition, it is an extremely low-treasure game. I'm happy to report that the players have no problems whatsoever, and we are having a blast! Enjoy the easier way of telling an interactive story--fewer main characters! Moox
Ahhhhhh Bogeyman CR 10 aaaaaaaa I'm pretty much going to go with the Bogeyman from Bestiary 3 as my winner. I don't even know where to begin with him... Quickened phantasmal killer 3/day? That do it for yah? No? How about the ability to keep the entire party panicked forever by sneak attacking them from invisibility? For 6d6? Sure, his attack bonus isn't insanely high, but he'll be attacking flat-footed characters that can't see him until he attacks. Only long enough to turn invisible again... DR 15 plus 5 fast healing so long as ANYONE is suffering from his multiple fear effects means you're screwed even if you have cold iron weapons. Anyone who has those weapons can take a Hold Person or Suggestion to switch weapons right in the face. On the other hand, the raw terror this entity inspires has created an entire storyline and series of horrifying adventures in the horror campaign I'm running, as the party flees from the bogeyman in fear. I created a motif of him leaving lollipops at the scene of heinous atrocities to raise the tension...Now the party basically loses their minds every time they see a lollipop. I guess some of your other monsters are scary...but the bogeyman is the master of scariness himself. Moox
I don't know if I qualify as a regular or not, but I do love the boards. I am so pleased to have this adventure and monster designs published! I think the everything came out really awesome, and it sure is one nice-looking document, Ignitus! :) Endzeitgeist, I know your reviews to be helpful and useful to both buyers and creators, so I do hope you check out the Tangent and let us all know what you think! And many, many thanks for the nice comment about gamingmage.com! I do put a lot of work into the site. Have fun and game on :) Moox
Some favorites: Fireball: A classic player spell, yet rarely prepared for by my players. Screws up a party AMAZINGLY well. Entangle: Similarly to fireball, players rarely see it coming and it changes a whole encounter. Teleport: SO very important for the bad guys to have. Dimension Door: see teleport. Fog cloud: Both effective with many monsters especially with blindsight, AND it makes things dramatic and scary for the players. -Moox
magnuskn wrote:
Okay, so your objection stems at least partly from someone who focused too much energy on defense and failed to be creative in attacking. How can you ignore the monk who got up in the bad guy's face, can't be killed, and whose CMD is too high to get away from? I don't really follow, but it sounds like this monk just wasn't trying. I've also had players who focus all their energy on defense and ignore what the party needs. I feel your pain there, but I don't feel it's a problem inherent to the monk, just inherent to a poor playstyle. -Moox
magnuskn wrote:
Then this monk is a terrible player, it seems to me. I hope he's having fun, at least. But he might want to read a guide or two for playing a good monk. -Moox
John Spalding wrote:
Aha! A cool-headed, well-reasoned response that responds to my points in order, albeit briefly. I thank you, John Spalding. A reposte to your responses: 1. You make an excellent point here. Once flying becomes very common (in my experience, only around level 10 and up), the monk's speed does not make him the fastest or most maneuverable character that you could possibly have in an imagined universe. Even your point about Barbarians is valid, although the monk outdistances them at level 4. However, your argument, insofar as you seek to show the monk is inferior, is flawed in two ways: Firstly, for most of the game flying is a limited resource. Spells run out. Wizards and others that use their spell slots to fly aren't doing many other useful things. Having a high speed is paramount, particularly because of who is doing the moving. In other words, a high speed is much more important for the monk than for the wizard, bard, summoner, druid, sorcerer, or witch. Man, I hope the sorcerer didn't waste a spells known slot on Fly without thinking long and hard. Also, the Monk can bust a Ki point for +20 to speed! Secondly, mounts are not maneuverable anywhere but in the open (think carefully before playing a monk in Kingmaker), and maneuverability is not just a function of your speed but also your Acrobatics check. This is because of narrow corridors, Difficult Terrain, spells, and other effects such as Blindness. Of the melee combatants, the Monk is going to have the highest Acrobatics. 2. You once again make good points, but here I'm afraid you fell prey to a few short catch-phrases without really defining your meaning or responding to my article. Of course you are free to do as you please, but this means I have to now define and expand these terms.
3) Paladins are strong on defense. Very strong. Yes, the defense specialist, the Paladin, will have certain defenses that are higher than a monk's. He won't get to stun, flurry, etc, but never mind that. The monk is STILL going to have certain defenses that are better, because they are the masters of the well-rounded defense! Let us compare: AC: Paladins win. Heavy armor plus possibly riding feats, plus possibly spells etc. Nevertheless, the monk isn't going to be far behind when he spends a Ki point for +4 AC. What does "when it counts" mean? Me, I would use it to refer to the AoO, which if the Monk can't avoid with Acrobatics, hopefully his Mobility free feat can deal with. Will and Fort saves: Paladins win again. Charisma bonus plus good saves in these categories means they are among the absolute toughest to harm in this manner. Go Pally! Of course, the Monks won't be far behind, since they get these as good saves too. Ref save: Monks win! Paladins still get a Charisma bonus to help them out (and may even be superior at level 1), but for most of the game the monk is going to be far and away better at jumping out of the way. And Evasion helps a massive amount more against a Fireball (or many similar spells) than Lay on Hands does. Why? Because Lay on Hands can't make up the damage from a 10th-level fireball compared with the ability to passively take zero. Hit points: Paladins win, but not by all that much. One die type plus the ability to heal earlier in the game. Impressive, but not spectacularly so. Touch AC: Monks win by an insane amount. At level 10, I wouldn't be at all surprised to see a Monk with a Touch AC 12 higher than the party Paladin. That's pretty impressive. In my experience, many of the worst spells and effects in the game are made against touch ac. A vital stroke in the monk's favor. Flat-footed AC: Paladin wins if the Monk hasn't taken precautions against this, but it's not going to be as much of a difference as you might think. Immunities: Are the monk immunities feeble by comparison to the paladin? I really don't feel this way, but I could possibly be wrong. Running away: Monk wins. UNLESS you are a mounted paladin playing in a wide, empty stone hallway, or outdoors on a flat plain with no defining features. But the undeniably high base speed plus vastly better acrobatics means most of the time, when things go sour, the Monk has a better defense. Plus, greater maneuverability is a very powerful form of defense when you can position yourself around a corner, etc. Your 4) Stunning Fist: "Not the absolute best" is not an argument. As I mentioned in the article, the ability to slip a very powerful debuff (in some cases it means death) into the middle of a flurry of damaging attacks is very powerful and useful. Can someone else do that without high-level critical feats and a lucky roll?
The fact that you say monks are like bards makes me very happy! It's true! Both classes are under appreciated but they get to share the spotlight in nearly every encounter. Parties that have one always seem to do better. They are there when you need them most. I hope you feel that I've given your organized response my full thought. I respect your opinion, and I hope you take my attempt to convince you otherwise in stride. It's very refreshing to hear an argument that actually responds to my article. Sincerely,
DGRM44 wrote:
Always great to hear that I reached someone! It's true, isn't it? The monk just won't give up and die. -Moox
Hmm, I like the concept.
-Moox
It's interesting how much of the counter-monk argument appears to boil down to "well, a fighter could do that with items and then get more damage." The ability to spend enormous amounts of gold just to have parity in a particular ability of the monk (speed, touch AC, etc) doesn't mean that those advantages are meaningless. Monks begin with these advantages; they don't have to work doubly hard to achieve them. The monk can contribute in a number of ways, and can spend money on items other than boots of speed etc. Not all monks take the Vow of Poverty! There's little that strikes more fear in my heart as a GM than a monk player with Mage Armor, a ring of protection, and Ki points for AC. I can't enspell the monk reliably, can't reliably hit with weapon attacks, and I can't even GET AROUND the monk because his/her CMD is too high!
-Moox
AVE IMPERATOR wrote:
Resounding agreement here. +100 to Ave Imperator, and thank you! I'm glad my English degree didn't go to waste.-Moox
Caius Ild wrote:
Nice, I hope that works out! One of the benefits of playing a monk with a bloodthirsty DM is that they can't really design encounters that play to your weaknesses, because you have defense from all corners. And no thanks in advance to the people who will say monks have no advantages. I've outlined several above.To the people who have said "I've seen all this before and have argued it down elsewhere..." I'm sorry that I didn't trawl through endless pages of posts just to make sure I'd never repeated anything said before. Maybe I said it better, in my own essayist manner. Or maybe I didn't, and I should have wasted an enormous amount of time tracking down your arguments and reading them. Next time I'll be sure to avoid writing anything, so as not to bore you. Sincerely,
Valcrist wrote:
Perhaps. Allow me to repeat: "The point is not to prove the fighter can't be effective, but that in the infinite variety of possible encounters, sometimes the monk will be more effective." -Moox
Jeranimus Rex wrote:
No matter the role, one should play carefully. Perhaps there's an angle where he won't be assaulted by mooks? Possibly he can bull rush this wizard into a more advantageous (for the monk) position? Or perhaps this would be an appropriate time to bust a Ki point for +4 AC. -Moox
Hyperion-Sanctum wrote:
The Fighter's speed is 20 feet due to heavy armor. It would be approximately 4 or 5 turns before the fighter could reach our imaginary 1st-level druid. All from casting one spell. Multiple entangles means the fighter never reaches the druid, in this hypothetical scenario. I truly liked your point above about skewing, although I don't believe that having a high STR score means you're competing with the fighter. -Moox
AVE IMPERATOR wrote:
An excellent phrasing. I applaud your effective use of the monk. -Moox
Mergy wrote:
Indeed. Then this person is playing a good fighter. The fighter will, however, be doing less damage than the monk, having chosen feats geared toward melee combat. Also, what if the druid stands behind a tree? Or he's a druid/monk with Deflect Arrows?The point is not to prove the fighter can't be effective, but that in the infinite variety of possible encounters, sometimes the monk will be more effective. -Moox
Fake Healer wrote:
I think that stems more from a difficulty you appear to have in finding ways to make the monk overpowered. I believe it can be done, much like your 10th level dude who has forced the DM to give enemies max HP. That is also a sign of a DM who has failed in his or her duty to interpret rules carefully and make choices about what to allow and from which books. You make an excellent point about playstyles, but I think it's a false comparison when it sounds to me like your hypothetical people are playing "Can we Break the Game?"When it comes to RPG's as complex as Pathfinder, the answer is always yes. -Moox
Hyperion-Sanctum wrote:
I was simply referring to the fact that the fighter will have a VERY hard time getting into melee combat range. Indeed, he/she may never reach the Druid. -Moox
Name Violation wrote:
I'm afraid I have to disagree. If the encounter takes place outdoors against an enemy casting entangle from a large distance, your fighter will be doing zero damage. And are 1st-level druids all that rare? The monk will get there in one piece and do a lot more than zero damage (dice lords permitting).-Moox
Lobolusk wrote:
That's right! Also monks are rad because they look like humble unarmed farm workers to the innocent highwayman.Also Lobolusk, you've inspired me to write an article on how awesome monks are, called "A Serious Argument for The Monk" -Moox
A SERIOUS ARGUMENT FOR THE MONK Introduction It has been said by many that monks are underpowered in Pathfinder for various reasons, including a less-than-full base attack bonus, a less-than-maximum damage output, and a multiple-ability-dependency. While I do not seek to disprove any of these points, I would argue that once you leave the world of theorycrafting and enter actual gameplay, monks begin to shine and their role becomes quite clear. We will go through several points one at a time, responding to the potential pitfalls as we proceed. A Mobile Warrior While one should look elsewhere for gaining the maximum in certain combat statistics, the monk becomes the star when movement is required. When well designed and played, a monk is unmatched by any in terms of mobility on the battlefield. With no need for armor, the monk avoids both speed loss and the armor check penalty that would otherwise apply to Acrobatics and the like.
The Power of Flurry Monks have a powerful ability called Flurry of Blows, which allows them to make a dangerous full attack with a bonus as if they had a full base attack bonus. They gain this ability at first level, and it scales as they increase in power. This ability alone makes a Monk dangerous and effective in combat. It is true that their numbers fall slightly below a fighter or similar who takes all the two-weapon fighting feats that monks are assumed to have in Flurry. However, this doesn’t matter. Such a fighter would lack all the abilities and options that a monk possesses, while specializing heavily in one aspect of combat. A monk can be a master of the same thing without being the best, most damaging example that could possibly exist. They can have less than the best possible average damage in return for a deluge of powerful abilities in other areas.
The Master of Defense While they don’t always have the absolute highest number that one could possibly build for in a defense, monks are the hardest to kill of any base class. James Jacobs once stated that the monk is a defensive class, and he was correct; however, his phrasing has been misinterpreted by many.
Adaptability and Threat While the monk may not be the most adaptable nor necessarily the most dangerous in the party, the class is very well designed to do both of these. With ki points, the monk can gain an incredible boost to AC, speed, or an additional attack in the round. As three things the Monk is already good at, the ability to become truly great at one of them in a round is crucial. Whether attack or defense is paramount at that moment, the monk can shine if necessary.
Conclusion In the end, we find that monks have a number of places they excel, and an impressive array of unique abilities or combinations that few can match. The monk has a place in almost any party, and can shine almost no matter what kind of encounter they face. Playing a monk can be an enjoyable, fun, and even optimized experience for them and their thankful party members. Enjoy,
P.S. Monks: Why they so frickin’ rad?
Jeranimus Rex wrote:
Where is the rule for this? Thanks,-Moox
Maxximilius wrote:
So go start a thread about how awesome wizards are. I will go there and celebrate with you. Enough of this trolling.Also, Monks are awesome because they are the best tanks. A fighter/paladin/etc is great if you're in a small room with a slow-moving enemy. For a big room with spellcasters and ranged attacks, you need the monk! Dodge those fireballs and catch those arrows! -Moox
I like those uses of Wish, and would allow them, with a save and SR applied. In all honesty, what is to stop a PC from wishing the BBEG was dead? Game over? You can't really misinterpret it. You can apply a save and SR, but those can be overcome. "I wish X was destroyed." One failed save and the game is over unless you call in the direct influence of the gods? But what if there are gods who support your actions? I've been struggling with this idea for some time, and I'd love to hear a workable way around. -Moox
Quirken wrote: stuff about bacon and doing something ridiculous as a technique Hahahaha! You, sir, are quite hilarious. I don't know if that level of insanity would really be fun for my group, but I've definitely had the experience where a silly decision led to awesome things happening in the game. I'll keep that in mind, Quirken :) -Moox
brassbaboon wrote:
Aha! Yes, you've just about got it now. I play with good players, who respond well to storytelling and want to play the story while making their own choices. However, nothing in-game seems to be having the impact it should. I feel like it's me, and I'm trying to figure out how to fix that. I would ideally like their behavior to be driven by in-game choices and conflicts, rather than by a sense that they're missing the main plot. I'm liking the thought of a sympathetic character in need, as I can see ways to make that work within the framework of both stories.Meabolex wrote: Maybe there's some hidden conflict between the players? Hmmm. We have our occasional conflicts, like other gaming groups. It's inevitable when you run weekend marathon sessions like ours (often 10+ hours). However, I don't think that's the problem. As I mentioned in the OP, we've talked about the problems a lot, at least for Idaro. Yet it's not getting fixed. I'm just looking for fresh ideas and ways to shake things up, which is exactly what I'm getting, so thanks to everyone :) -Moox
meabolex wrote:
That sounds true. However, for me, the opposite has always been true without fail. In Idaro, the destruction of the temple occurred IN-game rather than before the story. In my experience, players have always been convinced that they would care deeply about events that occurred before the game started. They have always been much harder to convince that they should care about events IN-game. It's possible, but harder.The best game I ever ran, which was entitled Darkshroud, had a revenge event occur before the game start...which the players cared deeply about for the entirety of the story, and even brought it up in conversations. I don't know why I broke that mold in Idaro, but when the events were unfolding before their eyes, it had much less of an impact. Counter-intuitive, but 100% true! -Moox
Uchawi wrote: You also have to be careful with campaigns that have cultural or religious concepts that are foreign to the players in real life, because they do not have a basis for their experiences and translating those into character. That is why oriental campaigns are not as popular as concepts from western culture. The same could be stated with heavy religious overtones, if they are not similar to western based concepts. You will have to go the extra mile to translate these experiences, and there is a greater chance you will get burned out doing it. Interesting points there. However, I feel pretty confident about the "translation" of these games. Things have been running very smoothly up until recent events. My players have been very into the game, getting into theological discussions in TGE, and tapping into zen precepts and history-based adventures in Idaro. Nevertheless, you may be quite right about these ambitious games contributing to burnout.-Moox
Whoa, you go away for an hour and your thread goes crazy! @ Brassbaboon: It is an honor to get a response from you, sir! I always think you run the types of games I'd love to play in.
@Karkon: Thanks for further tips! Unfortunately, I really don't think an "in medias res" style would fly with my group, at all. If ANYthing significant happens while players are out of the room, these normally fun, polite people get very angry. We recently had a huge dust-up over this very thing, actually. Player's freedom of choice, as well as the opportunity to set things up right going into any adventure, is very important to my group. I think that brassbaboon is correct in this instance about the objections that would be raised, EVEN if there were no detriment to the players at all. Still, the concept of a more get-to-the-action style might help considerably. @Luthia: Those are all great ideas, although they do require me to ask people to do more work. I've pared my campaign guides down to one helpful page for a reason. People will read beyond that, but they won't remember it or incorporate those further pages into their identities. The problem is less one of player involvement than of players believing that what they do is...important, perhaps? I do really like the idea of e-mailed about personal plotlines, although I'm unsure about making those make sense in the group story.
@Brambleman: Why, thanks! I do try hard to come up with unique campaign settings and ideas. In Idaro, I do want to be careful about railroading, so a plot coming up and slapping them in the face would have to be carefully and clearly justified. That's something to consider, so thank you. @ProfPotts: thank you very much for those excellent suggestions. Now that you say it, you may be absolutely right about the sympathetic NPC. Nobody wants to do what the know-it-all says. Everyone wants to rescue the person in distress.
Thanks! -Moox
@ Kolokotroni:
I like the recaps idea and I will give that one a try as well. I'm a bit worried that it will be a lot of work for little payoff, however. People tend not to read that stuff because they say, "Oh, I remember." I'm REALLY liking the idea of shaking things up in a humongous way! I've been keeping another idea or two in the back of my mind for a new campaign. Maybe I can pull that off...
@Karkon:
Thanks again!
Hello awesome community, I'm looking for some advice on how to freshen my game and get my roleplaying fun again. I have been the main GM for my gaming group for quite a while now. We actually have three games going, and I run two of them. Now before you point the finger and say, "there's your problem," allow me to add that I haven't had a problem before now. It's been lots of fun, and these games have been running for over a year. I enjoy a certain modest respect as a GM in my local community, as I run very deep, "writerly" sort of games, with great epic storylines. I also do a gaming blog at gamingmage.com, with options and rules I allow for my players. However, the focus here is on my campaigns. Here's a bit about them: One game is a 3.5 game, set in an asian-themed campaign world entitled Idaro and making heavy use of the Tome of Battle: the book of Nine Swords as a starting place. This campaign got off to a rocky start, but due to the determination of one player (the same guy who's running the third of our games--a Kingmaker game), the game got back on its feet and started running smoothly again. It's a dramatic tale of high adventure with a crazy twist ending where the PC's discover cracks in reality and discover that they are merely sheets of paper and dice on a table in my living room. Idaro is fun to run, yet I have struggled since the beginning with motivating the characters. It all began when their martial arts temple and masters were annihilated in a surprise attack, and they left to seek revenge. But no matter how I twist it around, or what clues I drop in their path, somehow they just aren't...motivated. They don't know where to go, or what to do. Sometimes they will skip over obvious plot hooks (I recently fell to the level of using the Old Man NPC, who got ignored and bypassed)! Other times things just don't...get going. It's like they're not fully inhabiting their characters, or at least I'm not fully understanding how they inhabit those characters. There's been LOTS of discusssion out-of-game about this problem, so that's no solution. The second game is The Great Escape, or TGE for short. This is a pathfinder game with a snakey theme. The players have been dropped into a deeply religious world, and were required to start as a divine-themed class. They are inside a gigantic city called Nakash, known as "The Slithering City," which is an unimaginably huge mechanical snake crawling over the country and eating everything. They need to fight and negotiate their way from the tail to the head, dealing with snakes, monsters, and "the eaten," or the local people of Nakash. As you might be able to tell, I did a lot of planning for this campaign and insured a literally linear storyline would occur. There are great heresies to uncover and terrible adventures to be had. However, in a way I'm finding a similar problem occurring. My inspiration is drying up, as is player motivation. I just don't know how to sell the next plot point or adventure...I just dropped something in the game that requires the players to backtrack and save somebody in the tail of Nakash, and then make it back to the belly of the beast. As soon as I put it in the game I knew it was a bad idea. I had just worked out all the monsters and adventures available in the belly. What do I do? Finally, to conclude this medley of strange requests: I'm just tired. I just don't have that spark of imagination or excitement about the game that I used to. I need something to get me going again. I can't really take a break from GMing, because nobody will step into my shoes. If I step down, the good times end for sure. Yet I find myself being extremely irritable, overly annoyed about people taking too long, making decisions based on pique, and a host of other bad moves I never used to make. Any thoughts will be deeply appreciated and I promise to respond to them. -Moox |