Why are obvious monsters not described in boxed text? For example:
DM: "Gigantic skeletal arms clasp immense doors of dark metal, but whether they are holding the doors closed or stand poised to open them is unclear."
Player: "I check the door for traps."
The DM pauses, scanning the paragraphs below.
DM: Oh wait, there are also two huge knights in tattered armor. They attack you!
Yeah, I know, it does not go quite like that, but it would be helpful to have boxed text that included what is in most cases the most important thing in the scene. I mean, in some cases we get a full description of a cavern, and the boxed text fails to mention there is an undead cleric leading sixteen zombies in a ritual!
I think the great room descriptions should be expanded to include great monster descriptions, so that the DM does not have to navigate through another page of text to fully lay out the scene. After running two APs, I really have to wonder why there is an aversion to describing monsters.
Name: Ulfir Elfbow
Scott Betts wrote:
In all of those situations, the DM should be willing and able to do his damnedest to find a place for that concept.
I agree, but to go back to the gunslinger example that started this, if your concept hangs on using a particular weapon, you probably have not really gotten to the core of your concept.
Scott Betts wrote:
I currently run or play a game set in Golarion every week, and I do have fun (or I wouldn't do it), but I also like the degree of discovery and mystery that only comes with home brew settings. So yes, it is all fun, I just like some diversity in my fun, and a lot of that diversity comes from custom worlds.
I'll add that our group does not allow gunslingers, even in our Golarion game. Fortunately all of us agree that we don't want gunpowder in our fantasy.
Sure, all character options can be allowed in any world, but it is going to change the feel and vision of that world, and I think the GM should have the right to preserve his vision of his world.
If every D&D world had everything D&D in it, with no changes, limitations, or expansion, there would be no point in having custom worlds, and everyone could just play in a kitchen sink setting like Golarion. What fun would that be? World creation and discovery is one of the most awesome things about this hobby, and it is an aspect that I believe is becoming less and less common.
It should not be a hard concept for a player to understand that some things just don't fit in certain settings.
I had six broken miniatures in my Shattered Star case. I found the WizKids site for replacements. I filled out the form, and it shows as "Finalized". Can someone who has used this system answer a few questions?
Am I supposed to do anything but wait at this point? I didn't get an email or anything from them. Am I supposed to send them the damaged minis?
I just finished opening my case from the friendly local game store. The miniatures, without exception, look great! The distribution was excellent as well, with multiples of all the monsters, and singles of the unique NPCs, just how it should be.
I did have half a dozen broken miniatures, so my only complaint is the packaging. I have a full set, but a number of the minis I only have one of are broken.
I checked the WizKids site and found their replacement system, but Shattered Star is not an option. Any idea when they will have replacements available?
I'm a couple of sessions into HoH. I'm feeling like the 30-60 day spelling out the name timeframe for completing things is far too long. I just don't think like it will be a deadline at all for my group. I'm considering making it 1d2+1 days between letters for a 20-30 day timeframe (which still seems like a very long time). I may even go with 1d3 for 10-30 days.
Anyone have thoughts or experiences on this?
Focus on your audience. How old are these older gentlemen? Have they played much since their AD&D days? Do they play Pathfinder or other RPGs currently?
In my experience, folks leaping from AD&D to Pathfinder/3.5 are in for quite a shock. If you want to make your game as retro as possible, Pathfinder is probably not the best starting point. Castles & Crusades is a nice compromise between old school and new school that you may want to take a look at.
Pretty much every RPG that isn't D&D based is classless. Rather than trying to reinvent the wheel, you may want to just check out some other RPGs that are built on a point-buy system.
Check out Savage Worlds. It has a much easier entry compared to GURPS or HERO, both in terms of rules complexity and price. The basic book is only $9.95.
I agree that a physical product only pledge level is needed. There are a lot of people who aren't interesting in playing the game (for various reasons), but would like to support it and get the print offerings and miniatures.
As a Mac user, I can't play the game, but would still like to see it succeed and bring in more Pathfinder players.
Just to be clear, my original post wasn't a criticism. Heck, I think that if PFS is really going to cover the whole spectrum of the fantasy role-playing experience, there should be a scenario or two that doesn't even have a single combat in it. It isn't unusual to have a session or two in a home campaign that doesn't involve combat, why not in a organized play campaign?
And I am very glad that Pathfinder Society offers both types of scenarios! And plenty that are in between.
Another one that I think really has a great old-school feel:
Pathfinder Society Scenario #4–02: In Wrath’s Shadow
A Pathfinder Society Scenario designed for levels 3–7.
In the ruins of Xin-Bakrakhan—seat of power of the Runelord of Wrath—the Pathfinder Society stands on the verge of a great discovery, but first the brave agents exploring the ruins must survive ages-old dangers and contemporary threats to return with the knowledge and wealth they’ve unearthed.
Each end of the spectrum, and I know I picked two that are on opposite ends, appeals to a different sort of player/GM. I wonder how many Pathfinder Society players lean one way or the other?
I was looking through the event list for Winter Fantasy, and next to the PFS events, I saw some D&D Next events that are old adventures they are revising. Rules aside (this has nothing to do with rules or editions), check out the severe contrast between old style adventures and the latest in Pathfinder Society scenarios:
The Blakros Matrimony: The eldest daughter of the prominent Blakros family is set to wed an influential Hellknight, and the Pathfinder Society is invited to the festivities. Dressed for a wedding befitting royalty, a team of Pathfinders attend the ceremony on behalf of the Decemvirate, but will their presence ultimately strengthen the Society's relationship with the influential Blakroses, or will events at the wedding bring the already tenuous alliance to a breaking point?
The Steading of the Hill Giant Chief: Giants have been raiding the lands of men in large groups with giants of different sorts banding together. Destruction and death have been laid heavily upon the land and your band of adventurers has been gathered from local villages to deal with this problem. Glory, gold, and fame await the successful while a short trip to the headman’s block awaits those who fail. Your adventure against the giants begins now!
Which inspires you more?
I was looking ahead at my October subscription list and I saw it has a Bestiary Box on it. I picked this up at Gen Con. Can you check and make sure I don't get another copy?
I received the Rise of the Runelords Pawn Collection with my September subscription shipment, and Skull & Shackles Pawns are listed as part of my November shipment, so otherwise things look okay.
I agree completely. Unfortunately, the GMs who have run chases for me in PFS have not. My opinion of chases has probably been colored by these experiences. I'll be running a scenario with a chase in a few weeks, and I'm going to do my best to make it great, so maybe my opinion will change.
I just opened a case bundle I had ordered from my local shop. I did get a complete set. It seems there is little difference in frequency between the commons and uncommons. For example, I have four of Ameiko but only one harpy. So, I have a lot of characters and very few of the common monsters, which is a little disappointing.
The figures look great, even better than H&M!
My usual character is actually pretty good at chases so that isn't the reason I piled on, and I GM as much as I play. My problem with chases is they are unnaturally restrictive. They take away the best thing about RPGs: "You can do anything you want!". And change it to "You can either squeeze through the crack or climb over the wall. Roll."
Confronted with an obstacle like a wall with a crack, I'd rather have my PCs come up with their own set of solutions rather than reduce it to just two — that isn't how RPGs should be played in my mind.
I know that some GMs are open to other creative options for each chase step, but just as many aren't. I actually had a GM still make me roll to have my druid pass through a "Thorny Thicket" during a chase, even though he had the Woodland Stride ability. Why should Fly only give me a +10 to get over a wall? I mean, I'm flying, right?
Chase rules are an unnecessary mini-game. The mechanics needed to resolve chases (skill checks, movement, etc.) are already in the Core Rules!
I played the first part of the Special and it was, by far, the worst game of Pathfinder I have ever experienced. This was the first Gen Con Special game my son and I played, so we had high expectations of having fun, but no real expectations of advancing. Our issues were entirely GM related:
1. He was nearly completely unprepared. We spent as much time waiting for him to read ahead as we did playing.
2. He could not track initiative competently. We resorted to just going around the table counter-clockwise.
3. He could not read loudly or clearly enough to be heard by anyone except the two players sitting next to him. And they had to lean in.
4. He did not understand the scoring system at all. I don't believe he had read it ahead of time and it was a scramble at the end to turn in the slips of paper.
5. He had not idea how to run a chase. He pulled out the Chase Cards, held them out, and asked if any of the players at the table knew how to run it.
6. He complained constantly about the organization of the event and the content of the scenario.
Again, worst game of Pathfinder I have ever played, by far. In fact, it was maybe the second worst RPG session I've ever experienced. Shockingly bad. Most of the players completely checked out. My son and I went back to the hotel wondering why we wasted an evening at Gen Con on that.
There ought to be some sort of qualification for GMs running the Special at Gen Con.