AxeMurder0 wrote: One of the easiest ways to turn a player off of a new organized play system is to kill them in their first adventure. While this is part2 the death rate for this series should be aprox. 0% I disagree with this. One of the easiest ways to turn a player off of a new organized play system is to provide them with a boring adventure. Kill his character in a spectacular and interesting way, and he will be begging for more. Seriously. I've seen this happen a multitude of times. Many of my fondest memories of role-playing are character deaths. Kill them all I say. No mercy.
I just got through running the whole adventure path for my group. The lack of motivation was one problem I foresaw with the path, and so, to prevent this particular problem I asked the players to create a very specific party of characters. More on this in my recent blog-post here. Now, I realize this won't help your particular problem very much, but maybe someone else will find it more useful. I think proper motivating of characters is something the modules don't do very well, and should be handled on a case by case basis by the gaming group, as the module can not take every individual eventuality into account.
Rene Ayala wrote: The reviews weren't good and the people who spoke to me said they were thoroughly confused because the opening read aloud didn't tell them what to do. So, basically what you and a few other people are saying is this: Society Roleplayers are so used to railroad tracks, that removing them would leave them high and dry? How is this a good thing?
kobo1d wrote: Why doesn't it just say: "These rules don't really work, make something up on your own or use the old 3.5 (ECL = LA + HD) system." Because the rules do work. The intent is, as with any game, that the GM is supposed to moderate the rules. Any GM with an iota of sense should realize this. The rules are just the rules. The game is what the GM makes of it.
This order has had the status pending for quite some time now. Could you tell me what the status on this one really is? Is it waiting for a delayed product to be included? Are there some other problems with it? I also noticed a previous order had been lumped together with this one, putting the total cost and weight of the package into probably the next postage charge and value added tax category. Could you give me some information regarding this?
James Jacobs wrote:
Pretty much what I said in my original post isn't it. ;) Navdi wrote:
Did a quick look-through. Might have missed a few, and there are some who have been given new names (eladrin to azata for instance). And didn't bother looking up the mundane animals or their dire versions. Some of those that were excluded are in the bonus bestiary, some are WotC IP, some are from older open source (dark folk for instance), and some will most definitely not be missed (bye bye, tojanida). Of the new one's I welcome the linnorm, the sea serpent and especially the SHOGGOTH. GONE achaierai, allip, athach azer, beholder, belker, bodak, carrion crawler, chaos beast, delver, destrachan, devil - hellcat, digester, dinosaur - megaraptor, displacer beast, dragonne, eladrin, ethereal filcher, ethereal marauder, frost worm, githyanki, githzerai, gray render, grick, grimlock, hippogriff, howler, inevitable, krenshar, kuo-toa, lammasu, locathah, magmin, mind flayer, nightshade, phantom fungus, phasm, rast, ravid, sea cat, shadow mastiff, shield guardian, slaad, spider eater, sprite, tendriculos, thoqqua, titan, tojanida, umber hulk, yrthak, yuan-ti NEW azata, basirond, boggard, cave fisher, cyclops, dark creeper, dark stalker, demon - nabasu, demon - shadow, dinosaur - ankylosaurus, dinosaur - brachiosaurus, dinosaur - pteranodon, dinosaur - stegosaurus, flytrap, froghemoth, goblin dog, intellect devourer, linnorm, mite, morlock, neothelid, phoenix, pixie, sea serpent, shoggoth, tengu, vegepygmy, yellow musk creeper, yeti
Deussu wrote: Actually playing #30 The Devil We Know Part 2 - Cassomir's Locker took us 5 hours to complete. That was, however, because we took very odd tactics in the first encounter (also ran back to the store to buy ladders...) Yeah. Don't forget about the other part of that encounter involving playing with matches. ;) The other reason why this scenario ran long was because I pretty much added role-playing opportunities to every scene involving NPC-characters able to talk. This included the cultists, the fey and the prisoners. Deussu wrote: You forgot about our GM's altar. When a character dies, its player must bring an offering (normally a raw steak) to the GM for him to devour it barehanded. The connectin to Cheliax must be clear now. Mm... steak... Another customary offering is spirits and beer. These are sometimes even offered beforehand as to avoid the wrath of the GM's character killing d20's.
Deussu wrote: But how do you know whether someone is coming to replay or not? This holds a problem in conventions where you might encounter jerks, who know about replaying and just keep kinda quiet, yet are suspiciously knowing about what happens next... but don't say that outright. Should be easy enough to check his pile of chronicles and compare the total number to his Xp. I find it hard to believe someone would go through the trouble of counterfeiting duplicates of other scenario's than the one he's going to replay without telling the GM. You do check all the chronicles of players who're playing at your table, right? ;) Actually, I'm just pulling your strings here. My real point is that if people are going to cheat, they'll find a way no matter which rules are used.
KnightErrantJR wrote:
Just to clarify. By "more challenges" I don't necessarily mean more difficult combat encounters. A challenge can be basically anything.
joela wrote: I'm confused here. I was under the distinct impression we, as GMs, were not allowed to modify scenarios when running in the PFS. I remember asking this question last year and received a big, fat official "no." This included changing the monsters to the number of scenes. ... which is really funny when you remember the Pathfinder RPG catch-phrase is "It is YOUR game now!". ;) Anyways, here's a quote from the Pathfinder RPG rulebook (p. 402): "Likewise, don’t feel bound to the predetermined plot of an encounter or the rules as written. Feel free to adjust the results or interpret things creatively—especially in cases where you as the GM made a poor assumption to begin with." Funny stuff.
I think the number of encounters is pretty standard (five + zero or one optional). Then again, you seem to be using the term encounter to describe a combat encounter, whereas a more accurate description would be "scene". I think you are correct, however in that the trend in recent modules seems to be five scenes with combat. I agree with you in that this is way, WAY too much combat for any module, much less one you are supposed to be able to fit into a four hour time slot. I'd also prefer modules with less emphasis on combat and more emphasis on exploration, social interaction, investigation, and such. I heard the reason Josh puts so much combat into modules is "some group in Finland is walking all over the modules without breaking a sweat". This is true. Most of the modules are cake-walks for us. The answer to this, however, most definitely isn't "more combats". Its more along the lines of "more challenges", meaning less straight up combat encounters, more wiggle room for innovative problem solution, a wider variety of challenges, and maybe as little as two or three well thought-out combat encounters per module. You can't just boost the amount of fighting. It'll only degenerate into an arms race.
Kevin Andrew Murphy wrote: Well, as a capstone to 20 levels of this base class, I'd give the fishmonger the ability to, once a year, sell a fish that grants wishes. After all, there are likely enough deaf fishermen in the world, and fishermen who just do massive gill netting and such, that the cries of "Wait! Wait! If you let me go, I'll grant you three wishes!" must occasionally go unheard, so the magic talking fish must reasonably end up with the fishmonger.
Mattastrophic wrote:
I think the main reason why there are so many combats in Pathfinder Society modules is because writing combat encounters is very easy and takes up very little space. Writing more intelligent plots requires more NPC's, motivations, timelines, places, and a lot of "what if's" (What if the PC's zig instead of zag? What if they miss this clue? What if they step off the beaten track on do something completely original and innovative?) One approach would be including social encounters that affect the combat encounters. For example: Lets say the group is supposed to fight a group of bandits guarding a fortified townhouse. If they go in the front door just run the combat encounter as it is (difficult combat). If they sneak in, they get the drop on the bandits (combat made a bit easier). If they get really innovative and recruit a few burly villagers to help them, they get reinforcements against the bandits (combat made easier still). The example above is one way of making a boring combat encounter more interesting. I don't think something along those lines would take up too much space.
Samuli wrote: But shouldn't I receive the XP even if the character leaves the mission after briefing? It counts as a failed mission for sure, but don't you get XP from failed mission, as per the guide. This quote is from the chapter regarding character death, but I suppose it applies to a character quitting a mission for other reasons as well: "In any scenario, so long as a PC played three encounters, they’re awarded their XP for that scenario." (PSGtOP v.2.0. p. 19)
Joshua J. Frost wrote: So the paladin detects evil on the cleric and the cleric comes back *ping* evil. In my opinion, the paladin would now regard the cleric cautiously, but wouldn't have to flee from his/her duties as a Pathfinder just because the cleric detected as evil. If the cleric started committing evil acts, then the paladin would be forced into action, but since acting evil is strictly prohibited in PFS, this becomes a non-issue. What I'm not going to do at this point is declare, "since the PC detects as evil, the paladin now has to receive an atonement spell to atone for associating with an evil character" because, frankly, the character isn't evil. I get where you're coming from and I realize that once you start thinking alignments, and, for instance, what is considered evil you enter a gray area rules-wise. The other problem is that Pathfinders commit evil acts pretty much all the time. Sometimes its written into their society mission or faction missions (steal this item, kill that guy, arson that warehouse, etc.), sometimes its just "business as usual" (Kill people and take their stuff). So choosing to play a paladin in the Pathfinder Society is really taking on a role-playing challenge. Yet another problem is the dilemma a non-evil character worshiping an evil deity faces in following said deity's dogma. But this has nothing to do with the OP's dilemma. I don't think Samuli is looking for any kind of declaration or ruling on the issue, rather he's probing for ideas on how to best role-play situations that might arise due to this these two characters participating on the same mission.
Joshua J. Frost wrote: Assuming the cleric isn't violating the paladin's code by committing evil acts, there really shouldn't be a problem. After all, the cleric's alignment isn't evil, he/she just pays homage to an evil deity. Well, yes, obviously the cleric's alignment isn't evil, and the players all know this, but since the character has an evil aura, how would the paladin know this?
Kyle Baird wrote:
There already is a mechanic for rewarding players not running their primary characters during a game session. Its called the GM reward. So, yes, running a pre-gen for GM reward -equivalent benefits would be acceptable. Thank you, Hogarth. That's exactly what I'd like to avoid, that is, the situation where players can grind through sessions just for the rewards. This isn't role-playing at all in my opinion.
Herald wrote: Not all stories will be for everyone. I do think that will get some people worked up. How is this news? At the moment there are several (most of them, in fact) modules out there that "are not for everyone". And this has also caused people "to get worked up". For proof you needn't look any further than this thread. To avoid confusion as to who put what into who's mouth I'll just spell it out for you. Non-linked one-shots with little more plot-content than "go get McGuffin X, kill everything between your group and said McGuffin" are definitely not everyone's cup of tea.
Lylo wrote:
I'd be fine with it assuming the different character gets no credit whatsoever for the replay. Also, I'd like some sort of mechanic for enforcing rule 2 on this list. Something like, say, the GM having absolute say on when this rule is being broken and the offending player loosing his character permanently. As to what constitutes a "rare occurence".. there should be definite guidelines to determining this. I'll second the notion that a GM or player should have the right to refuse a replay character at his table.
Derek Poppink wrote:
Indeed it is. I was thinking they've used this method for at least two scenario's already. Spoiler:
These would be The Trouble with Secrets and The Eternal Obelisk. Just check them out. They are extremely similar. "Captain! There is trouble on the holodeck! Again!"
Kyle Baird wrote: If replays are allowed, how about designing the adventures to include more variety? For a given Act, how about giving a few options per tier? Obviously NPC's would be too difficult and lengthy to include multiples, but what about Bestiary creatures? Give the GM a choice of a Spider Swarm or a Centipede Swarm. Give alternate energy sources for creature/NPC special abilities. For casters, provide alternate spell blocks. If there's 3 tunnels, have the GM decide which tunnel leads to which rooms/encounters. I'm a lazy bum, so I'll just quote myself from another thread: Navdi wrote:
Herald wrote: It will be a plus for some, maybe even a majority, for others it will just be over looked. As long as most every one is happy, so be it. The argument still stands. If it would be overlooked, why would anyone not interested in meta-plot be against it? Are you people worried that plot elements would take up so much space in the module that you'd have to settle for *shudder* maybe one combat encounter per scenario less? How's this: once a year Paizo puts out a module ideal (from what I take is the preference of at least some of the people against meta-plot in this thread) for the pick-up replays gamer. It would consist of a dungeon with five rooms. For each room there would be an encounter chart on which the GM rolls randomly when the group enters. This module, and only this module, could be replayed indefinitely, since it would be different each time! Ingenious! And no pesky fluff or plot getting in the way of a good old fashioned slug-fest! Roll for initiative, its time to role-play! Yes, I am indeed joking.
Bob Hopp wrote: Why? Why would you quit PFS altogether if replaying is allowed? Why do you think that every other PFS player in Finland would also quit playing? In another thread, you said, "In Finland, our active PFS player pool is about 30 strong, with five active Dungeon Masters." Do all 34 feel the same as you? You've got three of those active five GM's speaking up against replays in this very thread. Most of the active players are former LG-players, who decided against LFR, one of the reasons being the replay rule. So I'd say its a safe bet to say that most Finns are opposed to allowing replays in Pathfinder Society as well. The most likely outcome of allowing replays in PF is a complete break-away from the main Pathfinder Society global campaign, which would then be replaced by a localized version (a very large and organized "home game" if you like). We'd still be using the modules and the basic structure. We'd just "house rule" said replay-rule, along with a few other rules we don't agree with. The replay rule would end up being the straw that broke the camel's back, so to speak. Then again, I'm sure the global campaign would do just fine without this rather small, albeit very vocal minority of players.
Asgetrion wrote: If I were to pick up (or play in) PFS modules, I don't need a complex storyline -- no matter how well it would be written; I want an easy-to-run adventure in which the "action" can start right from the start. I reserve complex storylines over-arcing campaign plots to my home games, and that's enough for me. Where did you get the idea that a living campaign should be a series of unrelated one-shots? Just curious. To me a living campaign is something that breathes and develops. Where the actions of player characters matter and affect the world. This is the main reason I'm involved in the Pathfinder Society in the first place. If I wanted to play a series of unrelated, no-brainer monster bashes, I'd play WoW or DD4. Perhaps you should look into those?
DM4hire: Some good points. However, I can't resist nitpicking your terminology somewhat: The metaplot is the overarching storyline that binds together events in a role-playing game. Major story events that change the world, or simply move important non-player characters from one place to another, are part of the metaplot for a game. Metagaming is a broad term usually used to define any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game.
So, what's in store for season 1? What kind of plotlines and scenarios are already being planned or even written? So far we've had precious little information regarding these. I'm supposing the next batch of scenarios will be out on the last Wednesday of this month, that is September 30th? Give us teasers! ;)
The whole point is that RAW Lehmuska is absolutely correct, even though his interpretation is against the spirit of the rules. This is what's called a rules loophole. And yes, I am aware that its easy to fix with a house rule. However, for example in an organized play environment, we don't have that luxury. Until an official errata, the rules are that a cantrip that gets metamagic'ed is still a cantrip and follows the rules of cantrips.
Murdoc Strangways wrote: dieing is not a real issue. if I die I'm not sticking for an hour or more on the chronicle or scenario sheet that said heres for nothing. if I you don't have the sheet it didn't happen work both ways. an I think that was posted as much some where. I had to read this a couple of times for what you're saying to sink in. Are you seriously saying that if your character dies, you leave without waiting for a GM to fill out a chronicle sheet for you and then, as if by miracle your character didn't actually die? Seriously? How old are you? Also, surely you are aware that GM's report session results to Paizo (that is, who played what, how many prestige points were earned and who got killed)? Meaning a dead character is a dead character is a dead character, regardless of the existence of a chronicle sheet. EDIT: On the issue of no replays or replays allowed: Allowing replaying of scenarios is something that really shouldn't happen in any kind of campaign continuity. If I wanted to replay adventures I'd play a computer game or a board game. If replays are allowed in PFS I'll most probably join NiTessine and call it quits for society play.
Deussu wrote: 1) This scenario has a lot of good atmosphere in it. Be sure to give as much beef as you can to the city of Kibwe. I personally described bits of it as 19th century African town where the British roamed. I made many of the locals speak Polyglot instead of Taldan, too. As I player in this game session I'll second this. The atmosphere is great. Remember the club at the beginning of that godawful League of Extraordinary Gentlemen film? Seemed the fit the mood perfectly. Of course we hired a lot of locals to carry our stuff and palanquins. OF course said bearers ran at the firs sign of trouble (or got eaten by howlers). Obviosly we just had to start our conversation with Nangi with "Dr. Nangi, I presume?" Merging the two encounters worked out quite well. I'd imagine the howler encounter might have felt more like a random encounter if Nangi wouldn't have been involved. That being said, the encounter was way too easy. I think it lasted all of four combat rounds. Also, I don't really see how a group might end up fighting Nangi, so why is there a statblock for him? The ghost encounter was funny. This is what happened: The barbarian and the ranger ran away and the three Chelaxian casters just hung out with the dead guys until they'd heard all of the lyrics bits, then blasted the ghosts with evocation and conjuration. Again, too easy. The giant roaches got fireballed and finished off with arrows. A pointless encounter. The Andoran quest -elves were just laughable as an encounter. Our skill monkey -halfling just snuck past them with skill roll totals of 50+ while the rest of us used diplomacy skill roll totals of around 40+ to convince them stop worrying and start loving satan. The end boss was a breeze. Three save-or-sucks on round one and that was that. He didn't have the chance to cast a single spell. Boy did the barbarian love this adventure. He got off one shot (at a ghost). Everything else was solved with Conjuration, Evocation, Diplomacy or Stealth. Pathfinder RPG really fixed those problems (the skill system and the power of arcane magic in comparison to fighter types) with the original game, yes sirree (The Angel Summoner and BMX Bandit problem). "Massah, we no go further! Is tabu place! Is EVIL!"
Charles Evans 25 wrote: If I understand you correctly, your proposed solution to the specific situation I gave is to completely ignore (except for purposes of determining NPC's reaction) conflicting experiences of meta-plot; in consequence I'm not clear if what you actually want is meta-plot or more frequent use of highly detailed recurring NPCs? :-? True continuity can only be accomplished by, well, continuous events. That is events playing out in a set order. Since we can't get this (gets a tad too complicated for some people, and obviously for convention pick-up games), what we have to settle for is the next best thing, which in this case is the illusion of true continuity of events AND a continuity of characters and locations. These are two very distinct things. For the GM who wants to emphasize the continuity aspects of his games the tools are right there to make diamonds out of raw materials. For the GM who just wants a pick-up no-brainer dungeon crawl, that's there as well since the continuity elements are in no way forced.
Charles Evans 25 wrote:
He's looking at a great opportunity for role-play. The GM just needs to jot down a few notes before play starts. Say this group you just described meets up with Sir Gull. The conversation could go something like this: "Some of you I know and have worked with on one or more occasions before... Impressive performance on that job in Sothis, (player X). (Player Y) on the other hand, I'll be watching you carefully this time, so you need to step up." etc etc. This is all about the GM listening to his players and reacting. Anecdotes and customized responses are a great way of creating a sense of continuity and hooking player interest. Yes, I am aware that this is a trick, since the continuity is really illusionism. Its meant to create a sense of continuity without actually forcing a series of events.
Chris Mortika wrote: And, Navto, if someone just plays one of your first two sample scenarios, there's nothing that jumps out as an oddly-shaped fact or piece of plot. Indeed. In addition to being parts of a whole they are also stand-alone adventures. The larger story arch only becomes evident if a player plays more than one of these. ("Hey.. I know this guy! What the hell is he up to this time..?") The variable continuity elements can easily be included in a sidebar. (If you've played X or Y before this module, Mr Gull knows you and makes a reference about X during conversation.) This can be done. Continuity adds immensely to the gaming experience and while it might require some hard work on the writers' part its totally worth it in the long run.
Regarding the comments about meta-plot elements forcing you to play scenarios in a specific order: I can think of several ways of implementing a meta-plot -structure or other continuity elements without actually forcing anyone to play scenarios in any a particular order. I'll give you an example. Say the meta-plot element is the rise of a new member to the decemvirate. Let's call him Sir Gull. Scenario #3: The Pathfinders are sent on a mission to retrieve an important artifact. Sir Gull is personally overseeing this mission. If the mission succeeds, Sir Gull will get a personal prestige boost. Scenario #9: The Pathfinders are sent to investigate a misdemeanor by a prominent member of the Society. If the mission succeeds, said prominent member gets b+!~@ slapped by the society leadership, opening up a position for Sir Gull's ascension to the decemvirate. Scenario #17: The Pathfinders are sent on a ruse mission, which gets botched at the first hurdle. The real mission turns out to be something different involving the double dealings of competing venture-captains. If the mission succeeds, one of the venture-captains (Mr. Gull again) comes out ahead. Clues uncovered (foreshadowing for the future) casts a shadow of doubt on the real motives of said venture-captain. There, three modules involving the short storyline The Rise of Sir Gull. These can be played in any order.
Wizards copying spells into their spellbooks from scrolls found during scenarios or from the spellbooks of other wizards (PC or NPC). How does this work in PFS? Lets say you have two PC wizards participating in the same mission. Assuming they have the time and money during the scenario to buy the necessary components, are they allowed to copy spells from each other's spellbooks? Let's assume these two wizards are on about equal level and co-operate on most missions they play. Every time one of them learns a new spell, the other one copies the new spell into his own spellbook as well (again, assuming they have the required time and money available during the scenario). This means these two wizards effectively gain double the amount of new spells each level. When the wizards are of a high enough level, the cost to copy spells isn't really a problem anymore. A wizard finds a scroll with a new spell during the scenario. He copies it into his spellbook. The scroll vanishes, obviously. Then it reappears on the chronicle sheet. Of course the other wizard in the party can also copy the new spell from the first wizard's spellbook. Color me perplexed.
Anything that helps the world come alive is a definite plus. Meta-plot, when carefully used, is a great tool for making players come back to the game time and time again. Meta-plot works. Proof positive, the immense popularity of television series with strong, elaborate and very long meta-plot structures. I for one would really like my character's actions to matter. There should be more in-game reasons for accomplishing missions, otherwise you're just looking for excuses to kill people and take their stuff.
Joshua J. Frost wrote: As for changing the GM rewards/day job items: the GM rewards system came about after a thread wherein I asked for everyone's opinion on just such a system (a thread very much like this one). It started with the release of v2.0 of the Guide in August. Within hours, folks were asking for changes. Where were they in the previous year when I had the thread open asking for their opinion? This thread, that is. As to where they were during the discussion? The very same thread: NotMousse wrote: Personally I'm for GM getting a copy of the chronicle eaten. Navdi wrote: I think the DM should get full XP, prestige award, gold and access for the module he has eaten. Skeld wrote:
kikai13 wrote: I like the idea of GMs getting one XP and one Prestige Point per scenario that they eat. They should also get the gold as if they had completed the scenario. Deussu wrote: I'm in for: the XP, gold depending on character's level (I know there's some table in the DMG, but I can't find it. Wealth gained by level divided by 3), and maybe the equipment access... depending on the character's level. E.g. the DM's 1st level character couldn't get Tier 3-4's equipment access even if the group plays it on that tier. NotMousse wrote: I'd prefer full GP for tier. I'm still giving up all access and 'special' bits. _metz_ wrote:
Asgetrion wrote: I live in Oulu, so I haven't yet played in any Society games, but we do have several local groups that have switched to PF RPG, though. Once I've moved to Helsinki I'll join the games over there (I think they're also running PFS scenarios at Fantasiapelit?). Nope. Fantasiapelit isn't doing anything Pathfinder Society -related at the moment. We're the ones running Pathfinder Society in the Helsinki area. We did at one point use the Fantasiapelit gaming room in Kalasatama, and that's probably what you're thinking of. Get in touch when you move to Helsinki. Contact info on the website.
Asgetrion wrote:
Asgetrion, where in Finland do you play Pathfinder Society?
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