![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
![]() ![]() ![]() |
I'll throw in my thoughts as well of the Society games from the perspective of the previous organizer of PFS in Indianapolis (and yay for Venture Captains now! 8-). Like Drogon (and similar to the OP), I'm a game store owner that is based around a cafe business model, which run games and events. And so I get the fun of building an community that is based around playing without having to worry as much about retail sales. Since starting PFS at the Arsenal Game Room, I have maintained a Google spreadsheet of which players have played which games, and will base which scenario to run around who RSVPs to show up.
We are getting to the point though, that we max out the tables all the time, in addition to having players who are walk-ins. While we haven't needed to use the replay rules, I can forsee at the current (increasing) rate of play as compared to the rate of scenario releases, that we will reach a point where all the low-level scenarios will have been run already, and that it will be difficult to seat everyone at a table where no one has already played the mod.
While I think it would be a great idea for some of these players then to GM games, I think we could agree that many players are best suited to staying players and not running games. In general, I would rather NOT play a game (especially an organized play game) than play a game with a bad GM. (BTW, I really like Drogon's idea of incentivizing good GM's to run games in addition to just playing; I've just started doing the same by running "GM only" tables so that our GM's won't have to "burn" mods - although, I realize this is no longer necessary, players still like to play a mod first before GM'ing it so as to not ruin the experience.)
Having played quite a bit in Living Greyhawk, I thought that it was a marvelous idea at the end of the run that they began allowing their commercial mods to be used for Organized Play. Not only did I begin actually buying and using the mods, but that they often provided a more "home-campaign" story-like feel with the extra playing that could be done in an 8-hour or 12 hour game, as opposed to having to squash the entire game into 4 hours. It worked well because not only did it add to the number of available adventures, but also for groups that had the luxury of time (such as an occasional all free Saturday), we could have the fun of the "special" double- or triple-header.
The Adventure Paths may be more difficult to convert over, but personally, I think they would be a WONDERFUL addition to the possibilities of adventure. At the conclusion of Living Greyhawk, I was running my home group through Red Hand of Doom, and aside from being a really cool adventure, I loved the whole campaign feel of the story-arc. While there are a lot cool things about the modular, episodic feel of the typical PFS game, having the option as well of participating in a longer arc of the AP would be neat. One could use the natural breaks in between each of the APs as suitable entry or exit points for PFS characters. So, a person could run through AP1 and 2, and should the group no longer meet, take that 7th level character into PFS. Or a group of PFS players who have level 8 characters, and not enough mods to support those PCs, could now take them and jump midstream into an AP. One could take that concept and apply it to the 12th level characters who players have built up and lovingly played and allow them to move into the APs (just not back into PFS games). In a sense, that's a glimpse of what the new Tier-12 only mods are doing.
In any case, personally I enjoy running PFS games, and as well as the benefit of the Society on gaming in general (and Pathfinder in specific) and would like to see as few hindrances to its growth as possible. From a business perspective as well, we don't want to turn away any players that have shown up to play. I'm sure retail stores see the same thing - new players play a few PFS games, have a good time, start thinking about the characters they'd like to play, buy the .pdf for the Core Rules, then eventually the hard copy as they become more committed, and then the APG for their second character. Unlike a typical home-game, that level of investment is worth it, because even if this one GM burns out (or takes a break, etc), the campaign and investment aren't down the drain, but rather, another table who's GMing the same game and the same campaign can be easily found.
-Andrew