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***** Pathfinder Society GM. Starfinder Society GM. 52 posts (1,569 including aliases). 4 reviews. No lists. 1 wishlist. 36 Organized Play characters. 1 alias.



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More than the sum of its stars? Worth checking out, despite some rough edges.

3/5

Background: I have built a table and run this scenario twice, and played this scenario once, each time at T 1-2.

Despite some rough edges in the scenario's design (which other reviewers have captured fairly), I feel that SFS Intro: Year of Fortune's Fall might be 'more than the sum of its stars'. I think it would be a shame if groups avoided this scenario just because of the overall star rating. Three fun tables is not my baseline expectation when encountering a scenario with a low star rating, so I wanted to share these thoughts on why I think it 'worked' for us.

Tips:

* Each table enjoyed the roleplay, which formed the majority of the scenario. The focus of this scenario is not on PCs looking to show off their mechanical chops (in combat or skill-wise) - it is on PCs looking to show off their characters' backstories and personalities while making friends, influencing people, and preventing disasters.

* As the GM, I didn't need to do onerous prep, but I don't recommend running this scenario 'cold', and it will likely keep you on your toes managing the group / keeping an eye on pacing / switching roles between a number of 'bit parts'.

* A clear visual for each NPC and each exhibit, on a backdrop of a plain battlemap, was very helpful for our groups. If your group is experienced with complex social scenes playing out in a theatre-of-the-mind, this might not be necessary. For my part, I think clear and organized visuals helped keep each group engaged with the variety of NPCs, helped the groups plan each round, and encouraged PCs to spread out (at least at first) so the less-skillful characters could have their own conversations and chances to make connections and elicit info each round rather than simply playing second fiddle to the diplomancers in each group.

* In retrospect, I should have made cue cards for each NPC (just copying/pasting/printing the scenario info for each NPC), to avoid flipping back and forth between the couple of pages detailing this section during the scenario.

* There are some good suggestions in the below reviews about improvising. I found it helpful to work with characters' Professions and backgrounds, to try to play off of what PCs found interesting about the NPCs, and to try to nudge even the less skill-focused PCs into some RP opportunities.

SFS Intro: Year of Fortune's Fall might not be for you or your group; some nights, it wouldn't be what our swashbuckling space opera heroes were looking for either. With the right group, however, I think SFS Intro: Year of Fortune's Fall can provide a nice structured roleplaying opportunity, with a nicely detailed background/location to draw upon, with skill checks and objectives to give direction to the evening, and with a fight or two to keep the soldiers happy.


I can do no better than to recommend Cyrad's review...

5/5

Browsing through season 10 scenarios, I realized I had not rated this little gem. Seeing only 1 review, I thought I should add my perspectives on this adventure.

Reading Cyrad's review below, however, I must surrender the field. They have succinctly and accurately summarized my experience as a GM. I experienced no particular difficulties in preparation of the scenario. The Social portion proceeded surprisingly smoothly (mechanically). The subsequent trek was enjoyed by all, I think.

I confess I did not encounter issues 1 or 2 that he noted, but I understand and agree with issue 3. That said, my party didn't notice/comment... they were distracted with other concerns! :)

I unreservedly recommend this scenario, to play or to GM.


Excellent book, no regrets about this purchase!

5/5

I bought this book for the Ex-Paladin Archtype. Upon reading it, I rolled an Ex-Cleric! Solid player book, review below more eloquently and fulsomely addresses its contents. For me: I am confident it was a good purchase.


Straightforward scenario, interesting setting, one part needs heavy GM prep

4/5

Reviews below thoroughly detail the 'problem' parts of To Seal the Shadow. I had the pleasure of playing this scenario online (R20) earlier this week in a pickup PFS game. I had fun. My friend also had fun. I think this module is stronger than the 2.5 star rating average at time of positing. So I thought I'd write a review.

The scenario plot was straightforward; don't go in expecting an investigation/intrigue focused scenario. I nonetheless enjoyed the progression of events: there were things for every character to do, and little twists to encourage interesting tactics and roleplay.

I particularly liked that the scenario had easily accessible background elements. To Seal the Shadow features a neat little locale with plenty of low-key opportunities for interaction with the locals. All players seemed to enjoy getting 'in character' at various points throughout the adventure, picking up on flavour 'hooks' in ways that complemented the objectives we were trying to accomplish. Unlike some scenarios which lock history, backstory, and flavor away behind high DC background skill checks or specific questions that the party doesn't think to ask, this one seemed to deliver story/background to the players well.

Picture this: it is a weekday evening. You want to play PFS. You want to play something linear with a fun and straightforward plot that can wrap in 4-5 hours. You want some flavour/background and low-key RP alongside your combats (not merely as a prelude to the dungeon entrance). To Seal the Shadow could be the scenario for you!

...if you have a DM that has visited PFS prep to get the player handouts, delivers a copy to each player at the start of the scenario, and moves the verbal duel along at a decent pace.

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My 2 ep on the dreaded verbal duel. During scenario marshalling, our GM gave us each the handouts and instructed us to assign tactics to skills in advance. Then, at the start of the encounter, our GM was clear what our team's objective was. Time Taken > Narrative/Plot/RP advancement, but our GM was prepared and each player had a nifty little RP segment or two. It was 'okay'.

Having now used the mechanics in play, I 'see' better how UI's rules might work in a 'normal' game. So, objective accomplished for Paizo I guess?