I’m excited about a sequel.
I will admit I disliked the mandatory damage environmental hazards that seem set up to be an arbitrary resource depletion exercise and really hope that the designers stop doing it (it’s now becoming common) however once we passed that I thought it was a terrific scenario - a list pirate treasure scenario including a crashed ghost ship, and a ship full of undead in space - hunting treasure maps indeed!
I’m hoping this becomes the sevenfingers of sfs.
I don’t mind people taking less optimal pathways, as long as they then don’t complain about not being able to do as much (or start bring a massive resource drain).
Everything is fun until someone is a liability to others.
It’s a team game and it’s expected you can contribute to the team, not hinder it.
Congrats HMM and congrats Tyranius!
I will say that it has been exciting working with you, and I have really watched this space grow in the last 12-18 months due to your great work and marshalling the team.
It has come a long way since Magabeus and I went off and ran Year of the Shadowlodge Multi-table on these boards as a 'community event' and people weren't sure it was even allowable, and Jesse was right behind us clearing the path so we could make it happen. Sure we ran a few more events, but then came the raft of great events and we went from one 'official' event, and one 'Shifty and his mates' event into the all year extravaganza beast we now have.
Great work, and you will always be remembered as the powerhouse that kicked us to the next level.
Having fun, it's just the composition is odd - then again Pathfinder season 0 and 1 were a real shakeout too, and it got pretty solid in season 2 onwards (in the main).
So far I'm liking this scenario and I hope it becomes the beginning of a cool chain - like the Starfinder equivalent of the Sevenfingers series (which I loved). The Salvations End arc has also been really sweet.
Waking the past is a gift, as is Cries from the drift. Mind you given the number of one star reviews on Waking maybe I'm the one in the wrong.
The best scenarios that took realistic engagement distances into effect were night in nightarch, and the Blackmoon survey. In the first instance, it was simply thought about in an urban context, and in the second it was a baked-in feature. It also taught players about the benefit of smoke grenades and why you should always have them.
I liked the composition of It Rests Beneath, and Heart of the Foe made some assumptions which were mostly ok. Data-breach was pretty solid too.
The worst offender I for bad mapping was the protectorate petition, which was straight up Pathfinder.
I also suspect that the writers are trying to balance the content and keep melee relevant, because players get upset when they need to spend at least 5 combat rounds doing nothing but taking a run action to get in close with their doshko, whereas cavalry charges and long-distance bayonet charges over open ground went out of vogue at Beerheeba and Gallipoli respectively.
I suppose what happens is that the vibe ends up more aligned to Shadowrun/Cyberpunk style adventures, where environmental hazards and dangerous overland adventures is what happens when you forget to bring the baseline considerations or are somehow displaced from them, rather than a number of the current SFS scenarios where they are a part of the storyline.
Even in a primitive jungle we'd be getting beamed signal from orbiting ships or the like, heck we could probably be following a drone (or using them for on the fly recon), and be utilising a battle management system for real-time tracking.
We can work most of the route recon out via googlemaps today. Obviously a bit of route recon is always nice (mark one eyeball). Survival is a great skill when dumped somewhere with not a lot, but in a mechanised high tech fighting force (that has magic to boot) it just seems anachronistic.
I think the writers need to start thinking in terms of technology and baseline assumptions.
They still have smells and gas traps against people in environmentally sealed suits.
Mon "Goose" Tavvi wrote:
I probably should have asked first. I'll take lead on the Survival check if nobody has any ranks.
How is it in a tech level that involves starship travel where we can do orbital scans of planets and maintain planetary comms we can't just use a nav man to get from a to b, with a scanned map of the area loaded in from our ship that can calculate a route.
This is more leftover Pathfinder design that should really be done away with.
Yep nice catch on number of pax - still gives us a lot of options for hailing around the whole gang :)
There were some good expansion bay options, like a medical bay or workshop but they didn't seem as practical/useful as being able to just pick the whole party up and move them around - which has an almost universal application.
If we are in a urban setting we can get to the relevant facility (eg medical bay) and movement is handwaved, or we are needing to move around a lot and being able to move quickly avoids a lot of the environmental hazards which could land you in a medical bay :p