So for my next entry in my blog, I was thinking about writing adventure content. I don't know if anyone from Paizo was following along, but I was also putting a little fiction in the blogposts. I was wondering if it was against the community use policy to write that Fiction in the setting of Golarion? Also, more importantly, if I wrote adventure content and the setting was also Golarion, would that be against the CUP? I would be making money eventually through Ad Revenue, but otherwise, I wouldn't be charging any money for the content. Is that a possibility? Thanks in advance.
It's been a while since I've played the Barbarian, but I'd play him with the flavour that Rage is not simply great fury and anger, but rather the Barbarians way of channelling emotions into strength. A way of controlling his human impulses and using it to his own benefit. The man who stands on a battlefield, shouting at his troops, excited at the prospect of the coming battle, happiness at being where he belongs. The woman who's son was just murdered before her eyes, and her pain and anguish bottles up into something that she's learned to control and use(though some may equate to anger just as well). The lone individual who stands, completely surrounded by his enemy, fear and adrenaline pumping through his veins, giving him the strength that just may be enough to let him survive another day...That's how I see the barbarian Rage.
Reposting this here based on a suggestion from a fellow Paizo fan. I began writing this blog in the hopes that us Pathfinder Gamers would have something to look at during their commute/breakfast/what have you. The first three posts are up, the latest being a nice long look at the Barbarian. Feel free to comment and let me know what I'm doing wrong and what I'm doing right. Thanks guys!
As the title says, I'm writing a blog specifically for the Pathfinder RPG. The first two posts are up, with no mechanics as of yet unfortunately, but the third is going to feature the Barbarian. Give it a look, if you please. Hopefully, I can update it at least two or three times a week, to give you guys some decent reading material. Thanks in advance, everyone!
My last trip into Golarion was a sandbox game that ended up drawing a nice big plot arc, which for this particular game I was trying to steer away from. One of my goals for the game was to make the game feel more like a realistic world, not a video game scenario with merchants who have endless pockets, and the players would have to pick and choose what loot was worth carrying with them, and whether it was worth holding onto until they could find somewhere to offload the goods. I had visions in my head of the players funding merchant fleets with their adventuring profits in order to make more money, and I had even begun development of my own shopkeeper system where the players would own a business, and fund it in whatever way they saw fit. My GMing power ran out of juice, and we've put the campaign on pause while I recharge my batteries(luckily, they seem to be recharging quite well). I couldn't help but feel as though there wasn't a good enough system in place to give the game a sort of random and yet believable economic feel. The players started off in Ustalav(after a brief venture in hell), then decided that they would make their way through Lastwall to Varisia. A couple of adventures later, they found themselves in Vigil, resupplying. I wanted to make certain locations unique as far as the economic side of the gameplay was concerned. Vigil was essentially a military city, so I decided that Vigil would buy any and all arms and armor equipment, but at 40% instead of the usual 50. It had the advantage that Vigil was truly an inexhaustible amount of income, but at less than normal. Most other weapon shops can't afford to give out more than say, 300-500 gold a month, but at least you could haggle with the shop owners. TLDR - Don't worry about it. Just tell me how you handle the economic side of your games. Thanks :D
Taking someone else's map leaves a bad taste in my mouth, though I guess I need to get over that feeling. I suppose there's no real need to show them the map unless it comes up. For now just do the whole "You travel over the hills and forests, until you reach the city of -----". It's just that a map makes my world feel so much more real. Gives me a feeling like I know this world, every inch of it.
I'm in the process of making my own campaign setting, but there's a problem. Like the title says, I suck at making maps. I try to draw some kind of land mass, but all I really know is "Okay, this city needs to be next to the ocean. Okay, this city needs to be next to a forest." I have no idea in my head of what a continent is supposed to look like. After drawing a "continent", I look at it and note that it looks like some kind of bastardized trapezoid or the like, and quickly toss it. I don't have an eye for making rivers, or forests, or deserts. Reading the GM guide makes me believe that anything I'd draw would be wrong on every account. So for those of you who have your own homebrew worlds and feel as I do, how do you deal with the map situation?
I searched the archives a bit, and I couldn't find an answer, but perhaps only because it's so obvious. Just wanted some clarification. If you're invisible and you make an attack, does the invisibility go away after the attack? For example, I want to Vanish with my rogue, move to attack a creature, and attack. Does the creature lose it's Dex bonus when I attack and thus allow me sneak attack damage, or does the effect end when I start the attack? I'd imagine it would end AFTER the attack, because the condition invisibility seems kind of silly seeing as most invisible effects end as soon as you attack. I know there are exceptions, but still...
Helaman wrote:
The way I decided to do it is that all these creatures are minions of the green dragon that lurks in this cave. The wyvern is kin to the dragon, the fire elementals are bound to the dragon, and as for the manticores, they serve the dragon under their own volition. In my campaign setting, the dragons terramorphed the planet from a rock to the world it is today, and as such they are revered as gods, as creators. This particular dragon had absolutely nothing to do with that, but he is a dragon, thus the manticores respect and serve him as their master. As for solutions, I think I like the dragon lawful that Irules was talking about. Carrying on a "nice" conversation with the PCs sounds fun, and seems like a good way to provide some background to my setting. Thanks for the advice, and feel free to drop more if you choose. I'm gonna take the rest of the advice given and lock it away for future use. Borrowing other ideas, ftw.
Okay, so here's my issue. I have a cave that my PCs are going to be hired to clear, to stop the monster attacks on a nearby village. I'm expecting my PCs to be positively drained after the first two encounters. I have four 6th level PCs, two wizards, a cleric and a fighter, and one of the wizards is a new player (my girlfriend, x_x). The first encounter is a wyvern, backed up by two small fire elementals (CR 7, if I'm not mistaken, a challenging encounter for 6th level PCs). After that, my dungeon splits a bit, but a pile of rubble blocks them (for now) from the final encounter. The next encounter consists of a pair of Manticores(also CR 7 encounter), which I'm going to be utilizing the 60 ft tall cavern for flying and the like. Finally, I'm going to have the rubble cleared by some manner, or perhaps an opening in this room of the dungeon to lead to the final encounter, which is a young green dragon. CR 8, or a tough battle. I feel that my PCs are going to need to be up to full strength in order to deal with the dragon, because this is the farthest we've gotten in a campaign thus far, and this is the first dragon any of us have encountered. But it is CR 8, and according to the book, my players should be able to handle it. I guess my question is, is there a way to suggest to my players that they should rest before going into the last room, short of telling them to do so?
Thanks for all the replies. And I do think that I do a good job as GM, at least good enough for my group. We have a blast role-playing, and I try to cater to all of my players needs for a good gaming experience. So, ultimately, I've got the most important rule of tabletop RPGs down. Now to get to work on refining the rest of it. Now, back to the thread topic...
Being a fairly new enthusiast to role-playing games, but especially Pathfinder, I find myself very intimidated while I read these threads about the balance issues, such as the underpowered monk or the overpowered wizard. I am GM of one of the campaigns my friends and I play weekly; the main one really, as it is usually the one we play weekly, and has progressed the farthest. Two players in my group have campaigns that have basically been put on hold, though one is about to start up again. Another's campaign we are running, but he finds himself lacking inspiration so the campaign moves fairly slow. Sorry for digressing, but that train of thought was intended to let you guys know that I'm the GM. I'm the one that sets the standard for the games that are going to come. I set the example for the others. And I'm terrified of making mistakes. Will I be too soft as a GM, because I'm not giving my players a real challenge? Is it my fault, as a GM, that my friend's wizard is far too powerful, and thus all the other players are simply a supporting cast? That's not the kind of game I want to play. Sometimes reading these threads gives me a "Why bother?" attitude. Going off-topic for my own thread, I apologize. The reason I created this thread was to hear of far more experienced GMs and players the mistakes they've made, both as a GM and even as a player. I've only been playing tabletop RPGs for about a year and a half, and roughly 6 to 8 months using the Pathfinder system? I'm not quite sure. I know I've made tons of mistakes, both mechanically and RP/realism. Towns that don't make sense, misreading or misinterpreting rules, or just being wrong with the rules outright. The biggest mistake I feel I've made thus far happened about two months ago. My campaign is different in the fact that my players are both the antagonists and the protagonists of the story. There are two parties, a good party and an evil party. One stands out as the villain, whose other character is also stands out as the "hero", so to speak. That isn't to say that the other PCs lose time in the spotlight; the party makes decisions as a whole, it's just that a single character is the driving force behind these decisions. Jeez, I'm not even sure if I'm making sense. Anyways, the city I made them start at was essentially a cesspool. Little law enforcement, gambling, prostitution, overdrinking, all of which were factors. A city of thieves, if you take my meaning. I feel as though this gave the PCs a sense that they could run rampant through the town, especially since I gave the antihero control of the city's underworld. The city's council decided that no longer would they stand idly by while this man dominated the underworld, not without some kind of compensation. A councilman and his aide showed up, so my antihero decided it would be a good idea to kill the aide by chucking a scythe at him. I think I got power hungry, and decided that this man was going to live, for no other reason than me wanting to check the PCs power. So, even with a natural 20 on an attack roll, the NPC caught the scythe and tossed it away. This annoyed the players a great deal; weeks later and I'm still hearing inside jokes about my use of deus ex machina. I've come to realize what I've done is a mistake, and based on what I've read in the "Last Straw" thread, I feel like this would be grounds for players leaving my game. What do you think? And please, share your experiences of your own mistakes of GMing. On a side note, Wowee I'm sorry for throwing a wall of text at you guys.
I've considered throwing in a mission in my current campaign in which the party is to capture battle plans from a high ranking official, who happens to have quite a fortune along with him in the caravan that he is traveling with. The idea is that the party gets to keep the spoils as long as they bring back the battle plans. However, I don't know if this is pushing the boundaries of a paladin's alignment too far. On the one hand, this is an enemy who would be using the funds for nefarious deeds, and on the other stealing is stealing. I'd like to hear your thoughts on such things.
Last night I was running my campaign, my overly vocal player disagreed with the rest of the party on how to approach a situation. 10 minutes OoC talk went on as my players argued on working for the bad guy, or trying to kill him, despite the four armed guards that he had in the room, and possibly more on the way. Tempers got hot, the tension was high and my girl player got upset when he said "Oh you're stupid!" Not actually meaning it, of course, he meant more on the lines of "That's stupid", but still her feelings were hurt, and the usually quiet but extremely nice girl told him not to say things like that. "Well do whatever you want, but don't ever call me stupid." And you could tell by tone of voice, and her expression that she was clearly upset. Everyone told him that they disagreed with his way with the situation, so after I managed to calm everyone down, he said "I cut my head off, because this is getting stupid." Now I'm really making him sound worse than he really is, usually it's a blast to RP with everyone, including him, but I'm growing concerned. What happens the next time their opinions come to a head? I mean, I managed to get everyone back on the same page, we took a break, came back and put the campaign in high gear for the rest of the night. I guess I'm asking how do you experienced DMs deal with situations like this? I've DMed a couple times before, but this sort of thing is brand new to me.
Last Saturday my group pulled it's first all-nighter. Sort of. We'd finished our first adventure, and the DM decided he was done for the night. After an hour or so of video games, we decided screw it, and converted the other DM's campaign into pathfinder, and rolled up all new characters. It was awesome, because we took this campaign a completely different route than the previous one, and instead of fighting a war enveloping the world, we ended it quickly and quietly by paying one of the PCs that wasn't there to assassinate the king, then had to break her out of the dungeon and escaping. We were talking to the innkeeper and B.Sed him like we were a traveling circus, but now it seems we're stuck with it. A Dwarf Cleric, a Minotaur Fighter, and a Human Sorcerer. It's a lot of fun. |