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Hey All You Magnificent PFS Piddlespotters-- As most of you know, I believe PFS's core is a social community and so whether you can make it to Paizocon or not, I hope that you will participate. In the past, we've detailed our games, our meets, our greets, and our beerings. There are some good memories stored up in the threads of yesterPFS: 2011 PFS PaizoCon Bloggery
This year will be cool, with both new versions of the Pathfinder, and ACG being available to play. I'll *should* be able to get into both games, and will try to share what I can. Again, the Glass Cannon Podcast cast return as special guests. I've listened to most of the Giantslayer run and strongly recommend a listen to everyone. Start listening at Episode 1. As usual, for you attendees:
For you non-attendees:
I, like usual, promise nothing...except that I'll be twisting some arms of people here to join me in describing their experience playing PFS, Starfinder, and the ACG this weekend and the people that make it happen. -Pain
Hey All You Magnificent PFS Piddlespotters-- As most of you know, I believe PFS's core is a social community and so whether you can make it to Paizocon or not, I hope that you will participate. In the past, we've detailed our games, our meets, our greets, and our beerings. There are some good memories stored up in the threads of yesterPFS: 2011 PFS PaizoCon Bloggery
I believe I am in at least one Pathfinder Playtest and will try to offer notes from what I see...and encourage others to add their notes. I'm mostly excited to see/meet the Glass Cannon Podcast cast. They are the Special Guests at PaizoCon. I've listened to most of the Giantslayer run and strongly recommend a listen to everyone. Start listening at Episode 1. I laugh my ass off even while I'm screaming at the cast for various reasons. For you attendees:
For you non-attendees:
I, like usual, promise nothing...except that I'll be twisting some arms of people here to join me in describing their experience playing PFS and Starfinder, and the ACG this weekend and the people that make it happen. -Pain
Hey All-- As usual, I want to encourage all y'all to add to the 2017 PaizoCon Bloggery thread, so that not only will our deeds and meeting be recorded for all time, but also so that gamer friends who could not make it might enjoy what happens here. You're all welcome to contribute. Even W. Kristoph Nolen. -Pain
Hey All You Magnificent PFS Piddlespotters-- As most of you know, I believe PFS's core is a social community and so whether you can make it to Paizocon or not, I hope that you will participate. In the past, we've detailed our games, our meets, our greets, and our beerings. There are some good memories stored up in the threads of yesterPFS: 2011 PFS PaizoCon Bloggery
And this year, we get Starfinder and that could be really cool. I hope that some of our attendees will offer some notes from whatever experiences and seminars they attend. For you attendees:
For you non-attendees:
I, like usual, promise nothing...except that I'll be twisting some arms of people here to join me in describing their experience playing PFS and Starfinder, and the ACG this weekend and the people that make it happen. -Pain
Greetings Mortals- I don't like you and you don't like me, but that doesn't mean that we can't raise a dram of the sweet, sweet nectar together. I've been scotching for a short while, but doing a lot of 'research' in that time. It's been a fun (as you can imagine) process. After about a year, I don't know much but I know much more than I did when I started. Lemme point you to two tools have have helped me learn: first, map <MAP>. We Pathfinders know maps and this map is pretty good. See them distilleries from different regions? See that? And, in general, different regions have a different spins and flavors. No, it's not perfect, but you know if you get stuff from a distillery on Islay, you're going to taste a lot of peat. And if you go to Speyside, you're getting a more classic scotch flavor...with a bit of spice. Secondly, get thee to Distiller.com, aka the ClassGuide of Booze. You can create an account, list your collection, and learn a bit. Heck, you can even find me (user: Painlord) and add me as a friend. You'll see my collection and whatnot. Mostly, you can use Distiller to read and shop for things of interest. I don't do ratings or comments because I don't know what I'm talking about (yet). Note about Distiller Ratings:
I have mixed feelings about the ratings. The 0-100 score is done by an expert which is subject to all sorts of personal preferences/mood swings/what they just ate, etc. I go by it, but also put a lot of credence into the 0-5 star rating, given by the distiller community. The wisdom of crowds thing. I kind of mesh the two in determining what to try/buy...and sometimes my preferences are affected by price/value. I can tell you that I *love* Johnnie Walker Blue, but at $150+ per bottle, it's not something I'm drinking every day. But I like JW Black, just fine and it's cheap enough for sipping at home while I play Pathfinder, you know?
Also, please don't think that the more $$$ the scotch the better it is. It might be more true, in general, but there are lots of times where I've paid a lot for a bottle but found it wasn't for me or I didn't get it. While the $200 bottle of Johnnie Walker Blue is amazeballs, it's also possible that some $$$ scotches are crap. The only way to know for sure is research and trying them out. Thirdly, I'm just talking about scotch. I appreciate some of you might like a nice bourbon or irish whiskey, but that ain't scotch. For those of you that are confused about the difference, lemme try to explain. Scotch? Whiskey? Huh?:
Uh, yeah it's confusing. And we can't do Venn diagrams on this site. But maybe this will help.
Category:subcategory
Scotch is a particular whiskey that only comes from Scotland. Scotch is actually a lot of variety within a relatively small area. But you can buy a few different scotches from a few areas and use that to develop a taste and understanding of things. Most of the bottles below are relatively cheap and nice introductions. Here are some good, inexpensive scotches that you can use to learn about the range of flavors available to you. How to Drink Scotch Part 1: Water? Ice? Food?:
I know there are lots of varied feelings about this issue. For me, I'm mostly neat (which means no ice). I will, occasionally, splash some water into a scotch. But mostly, no water unless the scotch seems to want it (like a spicy Abelour or CompassBox). I don't eat while I drink. Period. I don't want the food I'm eating to cloud or distort the scotch. Others feel differently about this, but for me, as I try to learn: I don't eat while drinking. Also, I don't do ice...cold kills/hides too many of the flavors, however I know that's how others like it. My feeling is that if you need ice to make some scotch palatable, then you might have the wrong scotch for you. How to Drink Scotch Part 2: Meta:
Suppose you run about and buy 3 bottles of scotch. How should you drink them? In what order? Well, good question. I like comparisons. I like take a splash of one and sip it gone, then try a different scotch and take a splash of that. Sometimes I might go with one scotch for the night, trying to get a feel for it. I don't think it's right or wrong to switch between two or three bottles, sipping splashes away. But comparison will allow you to start picking out peaty or floral flavors more easily. You'll see which scotches are more sweet or spicy through comparison and tasting. How to Drink Scotch Part 3: Glass? Paper cup? Shoe?:
The pros will tell you to sip through a scotch sniffery glass, however, that's for sticking your nose in and trying inhale the scents. I'm happy with just a regular glass. I tend to avoid ceramics, papers, ivory horns, & plastics when drinking scotch. List of Painlord Recommended Starter Scotches: Glenlivet 12 (about $30 at Trader Joes) - It took me an entire bottle before I *'got'* this scotch. Yes, it can take a while to learn how to drink or enjoy a particular scotch. This scotch taught me that. I'm happy to drink it now. It's a baseline, cheap scotch that I can use for comparisons. It's not amazing, but cheap and good. Laphroaig 10 (about $40 at Trader Joes) - This scotch here will teach you about peat. This here is the peaty peat peatiest stuff of your dreams/nightmares. Mrs. Painlord considers it to taste like wet dog; to me, it's magic. It's rough to be sure, but it's also good, very good. Peat is boggy swampy hag magic brewed into a drink. It's great once you get into it. Old Pulteney 12 - (about $40) OP is OP. That is, Old Pulteney is overpowered for the cost. It's good. A bit sweet and has good flavor. Don't believe me, watch this old Scottish bastard talking about it: informative OP discussion. This guy knows things and he's hilarious. It's a good listen for when you get your own OP. He also talks about adding water to scotch, which is interesting. Isle of Skye 12 (about $42) Similar to OP, Isle of Skye 12 is cheap and good and just a nice scotch. Johnnie Walker Black (about $40 at Trader Joes) - Ah yeah, my favorite cheap blend. It's just a solid, slightly-peaty scotch. Don't get JW Red, and if you can't afford Blue (Platinum isn't worth it), then treat-yo-self to some Black. Compare this to the Glenlivet or Laphroaig. You'll begin to taste the differences. Glenfiddich 14 (about $50) - Nope, not a glamorous bottle, but I love this. Not too expensive and just good. Aberfeldy 12 (about $55) - This is the first 'expensive' scotch that I ever fell in love with. That was over a year ago and now I know better. It's just good and always makes me happy. Also, it's not that expensive (now that I've seen others) but still a staple of my cabinet. Lagavulin 16 (about $80 at CostCo) - The mack daddy of the peated scotches, this one blends peat with smoothness to equal happiness. Yes, it's the one Ron Swanson drinks on Parks & Rec...and for good reason. Sipping this while watching your favorite sportsball game is why scotch (and probably all sports) exists. Benromach Organic (about $90) - I can't tell you how much I love this one. So good. Not even sure it's organic, but it's magic. So yeah...where should you start? I started by making a lot of mistakes (and them drinking them away). I tried lots of stuff I liked, and a bunch of stuff I didn't. I explored and created my own maxim: "Always Second Sip". That means I never, ever trust myself on my first sip to judge a scotch. Try a second, third, or fourth sip. Heck, try a bottle, but be slow to make up your mind. First sips are lies. Dirty rotten lies. First sips are just wrong...unless you hit that one scotch that hits you just right. It's rare...but mostly, like especially when you are trying a peaty or spicy scotch, it may take a few sips for your 'buds to adapt to the flavors. Buy yeah...how should I start? Uh...depending on how much you want to learn and explore, you might buy three bottles either immediately or over a period of weeks. You might buy 'Old Pulteney 12 or Isle of Skye 12', and Glenlivet 12, and laphroaig 10. That's about $110 or so...but is many many good nights of drinking scotch. From there, you might have a splash of Glenlivet and then a splash of Laphroaig, then try comparing that to OP. From there, after you understand those scotches, you might feel free to explore the map, explore Distiller, and find other interesting scotches to drink. I've had a lot of bottles that I drank, but didn't love. At the same time, some random purchases I've made have ended up being pretty good. I'm still learning and don't know much...but I do have a map and I've found some things that I've liked. -Pain p.s. My favorite scotch: Oban 14. It's not beloved on Distiller (Distiller is just wrong on that, IMO), but is the best bottle at the price ($80). It's just solid and good. p.p.s. Yes, Lagavulin 16 is really, really good. That's for special occasions. It may take you a while to get it, but once you do...ah...yeah. p.p.p.s. If you have any thoughts, opinions, or questions about my Distiller Collection, I'm happy to discuss. I seek to learn. p.p.p.p.s. For more on other scotch stuff, this thread is full of fun and recommendations.
Hey All You Magnificent PFS Piddlespotters-- As most of you know, I believe PFS's core is a social community and so whether you can make it to Paizocon or not, I hope that you will participate. Those that are blessed enough too be able to attend, please contribute. To those who have questions, please ask them and we'll see what we can do to answer. This is Tonya's first one as Paizo's Organzied Play Coordinator. I can't wait to see what she does. In the past, we've detailed our games, our meets, our greets, and our beerings. There are some good memories stored up in the threads of yesterPFS: 2011 PFS PaizoCon Bloggery
For you attendees:
For you non-attendees:
I, like usual, promise nothing...except that I'll be twisting some arms of people here to join me in describing their experience playing PFS this weekend and the people that make it happen. -Pain
Yo Mortals-- I don't like you and you don't like me but that doesn't mean that we can't celebrate the fact that I made it to my first GenCon *and* that Kyle Baird didn't. Unimportant Stuff:
I decided in January to attend GenCon when Mrs. Painlord gave me a unopposed 'meh' when I asked if we could work it out. I hadn't planned on doing any Bloggery here, mostly because I do the PaizoCon bloggeries and have no idea how they go over and if people like them. However, more than a few people have said that they enjoy reading the bloggery and wanted me to do one for GenCon.
If you like and read this or my bloggeries, please like the post so me and other contributors know what they are doing matters. Thanks. Obligatory Warning:
As usual, I don't guarantee of the facts or ideas in this post, much less the spelling of names nor that these actual events happened. Beer happens and so consider all my posts as quasi-delusional pompous fiction (so not unlike a Thursty scenario). I came to meet people (especially those board yahoos whose posts I've been reading for years), play some of the Adventure Card Game, and hack my way into the Specials. There are 4 specials this GenCon. Two I already played at PaizoCon, but two new ones. In short, I've already met a piddlespot load of new people: redward, VOs Jeremy Chapman, Seth & Kristen Gibson, Mark Stratton, Jacque Woods, David Frahm (super nice guy), Alison Ooms, Kevin Ingle (Sniggevert), Lucas Servideo, Joshua North, Texan Stephen Ross, Andrew Shumate (Netopalis), James McTeague (Iammars), and Dan Simons. Of course, I reengaged the usual compliment of scum and villainy: Todd Morgan & TwiLiBobJonquet, Jason Roeder, Jon Cary, Chris Mortika, Jonathan Choi, PirateRob, DragnMoon, Andrew Christain (I love this guy more every time I meet him), and Jon Dehning. I still have yet to meet Del Collins, Dan Cornett, Mike Bramnik, Joe Ducey, James Martin (who I play in two PbPs with...and have yet to meet), Joseph Kellogg, and many more. Piddlespot...there are more people that I'm forgetting to mention than I am naming. I believe the core of the Society is the people therein and the common social bond we forge as we play this silly roleplaying game and enjoy a common pastime. * * *
* * *
(More on Scotty's later.) * * *
As it turns out, I've been using a dice bag his wife made for years. However, I have no recollection of how I got the dice bag. It's a small world.
As some of you know, I love Play-by-Post. I'll play entire campaigns via PbP without ever meeting the other players in person. There is also a lively PFS PbP community. Why do I bring this up? Not just because you should be playing Play by Post, but because sometimes I run into other PbPers and it's nice to meet them in person. I've met Silbeg (aka VL Jack Brown from Minn) for years via his participation in PbP. On Wednesday, we finally met. A couple of notes: the entire Minneapolis/St.Paul/Cloud PFS group is pretty freakin' spectacular. From Ryan B, to the other Ryan B, to Jon D, to Ray and Keith, Mark, and Aaron, and AChristain...they are a piddlespot ton of fun. And man do they drink. My liver can only take so much of these guys, but I love them to death. So Silbeg introduces me to his crew and we hang out most of Wednesday night. There are plenty of bars close by and eventually end up at Scottys at midnight for more beer and food. Jack, Mark, & I polish off 101 oz of Scotty's Ghost Goblin Brew (an IPA). Damn...that finished me off for the night.... ...Until I met Auke and Thursty and Tonya Woldridge (VC Ontario) and got pulled into chatting with the Paizo staff for a bit. Tonya is pretty amazing, nice and friendly, open and talkative. I like people who can socialize well. More to come...I'm going to dinner with Auke (an old friend and VC of Netherlands).
Hey All You Magnificent PFS Piddlespotters-- In the past, we've detailed our games, our meets, our greets, and our beerings. There are some good memories stored up in the threads of yesterPFS: 2011 PFS PaizoCon Bloggery
This year is going to be different than past years. This year, PaizoCon is this weekend, on Memorial Day...the same date as many other PFS Conventions around the country (including my beloved Kublacon). As a result, there will be many new faces who can make it now (rather than around the July 4th weekend) and some familiar faces will be unable to attend. I already miss the Canadian contingent who won't be there. We were are merrier when they were there. As most of you know, I believe PFS's core is a social community and so whether you can make it to Paizocon or not, I hope that you will participate. For you attendees:
For you non-attendees:
I, like usual, promise nothing...except that I'll be twisting some arms of people here to join me in describing their experience playing PFS this weekend and the people that make it happen. -Pain p.s. Ah man did I miss Kyle Baird last year. I can't wait to see who I will meet who is new this year.
Author's Notes:
PbP is *the* best Pathfinder format there is. No game you will ever run will have the depth of story and character that you will have in PbP. I can't apologize for the length of this post as I recognize that in tackling this I could never have written all that could be said about Play-by-Post (PbP) GMing. There is just too much...and I could never say enough and do a complete job. However, there should be some things below to help you find the mindset to run a great game. I hope other posters will fill in the blanks with their own suggestions and ideas. I did not work alone on this. Other active contributors include: GM Angry Ankheg
Others have contributed to this post by running me in their games. I am grateful for the opportunity to learn from them. I freely welcome open discussion, your contributions, and disagreement in this thread...only through the sharing of ideas and collaboration can we push this format to be better. It's Tough, So Tough:
It's tough to be a GM, twice as hard to be a good PbP GM. I have had
However, these are not insurmountable problems. A PbP game has many, clear advantages to 'Real' Life, Face-to-Face and can be an infinitely more rewarding experience for you and your players. 0. Prime PbP GM Commandment:
Coffee is for closers. I repeat: Coffee is for closers. Don't set out to start a PbP. *SET OUT TO CLOSE A PBP* Finish what you're going to start...whether it's one book of an AP, a PFS scenario, or your own home brew. These boards are full of dead games...started by GMs with the best intentions. But they have failed before the first 1000 posts. Failed before they even got to the good stuff. Mostly, it's because the GM lost heart, didn't realize what it would take to create a good game. They were unprepared for the daily effort that is necessary to *complete* a PbP. In their wake, they have left player after player wondering why the game died. It’s because their beginnings were ill-conceived, poorly formed, and/or lacked the momentum to properly start in the first place. So...*Don't start a PbP unless you can finish it.* Being a PbP GM is hard (and also infinitely rewarding) and this guide is going to help you out. However, please, for the love of whatever gods you might pray to: try a PFS mod before starting a full AP. Finish something small first, get it done, get your feet wet and understand what it takes. The good GMs aren't the ones who start PbPs...they are the ones that close them. In short, this is the one and only Commandment for GMs: Finish what you start. There is no greater crime on these boards than a GM getting a party of players together, getting their hopes up, having them work on characters and backstory and their dreams...only to have them dashed when the GM disappears. With that said, we can get to the good stuff. We can talk about how you can run an awesome game by setting good expectations of your players, keeping the pacing, running good combats, and setting the social tone for your game. The overarching tone of these suggestions is the following: train your players to make things easier on you. If you can do that, you can avoid or minimize some of the tough parts of being a PbP GM. *************************
1. Setting the Tone and Training:
This is your game. The best way to make it the way you want it to be is to lead the way...and train your players to make it easier on you. Take it away, Motte:
GM Motteditor wrote: Running a PBP game is a LOT of work. You have to keep track of everyone more than you would in a tabletop game, and for me at least, I'm switching windows all the time to see what modifiers are in play, etc. etc. Even with some dice strings saved, every dice roll involved some typing that takes longer than simply tossing a d20. It's simply time-consuming to do each round of combat in a way that it isn't at the tabletop. So do things to make things easier on yourself. 1.1 Set Clear Player Expectations:
The biggest thing I have learned is to set clear expectations for players before they get involved so that they know what is expected before they join. When you are clear about what you expect, your players will respond. Look at this beautiful(link) campaign info tab by GM Damo. You can see how much time and effort he went into planning his game. I would want to play in that game because I know what is expected. This GM's post was a great example of how to answer a player's questions about what is expected. Set your expectations. Posting. Roleplaying. Formatting. Interactions. House rules. Community. Everything that you can make clear up front, will make your job easier later. Be clear! 1.2 Promote Community:
Pathfinder is a social game. Pathfinder involves interactive social skills and, as GM, it's your job to promote good social interaction. Your ability to work with others, create trust, and thank others will go a long way towards making your game better...and easier for you to run. Acknowledge & Thank Awesomeness: When one of your players does something awesome, acknowledge it. Great roleplaying? Say so. Something make you laugh? You blew coffee all over your keyboard? Put in an LOL! or LOL@<name> into your next post. Use the "favorite this post" to show your appreciation. It matters. Soon, your players will start liking your posts and those of your other players. React: Good stuff happens when people react to things that are happening. As GM, you have more opportunities to react than your players...while you should give your players priority in reacting, you should definitely have your say in promoting roleplay by reacting. Reacting properly gives the players hooks and creates interest. Interaction is part of the social nature of this game. Socialize: Remember that you and your fellow players are people that have come together to play. Find ways to talk to others outside the IC and OOC threads. In most of my current games, I have connection with players via GoogleChat (via Trillian) or a Facebook Private Group through which we can chat about in-game and out-of-game stuff. Getting to know the other players has only enhanced my connections to their characters and to the roleplaying. My best games are ones that I can chat with the GMs about both in-game and out-of-game stuff. We're friends...having fun together playing PbP. Trust: Building trust is essential, both between you and your players and for the other players to have so that they can roleplay honestly without worrying about mistakes. Some of the best RP and memories comes from players acting in character to results that didn't turn out as intended. However, players need trust to take those risks, to act and make mistakes.
Be a friend, a confidant, a human. We aren't playing PbP because we want to play with robots...we aren't playing WoW. This is a roleplaying *and* social game. 1.3 Be Collaborative, not Combative Storytelling:
Play by post is a crafting process. The GM and the players can either collaborate and create a work of art... or combat each other over the design, details, and direction. The latter is likely to leave a battered and broken heap that no one enjoys. It's a choice; make the right one, and make sure your players are ready to join you in making a work of art. 1.4 Training, Bad Players, and Trimming Deadweight:
Dirty little secret: Bad PbP players are easy to find. There are lots of them on these boards. Good GMs are rare. There are a lot more players than GMs...which gives the GM a leveraged position. It does not give you the right to abuse players, but you don't have to put up with bad players...nor those who don't seem to be contributing. Train your players using positive reinforcement: When you call out a great roleplaying post or clear combat action, you highlight what you value and your players will strive to do more. The game, our time, this PbP format, is too valuable to let it be ruined by bad players...and I've seen plenty of bad players in PbP. What sorts of things?
(Note: Knowledge of Pathfinder rules is a not an issue...nor is quality of build. As GM, you can place as much priority on those aspects as you deem appropriate...and you can work with rules-light players almost easier than you can with rules lawyers. It's a matter of preference and your ability to train your players on what you prefer.) Remember, you outline the type of campaign you want, and then help the players live up to it. You have the *responsibility* to your players to not let bad players slow down or ruin your game. It's *your* job to take action to protect *your* game from bad players. Sorry/NotSorry, it's one of the privileges/duties/honors of leadership. Some behaviors are correctable and simple nudges and PMs should clarify what is expected. A few polite personal messages should clear it up. Always give your players chances to improve...if you are positive with what you expect, it should be easy to fix. And remember this trick: Praise in Public, Criticize in Personal Message/Private. Now, here is the biggest point of all this: Don't be afraid to cut bad players. You can replace them easily enough...but if a player is not contributing, or is sucking the soul from you or other players, it is your duty to cut them before they do too much damage. As one Venture Captain once told me: “You got to scrape the barnacles off the boat if you want to sail quickly." Bad players are a drag on you and on your players. Give them a chance to improve...and GET RID OF THEM if they don't improve. *************************
2.1 Creating the World:
For some, the most daunting aspect of running a play by post is simply setting up the various threads. While it is not entirely straight forward, Paizo has made some changes that smooth out the process considerably.
Step 1: Create the Recruitment Thread:Go to the Play-by-Post Recruitment area of the Paizo Boards; use the "add new thread" link. This requires a title. The most important information to have in this title is whether or not it is an "open" or "closed" recruitment. If it is a closed recruitment, the post does not have to say much, but can be used to begin the setting the tone for the story. If it is an open recruitment, this is where the rules and expectations previously chosen will be relayed to prospective players. Step 2: Create the Campaign Page: When creating the Recruitment page, there will be a small box at the top with a link to set up the campaign thread. The page it creates is a good place for a list of important things: rules, important NPCs, quests, links to maps and/or treasure sheets. A good campaign page makes the game easier for both the GM and the players. Paizo has set it up so that immediately upon creation, a campaign page will have links to create the other threads, including the one you will use the most, The Gameplay thread. Step 3: Create the Gameplay Thread: When the other threads are used appropriately, the Gameplay Thread is allowed to stand as an almost entirely in-character space. Done well, they can be read near enough as a story. To this end, the first post for your Gameplay thread should be after your party has been chosen, after they have crafted their characters, and after they have had a little bit of time to get to know each other in the recruitment thread. 2.2 Choosing the Campaign -- Length, Levels, Laws:
Before you run a campaign, and before it can even be offered up to players, it is best to have some sort of sketch of what sort of campaign it will be. How long will it likely run? What levels will it cover? What ruleset and what sort of house rules will be in place? Each of these questions opens several others, but by asking yourself these questions, you will be able to be more upfront with prospective players and likely end up with a more compatible group in the long run. How long will it likely run?
What levels will it cover?
What ruleset and what sort of house rules will be in place?
Just as important as the rules for the game are often “unwritten” rules that make for a good game. How deeply are you looking for the characters to be developed prior beginning? How much character friction (vs player friction) is allowable? How much, and what sort of metagaming is allowed? Being upfront about these things with your players makes sure that they have considered these things as well. It's not that any given answer is "Right" but that it is Right for the game and group in question. Rules: made to be broken, or bent?
The Only Rule that Matters
2.3 Recruitment:
I have such mixed feelings about recruitment threads. There is usually so much competition for a few threads that it seems impossible for competing players to find a spot. On the other hand, I love the challenge of the contest and how it spurs me to create a good, complete character.
What kind of game do you want? One that focuses on the technical parts of Pathfinder (builds, combat effectiveness) or one that is focused on roleplaying and character? You should create the recruitment thread to highlight what you want. I will make no secret that I place roleplaying and character development over builds in every case. If your game is going to succeed, story and motivation are what matter...not how much damage someone can do. In my experience, combat and balance always work themselves out...roleplaying and story do not. Get Players who read/follow directions: A Recruitment thread is a great place to quickly see who is going to annoy you and other players with their lack of attention. For instance, if you mention in your build requirements 'core races only' for a low fantasy game and some yahoo offers a Dhampir Half Dragon, maybe they aren't going to be an easy fit. I guarantee if that if they aren't paying attention in a recruitment thread, then they are going to be players who frequently miss things in-game. Attrition: Unless you are incredibly lucky/unlucky, you will face some attrition from your starting game until the end. Players move on, get new jobs, lives change...things happen. You can either prepare to re-recruit when that happens, or recruit large (6 players for your average AP)...then not replace them as they leave. Referrals vs. Open Auditions: There are some GMs who only open up to players they know or are referred to them. That can be good...you know the players you are getting have the potential to be good (or, at least, have a social pressure to contribute). On the other hand, we need to make the game open and inviting for new players. A referral might have a long, strong posting history and be a great player...on the other hand, playing with new and different players is how we improve as roleplayers. Suggestion if you are taking referrals: Find a spot or two for new players. We always need to find ways to include new (to PbP) players into our games...they are our game's lifeblood and can be trained to be good players. This post (PFS) talks about what we want from new Pathfinder players. It applies nicely to PbP and the PbP community as well. We can learn a lot from new players: both things we've never thought of...and things we know are wrong. Sometimes learning what not to do is as good as knowing what works. New players see and react in new ways...helping us flesh out possibilities within the PbP metagame. 2.4 Timezones:
In the past, a fellow player/GM that I respect insisted that getting players from similar time zones was essential to a good game. I'm not so sure. While I prefer the quick posts from people who are local to you, I’m not sure it is more or less important than other factors. Good players will contribute regardless of where they are. However, if you prefer to chitchat via GChat/AIM or other, having more overlap on the play/sleep schedules is important. And if you're seeking a very quick game, insisting that players are GMT+/- 2 hours from you can help you and your players have more time overlap. 2.5 Mapping the Adventure:
For many GMs, mapping may be the single most intimidating part of running a Play-by-Post. It doesn’t have to be. Anyone with the skills to reach Paizo to read and write a thread has the skills to do at least minimal mapping. HOW to map, however, remains a personal preference...you need a find a way that works for you. Maps don't need to be amazing, they just need to get the job done. Questions you might ask yourself:
Google Drive: has 4 different formats that can be used to map: Googledraw, Google presentation, Google spreadsheets, and Google Document. That’s right, with nothing more than basic office productivity software, you can map for a Play-by-Post. Rolld20: After trying basic office productivity software, most people decide to look for something stronger. Roll20 has a base subscription for free. It has everything that any of the Google Drive formats have, plus more. Like any community-supported resource, it is hoped that those who see the benefit will donate or subscribe at a higher rate to help keep it alive and growing. RPG Virtual Tabletop: Several websites have lists and/or reviews of various options, one of which can be found at RPG Virtual Tabletop. Ditzie: Some GMs like Ditzie, which is easily updated from any computer. You can create recursive maps easily. In the end, this is a lackluster explanation because there are lots of options depending on what you want to do and how you want to do it. The most important factor in mapping is getting one that works for you BEFORE you start a game. Working maps is a high stress factor in PbP games. Get it right before you start. 2.6 Initiative:
Running initiatives can sometimes seem complicated, even at a Face-to-Face table. I suggest you use PROOP. Prepare your initiatives (and common things like perception checks) ahead of time. Set up a macro or copy and paste it from your Campaign Info (example link) tab. Roll initiatives for your players. Usually in a spoiler. Organize your monsters/bad guys into meaningful groups. You don't necessarily want all your monsters in one group, but also, each additional group/individual you have will slow down combats. If you have yahoos that should be acting alone, have them act alone. If your party is facing 15 kobolds, then maybe do 3 groups of 5. Order the initiatives from first to last, using highest init modifier in the event of a tie. Post the initiative in a way that you can copy/paste later in your rounds. In this, the GM rolls for everyone and then each person responds either in order, in subgroups, or as they can. At the end of the round, the GM summarizes, taking each person’s response into consideration as he lays out how the round played out. This can be a little or a lot more complicated, depending on which variation is chosen. In general, a little more work for the GM can speed the game up considerably. As with most things, communication is the key to success. 2.7 Treasure Tracking:
Some people *like* the detail of treasure tracking and game resources. Some players do not. If you want to track all the stuff with your players, please do...but be aware of the time involved.
You can also work with your players to track loot and gold, helping them keep lists and reviewing purchases and sales. GM Treasure Tracker: GM Evilan's CotCT (spoilers) Treasure sheet. This was keen as he used WBL to level us, managing the treasure for when he wanted us to level. Player Treasure Tracker: This one is run by Mal from our Reign of Winter campaign. Personal Treasure Tracking: When there is no group tracking, I would at least encourage you have your players track their monies and purchases in the OOC, keeping a running total of gold. Spasi's First Cashing
If it is important to you (or your players), you are encouraged as ask your players to post their total Wealth in the OOC so you can see where they are as opposed to where you could be. If you notice a player who is significantly under WBL, you can manage a treasure drop for them. ************************* 3. Random Things about GMing PbP that are Tough to Categorize 3.1 Consistency (aka The GM Evilan God skill):
If I had a second commandment, it would be this: Be Consistent. One of my greatest PbP GMs had a singular 18 stat: consistency. Every morning he would wake up and post...the next round of combat or the next interplay. EVERY FREAKIN' MORNING...it...was...awesome.
Why? We, as humans, respond to consistency and expectations. It gets us all on a regular schedule. And nothing is better for a PbP game than consistency: when players know the game is always going to move forward, they stay engaged, they stay in-character. On the other side of the coin, random and fragmented posting is a killer. Unexplained absences, slow posts, and gaps make for a poor game. Your story falters when the details fade from memory. We players lose our connection to the game and our characters when we do not post. Keep your momentum. Post everyday...and at a set time if you can. 3.2 Posts per Day:
It's fashionable to insist on a post a day from your players. Many players and GMs do not hold to that well. However, that rule doesn't really work for GMs. Here's one that applies: Post at a rate that you can sustain; post as needed to keep momentum. There is only *one* person completely responsible for the game: you.
My GM PbP requirements might look like this: "I'm going to hold you to the same standard as I hold myself: I expect you to post as often as is needed, adjusting to the pace of the group, as set by me. I plan to post at least once per day. When you do post, I expect you to push the action/story/RP or leave/pick up RP hooks. If our pacing changes to the point of negatively impacting your ability to keep up, I hope and expect that you will talk to me earlier rather than later. I promise to do the same if our positions are reversed." 3.3 Corral and Redirect:
Let's be honest: players are yahoos...goofy, silly yahoos (if you are lucky). However, even the best players get lost, lose focus, forget the 'mission', go astray. It's your job to corral them and get them back on track. For me, GM Chris was a master at getting our PbP group back on track or refocused. Look at these posts....
Example #1: OOC Corral Post #1 (Shackled City spoilers) – Party was lost on leads and story. Fixed in one post... Example #2: ...until we needed more months later. (Shacked City spoilers). Example #3: Not to mention combat confusion, a good corral post can fix those too... Example #4: ...until it happens again. It happens. The best person to get things back on track is *you*, the GM. Players will get lost as they deal in the campaign and through the lens of busy lives. It's easy to fix. Another great example comes from GM Brew:
3.4 Player Resources:
A good GM uses all of the resources at the table. This sounds obvious, but many games die because things become overwhelming to a GM who tries to do everything himself. If a game has six players, then a GM has not one person, but seven who can help do the work to make it a thriving campaign. If one of the players is an Excel god, relying on him to help with a treasure spread sheet just makes sense. If another has excellent focus, the GM might ask them to give a nudge if it seems like things are bogging down. Every person in the game has an vested interest in making sure it goes well, so don’t be afraid to let them *invest*!
By the same token, invite players over to the OOC to research rules questions. Have a question about how XYZ works? Ask your players to figure things out with you in the OOC. Quoting rules sources or linking to rules pages makes things work. Remember, you can play RAW or RAI or 'WhateverIWant' as long as you're fair, clear, and consistent in your rulings. Here is another example (link) from the amazing GM Chris. Was the ruling right or wrong? Answer: It doesn't matter...the GM ruled and explained. We players were happy and moved on. Another example. Players can also help with rules by researching things for you: Check out Atol (here). Think they are wrong? Take it to the OOC: A powergaming yahoo gets slapped by the GM (next post). 3.5 XP and Leveling:
Assigning XP for encounters is an old and outdated system. If it makes you happy to track such things, then go ahead and do it. For me, the better system is Whenever-I-Feel-Like-It. If you're a GM playing an AP or running your own content, you pretty much know where you want your players to be.
GM Evilan used GP vs. WBL to decide when it was time to level. GM Evilan's Treasure & XP sheet. See the first tab? He used loot to approximate when we would be leveling. As GM you can adjust the loot. Secondly, when characters level, in addition to having them update any alias information, ask them to either send you their new character sheets or post their new levels in the OOC, pointing out feats, spells, skills, and things of interest. ************************* 4. In-Game Management Stuff In short, do what works for you and your players. Here is what some fine GMs taught me in the past that worked well. 4.1 Know Monster Checks:
As we mentioned above, we want to both train our players to be good ones and support those characters who have chosen to put ranks into knowledge skills. For me, I love in-character knowledge rolls so that I can participate fully and use my character's skills. There are two ways to handle them:
Or this example from GM Lithrac. It's sometimes hard to remember what creature goes with what knowledge. There are plenty of links around to help you remember, including this one:
The basic check 10 + the monster's CR. 15 + CR if you feel the monster is rarer. Players can usually get additional information for each 5 that they beat the check. But, as always, this is your game and GM for the most enjoyment for you and your group. 4.2 How to Push:
A good GM prompts, pushing when appropriate. And you will need to learn when to push and when to let things lie. It may take time for you and your group to coalesce. It may take you a while to know when to push and when to wait. Luckily, as you are GM, you can easily ret-con (go back on) actions and fix things if you go too quickly. As I believe there is a greater danger in going slow than quick, I always encourage pushing. Going too fast can be fixed, going too slow makes things harder. 4.2.1 What would you do?:
Check out this perfect push post by GM CC (link). It beautifully describes the actions and prompts the players to react. Granted, you should not need to prompt your players to react, but this sort of push is very effective. What would you do? 4.2.2 Stepping:
GM Cyrioul showed me this neat trick...'Stepping'. And another stepping post. These are great ways to give players a chance to interject or respond as you post a bit of dialogue. It allows for a bigger post AND for responses to them. It reduces the slowness brought on by the give-and-take that long dialogues can have in PbP. 4.2.3 Active Pushing:
It takes a while to learn when you should push and when you should wait. Every group is different and you'll soon learn your players' tendencies. Early on, I would push often, knowing that things can be slowed and retconned. Even after the game is going, at the end of every substantive GM post, you should include a push, usually in OOC text.
Example active pushes:
4.2.4 Reward Your Pushers/Hookers:
You're going to have players that work to include others, move the action forward, and take responsibility for the game. Reward them somehow. Give them praise, highlight their actions, thank them for what they are doing. After all, you want to encourage it. GM Evilan warns wrote: ”Track how often people post, and caution your heaviest poster just as much as you encourage your weakest poster. The GM should be the heaviest overall poster. If not, consider who is driving the campaign.” 4.2.5 GM PC:
If you have created trust with your players, then it should be easy to liberally use GM PC when appropriate. (GM PC=Having the GM post actions for a player...if they are missing, busy, a requested absence, or just-because-they-feel-like-it.) Knowing when to GM PC depends entirely on your game, your players, and what they are doing.
The best part about GM PCing? You, as GM, can take things back or fix things if they are wrong. The second best part is that it can help you keep momentum and story focus. 4.3 Beware of Doors:
From Oceanshieldwolf: OSWolf wrote: ”Beware of doors: For some reason, placing a door in front of the PCs will make the game grind to a halt while they prepare to open it. Don't ask me why this happens, it just does.” In a PbP game, you want to avoid 'doors', that is, unnecessary delays in the game where your players are spending days wondering who is going to open the door. Hopefully, you are training them to push and act, but...just be aware that doors/columns/funky blue lights/NPCs can all be 'doors', that is, barriers to pushing forward. When you recognize that your players are afraid of a 'door', give them a push. 4.4 Fixing Errors:
Embrace the idea that you are going to make mistakes, do things wrong, miss things, misread, and screw up in a piddlespotting myriad of ways.
What's great about being GM is that you get to deal with them in any way you choose. You can either ignore them or, even better: fix them as best you can, learn from the experience, and move on. As GM, you can go back in time pretty easily...or issue a story override pretty easily. Example #1: ”Oops, I screwed up. The pegleg gnome you met back in town? He was actually a 'jittery eskimo firefighter' carrying two harpoons. He also told you that the secret to opening the Tomb of the Tattooed Turnips was weasel grease. You guys need weasel grease.” Example #2: ”You're totally right, Kast. I missed the deflection bonus from your combat toupee. Take off 6 damage.” Example #3: ”Oooh...oops! The DC for that Hold Person was supposed to be 14, not 34. Let's go back before the coup de grace, back to Round 2. My bad.” Example #4: ”Uh...yeah, I made a mistake there. No one has died, but yeah, you all got screwed, but found your way out of the Tavern of the Tepid Teawater. Let's play on.”
4.5 Keeping the Story:
Aubrey the Malformed wrote:
Aubrey says it better than I ever could. Have your story and get your players to collaboratively write it. ************************* 5. Running Combats:
Combats (especially the fun ones) can be a confusing mix of actions, delays and readies, spell effects, battlefield control and other good stuff. There are good ways to track them in PbP, but without protocol, they can get confusing. Some combats are easy, simple and can be even mapless (you don't need full detail in every fight). However, especially as you move up in level and skill, you'll want a posting and combat protocol to keep things clear (and even then things will get screwed up).
The key is being clean and ordered so that you and your players can easily see what round it is, what initiative it is, and who is coming up next. In short, it's about clear, communicative posts. Train your players how you want them to post actions and keep clear actions in combat so that you, as GM, can follow what they are doing and adjudicate the combat efficiently. You want to finish one round clearly so you can recap and move to the next. Combat Things to Do:
Exmple #1: Zilch drops his longspear (free), draws his morningstar (move), and swings at the donutbeast! (standard) Example #2: Appario draws his bastard sword (free as a part of a move action), Extortion, taking a 5' step (move), smites evil @ donutdevil (swift), and attacks! (standard) Similarly, your players are responsible for communicating the effects and spells they are casting and making sure other players are using the bonus. When I GM, I don't go back too often to correct for player mistakes...I would rather teach them to play with precision. However, you might have a soul and will be nice enough to allow a late reminder bonus from a Bless spell. I don’t have the patience for being nice when I can train players to be better. It’s hard enough in PbP without going back to fix thing that your players screwed up. Alias Stat blocks: Here are some samples I've seen and used over time:
{spoiler=Taldan Magicky Guy}AC 16/12/14 (+4 w/Mage Armor) /HP: 30 / F +2 R +3 W +5 / Init. +4 / Perc. +15/ Sense Motive +1 {/spoiler} An End of Combat Post stat block might include very different information, including current spell effects, abilities, class features, and whatever else might be important to the active situation. In the past, I've used some like this: {spoiler=Dyrant Status}
Or, for a spellcaster: {spoiler=Spazzes} Force Missile (0/7 used), Lvl 1 (0/8 used), Lvl 2 (1/5 used){/spoiler} And an example of an in-combat status block:
5.6 Combat Modifiers: Ensure that players clearly show their combat modifiers when they attack, calling out common (and uncommon) bonii that they are applying. Train them to show things like cover and firing-into-combat penalties clearly. Don't let them make your job harder. Train them to do it right. Example #1:
Example #2: See here how a complicated combat post can be cleaned up. 5.7 GM Spells: When one of your goons casts a spell (and the party can both see and hear it), the pro move is to describe the effect (in open text), and put a spoiler for your players who might want to spellcraft it. Example:
5.8 Player Spells: Insist that when your players cast a (less well known) spell, that they write out the name of the spell, a link to a source, and give the DC clearly.
5.9 Adjudicating Actions Players are going to post confusing and often contradictory actions...it is a part of the PbP game. Thankfully, you have the ability to adjudicate as you see fit: you can either correct or amend actions to fit or ask for an action to be redone. If you've built good trust with your players, your changes will be quicker for the game and the overall health of your group. Train your players to communicate with you about your adjudications. Players have to be willing to let go control for minor things e.g. You can't move that far, I'll put you here instead. or Player 1 killed that kobold, you moved here to attack kobold #2. Be careful you don't control too much - the players are in control of their characters. Keep the changes you make in-character. 5.10 Round Recap: The GM types up a quick note about what happened in the last round. This is incredibly valuable to your players. This creates a great amount of trust and certainty in your game as players know you've read their posts and responded to them. The combat recap is the best combat tool you have for ensuring a clear and fun game. DM_Euan wrote:
Bottom line: Run the combats as you see fit. My long standing games have developed these systems to reduce the strain on GMs for adjudicating the chaos of combat. You should run the system that works for you...just make it clear to the players what you expect. * * * * * In the end, the only way we’re going to have better PbP games is if you GMs train better players. And when we have better players, we’ll have better GMs and better games. Let’s create a great PbP Community full of good players and GMs that welcomes new players. -Pain TL:DR: Finish what you start.
Set your game up right.
Train your players.
Post Everyday. Be Consistent.
Learn to Push your players and your posts.
Run good combats that make things easy on you.
Hey All You Magnificent PFS Piddlespotters-- In the past, we've detailed our games, our meets, our greets, and our beerings. There are some good memories stored up in the threads of yesterPFS: 2011 PFS PaizoCon Bloggery
You really should have your names/thoughts/games immortalized in this new thread...whether you're attending or not. As most of you know, I believe PFS's core is a social community and so whether you can make it to Paizocon or not, I hope that you will participate. For you attendees:
For you non-attendees:
I, like usual, promise nothing...except that I'll be twisting some arms of people here to join me in describing their experience playing PFS this weekend and the people that make it happen. This might be the last Bloggery for me for a while. Rumor has it that PaizoCon will be moving to Memorial Day weekend, which means many PFSers will be supporting their local conventions (like Kublacon). However, that doesn't mean this PaizoCon won't rock. -Pain
Greetings Mortals-- You don't like me and I don't like you, but that doesn't mean that we can't rock PbP. My latest guide: How to Play-by-Post. Not all is perfectly applicable to PFS, but much will help make you a better player. Your thoughts and opinions are appreciated. -Pain p.s. Love it up, Caubo. Someday, you and I are going to meet.
Greetings Mortals-- For those of you who are new to PbP, the format is *THE* best pure Pathfinder experience there is. It allows for a depth in roleplaying and character development that is not possible in a F2F (face to face, aka tabletop) game. In fact, I prefer PbP to my regular games: for the quality of character development and totality of roleplaying combined with the pure strategic/combat geekery that a good, updated map can provide. This entire post builds on concepts established by Doomed Hero in his epic post: DHs Guide to Play By Post Gaming. Doomed does a great job of outlining conventions and common styles that carry through to most of my PbPs. I've played in some awfully bad PbPs. Thankfully, I've also been blessed with some *amazing* PbPs. The two biggest factors involved are the strength of the GM and the skill of players. It's tough being a good GM...even tougher to be a good PbP GM. Pathfinder, like life, is a skill, and you can become better at playing. As we become better players, it allows our GMs to present a better game. Good Pathfinder play is a series of skills and the more you play, the more opportunities you have to improve those skills. Some of these skills are shared with F2F and tabletop, but others are unique to PbP. In order, consider the following when you're trying to be the best PbPer you can be: #1: Become a Master of the Push and of the Hook:
Always Be Pushing. (ABP!) A, Always. B, Be. P, Pushing. Always be pushing. This is the most important thing you can do as a PbP player. It's not about posting often or quickly, it's about doing stuff when you post. It's about pushing your character's involvement in the story forward. Whenever you can, push the action, push the direction, push the party along. PbP is already a slow format, so try to make it better by pushing while giving others a chance to respond, of course. To reiterate: it's not the frequency of your posts, but what actions you take through them. Examples of good push posts: Good players push...rarely leaving a post that doesn't move things along or offer a hook. That momentum will make it easier for the GM and other players to act and react as necessary. It's easier for a GM to slow things down if necessary, rather than create something from nothing. Do this because it can make your GM's job easier. Embrace hooks: leave them everywhere. In PbP terms, a hook is a call to action, a point of interest, a *something* that someone else can react. It's hard to react in a vacuum, much easier to react to what others are doing and what else is happening. So try to have a hook in every post! Compare the following two posts and pretend you're next to post: Post #1: Hektir enters the room and looks around. 1d20 + 4 ⇒ (12) + 4 = 16 Perception Post #2: Hektir enters the room, spits, and looks around. "Smells like goblin farts in here," Hektir says, sniffing the air. 1d20 + 4 ⇒ (7) + 4 = 11 Perception Which post would you rather respond to? The second sets up a few more opportunities, if ever so slight. You might react to the spit on the ground, noticing it only when you make (or fail) your perception check. Or you might ask how Hektir knows what goblin farts smell like. Or comment on Hektir sniffing. When you reply, you should try to leave a hook (or 2) of your own. Always look for other people's hooks when you're setting up your own. Try to respond to them in a way that can both encourage their character to elaborate while expounding on yours. An excellent Play-by-Post isn't simply the combats, with each characters' stories bordering it like a frame- it is a rich tapestry of a thousand threads, woven together to create the beautiful whole. Embrace the Important Soft Push/Hook: There are times when you are just waiting for the GM or the other players to post, but 24 hours have passed. That's the time for the Soft Push/Hook- a post that doesn't do anything but bump your interest in the thread and what's happening. They are important to show that you're still alive, engaged and helping others stay engaged by giving them something to react. #2: Social Skills: Acknowledge & React:
Pathfinder is a social game. Pathfinder involves interactive social skills whether it's around a table or over the Intratoobz. Your ability to work with others, create trust, and thank others will go a long way towards making your game better. These skills apply in real life, but tend to show up differently in PbP. Acknowledge & Thank Awesomeness: When someone does something awesome, acknowledge it. Great roleplaying? Say so. Something make you laugh? You blew coffee all over your keyboard? Put in an LOL! or LOL@<name> into your next post. Use the "favorite this post" to show your appreciation. It matters. You'll know when you start getting them, and you'll feel inspired to create better posts. Start today, by thanking and acknowledging good posts in your PbPs. Others will feel it too...and reciprocate. React: There is a static and boring trope about being stonyfaced and unreacting when things happen. Well, it's boring in PbP. Good stuff happens when people react to things that are happening. Reacting gives others hooks and creates interest. Reacting ties your character to other characters. Find ways to react. Find ways to interact. Interaction is part of the social nature of this game. Socialize, dammit!: Remember that you and your fellow players are people that have come together to play. Find ways to talk to others outside the IC and OOC threads. In most of my current games, I have connection with players via GoogleChat (via Trillian) or a Facebook Private Group that we can about in-game and out-of-game stuff. Getting to know the other players has only enhanced my connections to their characters and to the roleplaying. #3: Roleplay with no limits:
Character Tips:
Play Tips:
Create trust by giving trust:
A Play-by-Post will survive bad rolls, bad calls, and bad builds, but mistrust can suck the life right out of the game. Most GMs are open to questions, but extended arguing slows an already slow process and shuts down trust. Trust the GM to listen to what you have to say, then let them make the decision. Trust the other players to play honestly. Trust yourself to be able to roll or role with whatever comes out of it. Roleplaying doesn't work if your fellow players don't trust you...and if you don't trust your fellow players. A *huge* part of roleplaying is trusting your fellow players to respond in kind, not take in-character things too seriously, and understand that this is a game. Part of me believes that overcoming fear of failure is essential to roleplaying. Personally, I would rather fail in my task/mission than fail to act in-character. I have to trust that things will work out in the end...and if my character would do X (within reason), he should probably do it and rejoice the earned outcome rather than metagame towards what will earn his 'reward'. PbP-The Bug is a Feature:
Of course, there are some "negatives" to PbP play, but how you handle them is more a function of you as a person than anything else. Some players see the slow play as a negative: always waiting for someone else to post. I see slow play as opportunity to craft a better response or focus on next actions. Down times and slow periods are opportunities rather than problems. Use downtime to ponder your responses or open up other avenues of RP. Or just be patient. PbP isn't an immediate gratification game...it's a long con that you're writing with others. As always, your thoughts and thoughtful disagreements are welcome. -Pain p.s. Thanks to GM Angry Ankheg and GM Evilan for their help with this. Also, thanks to The Rat for his chitterings.
Dear All You Magnificent PFS Piddlespotters-- I don't like you and you don't like me, but that doesn't mean that we can't have another awesome PaizoCon thread of Bloggery. In the past, we've detailed our games, our meets, our greets, and our beerings. There are some good memories stored up in the threads of yesterPFS: 2011 PFS PaizoCon Bloggery
You really should have your names/thoughts/games immortalized in this new thread...whether you're attending or not. As most of you know, I believe PFS's core is a social community and so whether you can make it to Paizocon or not, I hope that you will participate. For you attendees:
For you non-attendees:
I, like usual, promise nothing...except that I'll be twisting some arms of people here to join me in describing their experience playing PFS this weekend and the people that make it happen. -Pain p.s.: No Baird? No DougDoug (namedrop)? Maybe no DMoon? In a way, I'll miss them because they're like family.
In another more accurate way, they're yahoos that maybe I really don't need to see every year.
Hmmm... Let's pretend I have a Saurian Shaman druid. I just want to confirm what I think is true before I screw it up. Wild Shape, Saurian style:
At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2. Not counting Totem Transformation (which I think is pretty darn clear), at what level can this Saurian Shaman begin using wild shape? Eh?) At level 2, but for dinosaur forms only as a level 4 druid would. Bee!) At level 4, but dinosaur forms only and as a level 6 druid would. See?) At level 6, as a level 4 druid for most forms, as a level 8 druid for dinosaur forms. Dí) Something else. What say you? -Briar Edited for clarity.
I'm not sure all of you follow Brock on the Facebook, but this here points to all sorts of zaniness at PaizoCon UK, the Grand Convocation: Goblin Songs & Olaf. After seeing that video, I:
I hope to get more updates on the chaos over the next few days. -Pain Edit: Goblin Frostfur Song. Anyone know the board aliases of the PFS leaders of them there goblins?
Dear All You Magnificent Piddlespotters-- I don't like you and you don't like me, but that doesn't mean that we can't have another awesome PaizoCon thread of Bloggery. Last year, we 'blogged' the heck of Paizocon. This year, I'd like to do better and do more. As most of you know, I believe PFS's core is a social community and so whether you can make it to Paizocon or not, I hope that you will participate. I hope that you'll share your experience, comments, and funny PFS-related stories and whatnot with others. I'm inviting both you attendees and non-attendees to help 'blog' the events at Paizocon in this thread. For you attendees:
For you non-attendees: Tell us who you want us to talk to, questions you want us to ask, and things you want to know about so we can try to find those answers for you. I, like usual, promise nothing...except that I'll be twisting some arms of people here to join me in describing their experience playing PFS this weekend and the people that make it happen. -Pain
Hey All-- With pleasure I announce that the Warhorn for Pacificon 2012 is open for sign-ups. We have a heck of a schedule this year:
We also have some of the best GMs in country in the Bay Area and will be offering the following for PFS play: Pacificon Schedule:
Fri: 2-6:
Fri: 7-11:
Sat: 9-1:
Sat: 2-6:
Sat: 7-11:
Sun: 9-1:
Sun: 2-6:
Sun: 7-11:
Mon: 9-1:
Mon: 2-6:
Located at the Santa Clara Marriott Hotel. You can buy Con badges and get hotel info here: Pacificon 2012. Let the awesome continue. -Pain p.s. Please don't confuse this with our production thread where we are codifying our convention planning process for others. This thread here is for rocking this convention.
Greetings Mortals- I love Organized Play conventions. I started going to them during my Living Greyhawk days (Theocracy of the the Pale), then moreso during my run in LFR, and when I started the Bay Area Pathfinder Society...it turns out that I started to run local PFS play at our local conventions. I believe conventions are really important to building a local PFS community. In the Bay Area, we have PFS play in 10 different locations and those players get to come and melt and play together each and every convention. For me, I love seeing the same yahoos every convention and catching up and playing games. It's a part of building community. In the Bay Area, we are blessed to have 4 great local conventions: DunDraCon (February), Conquest Sacramento (March), Kublacon (Memorial Day), and now Pacificon (Labor Day). We are about 10 weeks out from Pacificon and our Bay Area team has begun planning...and we're going to do it openly. Pacificon 2012 (August 31 to Sept 3, SF Area, CA) is going to rock this year. The "Cincorate" (the 5 yahoos of the planning team) started planning with the following goals:
The point of this thread will be to discuss our planning process for Pacificon. We have 10 weeks until Pacificon. The Cincorate and I will be posting to this thread all the stuff we're doing to plan and prepare for Pacificon. I know that we don't have the best convention practices (yet), but I hope that all y'all will share your experiences as well and so that the ability to run a good PFS convention becomes less of a mystery and more certain. -Pain p.s. The "Cincorate" (the planning team for Pacificon): Verdigris, aka the Amazing Walking Wondrous Item
p.p.s. If any of you want to be invited to our next planning meeting or be more involved in this, please drop me a PM or email. See my alias for contact info.
Holy Piddlespot! Check out this Video of Awesome. It's our judge rewards for Kublacon. I'm really excited for this Con and I want more of you all to be there. (Coin Designer link: Markusdark Alias link: Markusdark) Two years ago, PFS started play at Kublacon with 19 tables over 10 slots. Last year, we over tripled that to 77 tables over 10 slots. This year, we are up to 150+ tables of PFS goodness, 4 VCs, 4 VLs, the PFS Campaign Coordinator, a real Pirate, sweet ass judge rewards, a Shivok, a sloth, and one of my favorite players on the planet. Our Bay Area judge pool has really stepped up. We have over 30+ local judges who are judging 3 slots. Only one judge is doing more than 5...because he prefers to judge. Everyone else is stepping up to do a bit and contribute back to the Society. Though a combination of sweet rewards and asking appropriately, we already have 140+ of the 150+ tables filled with judges. And there is still room for you. Memorial Day Weekend - May 25-28. KUBLACON 2012.
There is still time for you to get there. -Pain
Hey All-- As you might know, I love finding ways to promote better play. I want to play with good players...and I hope by playing with better players that I might eventually become a good player myself. (Someday.) As such, I love this thread on roleplay mastery by HolmesandWatson. I'm not sure I really understand it all, but love to chew off a piece to think about once in a while. In addition, them Canadians up in Ontario have a local player named Mergy who has been writing some local blogs to his gaming community. With his permission, I've linked them below. I love them. They are really good introductions to better play. Mergy’s Methods: Excellent Equipage Episode I
So...anyone else have a thread that might be good for this thread? -Pain
Title: Why I am leaving the Pathfinder Society, by Thorne, the Most Powerful Mage in *All* Absalom 4712-03-14
After almost 12 levels, first as a summer recruit, then in the Grand Lodge, and now in working in Sothis, I believe I have worked here long enough to understand the trajectory of its culture, its people, and its global quest for artifact hording. And I can honestly say that the environment now is as toxic and destructive as I have ever seen it. To put the problem in the simplest terms: the interests of the Decemvirate continue to be focused solely on the acquisition of artifacts and knowledge not destined for the good of Golarion. This is achieved at the expense of humanoid-kind, the natural environment, tombs of long-dead Osirian monarchs, and various Azlanti ruins. The Pathfinder Society is one of the world’s largest and most important artifact and historical heritage collectors and it is too integral to global procurement to continue to act this way. The Society has veered so far from the place I joined right out of the lodge that I can no longer in good conscience say that I identify with what it stands for. The Society is one of the Golarion's largest and most important adventuring organizations and has too much potential as a peacekeeper and global sheriff to continue to act this way. The Society has veered so far from the place I joined right out of Grand Lodge that I can no longer in good conscience point menacingly (with words of arcane power on my lips) and say that I identify with what it stands for. For more than two years, I trained and adventured with my fellow pathfinders, some of whom were unworthy copycats, through our grueling adventuring process (Explore. Report. Cooperate.) In 4710, I managed the summer expedition to recover in strange artifacts in Osirion with the 4 to 5 other recruits who made the cut. I knew it was time to leave when I realized I could no longer explain to my fellow Pathfinders about what was happening to our returned artifacts with any certainty nor what the Decemvirate intended to do with them. What happens to them after the Decemvirate gets the returned and acquired knowledge and artifacts? The Society changed the way it thought about acquisition of knowledge and power. Knowledge used to be about ideas, setting an example, and using that knowledge to the betterment of Golarion. Today, if you make enough prestige you will be promoted into a position of influence, even if you have no idea about the true motives of the Society. What are four quick ways to become a leader in the Society? a) Execute numerous successful missions in which you risk your life. b) 'Hunt Oliphants'. In Common: - manipulate a massive Society-wide shadow conspiracy against the Society itself then leverage that shadow war into a seat as a Faction Head. c) Orchestrate numerous assassinations against the Decemvirate while working from the inside (Note: might end badly). d) Betray one's own chosen faction by assisting other factions and seeking their assistance in return, all in the pursuit of fame. When I was a first-year recruit I didn't know what a wayfinder was, or how to tie my wrist sheathes with magic, or what wand I should purchase with my first 2 PA. I was taught to be concerned with learning to draw a weapon while moving, finding out what a Meteor Hammer was, and memorizing the correct spells so I could incinerate my foes with a single spell. My proudest moments in life - when the Shadow Lodge attacked Absalom, fighting through the streets of Absalom then avoiding acidification at the hands of a ancient lizard - have all come through hard work, with no shortcuts. The Society today has become too much about shortcuts to artifacts and knowledge and not enough about making Golarion better for anyone. It just doesn’t feel right to me anymore. I hope this can be a wake-up call. I hope that the knowledge that the Society has gained over the last two years can be used to make Golarion great again: what is the point of uncovering lost knowledge if not to use it to remake the mistakes of the past? We need to weed out the morally bankrupt people, no matter how many dinosaurs they can summon, how many assassinations they execute based on orders from their Faction Heads, or how many weapons they use to flurry. And get the culture right again, so people want to join the Society for something more than the nihilistic pursue of knowledge for the pursuit's sake. People who care only about knowledge will not sustain this Society — or the trust of its Pathfinders — for very much longer. Knowledge (Current Reality) DC 20:
Greetings Mortals-- Who's ready to crunch some data?!!!?! w00t!! Data!! w00t!! ::crickets:: I said: Who's ready to crunch some data?!!!?! ::crickets:: *sigh* Anyhoot, here you go: Survey Data and Quick Stats Note:
This data has been order-randomized. IP addresses, date information, & comments have been removed to ensure anonymity of the responders. The two tabs of stats are the 501 PFS players who said they played PFS and the 32 people who are not PFS players yet took the survey anyway. As far as surveys go, that was a pretty good response rate. The raw data might not tell us much, but we've have some amazing PFS Community members working on cool data analysis right now. That link should be to a easily downloadable GoogleDoc wherein you can take the data and perform what rituals that you must. Here's what I ask of you:
Here are the *comparisons of groups* that I'd like to see and invite youse guys to help make it happen (in addition to whatever interests you): 1) Judge vs. Not Judge
The Most Important Part of Pathfinder Society Play Fix:
I would appreciate a 'fix' of the "The most important part of Pathfinder Society play" question, however it makes sense to do so. Not everyone did it backwards and it should be easy to identify those entries who probably did it backwards. I know this might require a line by line review, but I think we can clean up this question by looking at the responses and seeing who both liked "Organizing Pathfinder Society" (answers = 1 or 2) and hated "Hanging out with friends playing Pathfinder" (answers = 4 or 5). Check out the data and see what you think works. If you want to ignore this question altogether, please do. I know we have Community member tackling this issue right now. And he's good. As usual, I respect and appreciate constructive debate and thoughts...both for me and other respondents in this thread. So...any questions? Thoughts? Show me your data/conclusions! -Pain * * *
If you play Pathfinder, why don't you play in the Pathfinder Society?:
Areas where offered are too far to be regularly played.
What would get you to play in the Pathfinder Society?:
Campaign management that didn't come off as arbitrary and capricious. (Not for following question "would I recommend", you do not allow an answer of "No, from my experiences in the society, I would not recommend it to others.")
Where do you usually play Pathfinder Society?:
all of the above
What got you involved in Pathfinder Society play?:
4th Edition Refugee
In general, do you wish Pathfinder Society scenarios included:
A Balance of combat and roleplaying
What is the one thing you would change with the Pathfinder Society?:
"active" communities cross communication and involvement in scenarios( like 'pen pals')possibly culminating in convention scenario team-ups
Why do you GM for the Pathfinder Society?:
A combination of giving back to BAPs, trying to improve the gaming runs as best I can with more detailed RP of the NPC characters with the players and the enjoyment of telling a story.
Does your regular Pathfinder Society playgroup offer GM rewards outside of GM chronicle credit? If so, what do it offer?:
10 dollar gift card every one pitchs in
Why don't you GM Pathfinder Society?:
Annoying paperwork
Would more (or different) GM rewards induce you to GM?: "GM ONLY" port on web to discuss with game designer, OP incentives (patches, pins, t-shirts, registration/advertisement materials) public not
Greetings Mortals-- So the Pathfinder Society Community Survey is now closed. I appreciate everyone's responses and everyone who pushed the survey to their local gaming groups. I should have the data available for Community download shortly. At this time, I believe I will be able to put it into a google document with open access. As usual, I respect thoughtful and constructive comments and suggestions on this survey. I have never claimed to be a wizard with school focus: marketing or two-hand wielding keyboard fighter with the survey archetype. At best, I'm a level two goon with the Dilettante feat and a few ranks of making-stuff-up and not-being-afraid-to-fail. As a philosophy for this survey, my motto was: "Do not let the perfect be the enemy of the good." At a certain point, I had to say "Piddlespot it!" in regards to the survey and just go with it. I avoided discussing the survey in detail while it was still open to keep focus on the survey itself. I'm going to open with answering a few posts that I sadly ignored, but feel is important to acknowledge: Beckett wrote:
One of the things that I struggled with is how to balance length with getting the depth and breadth of topics that I wanted information on. If you've read my other posts of note, you know that I'm not shy about talking way too much. But with a survey, it's a different animal altogether: if I had been able to ask all the questions I wanted with all the detail I wanted, the survey might have been 300 questions and taken 2 hours to complete. Beckett, you make a good point. I chose to exclude, perhaps unfairly, PbP play from this survey. There just wasn't room. As far as having more spots for open-ended questions, that too, leads to problems. The strength of a survey is getting useful numbers rather than dialogue and then being able to do some statistical analysis on that. Too much open-ended and all we really have is a bunch of stuff that doesn't tell us much statistically. Don Walker wrote: There were a few editing glitches, and I found some of the questions leading, with answers that did not allow a full range of responses. In some cases a simple yes or no rather than "yes, because ..." would be better. But it is what it is and should generate some interesting feedback. "Some of the questions leading...." Yep. Hello, Response Bias! I did the best I could with this, but I can understand V-C Walker's feelings on this issue. While I hope to do better next time and don't think it's huge factor in this survey, I encourage you to ignore/omit any questions that you feel are heavily influenced. Mark Moreland wrote: I hope that when people post this to their local messageboards it's made clear that this is an unofficial, fan-generated poll that does not necessarily reflect the specific metrics we are currently measuring in campaign HQ. If, however, the poll seems to generate a lot of interest, we may consider having a professionally designed poll with a bit more of a scientific sampling and question phrasing based on the type of things we're interested in hearing from members of the community. I would prefer that the existing poll not be purported as coming from Paizo, though, so please keep that in mind when spreading it around. Thanks! If and when Paizo does conduct such a survey (sounds great!), I hope it will be done in the same spirit as game design—open and transparent to all of the Pathfinder Society community. Fan input has been a great source of strength for Paizo, and will continue to be so. I choose to think that their results will mirror much of what we will see with these results. And next... Oh yeah...a *facepalmkeyboard* moment. Remember this question? PFS Community Survey wrote: The most important part of Pathfinder Society play to me is: (rank in order of priority, 1 is of highest priority, 5 is lowest): It lead to the following... Drogon wrote:
Drogon wrote: I agree that it has the potential to do so. And, Pain, you know I love ya, man, but those questions probably ought to be thrown out due to bad execution. So...one of the questions may be screwed up. How screwed up? I dunno yet. I used the standard 1 to 5 scale that we used at Wikipedia...a scale that is designed for a Global audience. "Many/some/???" people read 1 as least important and 5 as most important. (However, I'm not so naive as to think that people wouldn't have made the same mistake with the order the other way. Stuff happens.) I believe a majority did it with the right scale, however some did not. This is understandable...and, in retrospect, I should have done the question using a different format (or done the questions individually...or with a more clear header). This might have increased the overall length (which, as stated above, can be an issue). However, I'm not throwing this question out. Heck, it's not my place to throw it out. I believe that some of you will be able to comb through the answers for this question and find the ones that are clearly wrong and re-statify things. Some of you will want to ignore the question altogether. Please do what you wish with it and post your results on the upcoming "Survey Results" thread. I look forward to seeing what, if anything, the Community will learn from the results or this survey. It might be a troll-augury, a Commune spell, or something more. Other Random Thoughts:
Since this is a meta-discussion of the survey, I wanted to highlight a couple things that worked well. 1) The survey software easily handled all the responses and can generate some basic statistical analysis. I was worried the server might pop...but maybe I'm just a worrier. 2) The survey software is actually fairly robust and allowed a lot of complexity in generating questions and trees. 3) There seems to be very few obviously redundant submissions (at least via the IP rejection filter). I will review those again to be sure that multi-submission households don't get screwed, but I'm pleased with the security against spam. 4) I'm pleased with the Community support on this. I know a lot of people pushed it along. People were happy to give feedback and share. It was nice to see. 5) I think I learned a lot during the construction and handling. I will do future surveys better. So...constructive and thoughtful feedback?
-Pain
Hey All-- Just a quick update. The survey remains up until Monday...we'll see if we can get a few more responses. I would have closed it and begun typing up some discussion and tried to get the data out now, but the current website issues (I *need* to be able to edit!) and time restraints means that it won't come out until Tuesday or so. I have DunDraCon this weekend (Friday, Sat & Sun) and will be rocking that. Thanks for your patience. -Pain
Hey All-- The Pathfinder Society Community Survey closes in about 24 hours (at least that is when I'll begin final backups). Please forward a reminder to your playgroups to get their thoughts in. As an additional note: 1 = most priority, 5 = least priority, for the purposes of this survey. The link is: Pathfinder Society Community Survey. Thanks. Let's finish strong! -Pain Painlord wrote:
Hey All-- Just a reminder that the survey will only be open for about another 5 days...please make sure that you and your playgroup respond. I would love to get a wide variety of input from different groups and players. We are still getting quite a few responses each day, but still want to finish strong. So...*reminder!* As an additional note: 1 = most priority, 5 = least priority, for the purposes of this survey. The link is: Pathfinder Society Community Survey. I look forward to a more full discussion of this survey next week. -Pain Painlord wrote:
Fellow Pathfinders-- I have started a survey project with Bay Area Pathfinder Society players to learn how they feel about the Society. After some consideration, I invite the broader Pathfinder Society community to respond, as more responses lead to more data and more data can help us see trends and preferences better. It would make me happy for you to take this survey: Pathfinder Society Community Survey The survey should take less than 10 minutes to complete and ask questions about various Pathfinder Society topics: storylines, difficulty, judging and judge rewards, etc. Furthermore, I encourage you to forward the survey link to your local playgroup. The more responses we get from different players in different areas, the better our results will be. While I want the results of the Pathfinder Society message board denizens, I would love to reach other players as well. I will be posting the results on these forums and I want *your* responses and the responses of your *playgroup* as well. I would be honored if you would post in this thread that you've forwarded the link to your playgroup. Since this survey does not track any personal data (IP address is tracked as protection against spammers), it would be nice to know that many different regions have players that have been invited to participate in this. *Please do *NOT* discuss the survey questions in this thread!* I am a firm believer in giving people the chance to answer the questions for themselves without taint or influence. Maybe someone will create a separate spoilered discussion thread for survey responses/discussion. I look forward to sharing the results with the community. The survey is scheduled to end on February 15, 2012 (or earlier if problems arise). Painlord
p.s. Please email me directly at painlordpfs @ g-mail D0t com if you have problems or questions with the survey. I've had it up for a full day for our local Bay Area group with no problems so far. However, that may change if 100,000 hit the server all at once. We'll see what happens. p.p.s. For best results, it is best to fully complete the survey correctly the first time. There is no way to edit your results once you submit. Thanks again. p.p.p.s. The link, one more time: Pathfinder Society Community Survey
Greetings Mortals-- Local Coordinator:
Definition in Process: One who advertises, musters, judges, and/or coordinates PFS play at a gamestore, convention, or home. This may or may not include setting up the Warhorn, mustering, recruiting judges, reporting sessions back to Paizo, and/or other duties to make PFS play happen. They, ultimately, have responsibility for the enjoyment of the PFS players in their group. From my own local coordinator experience, I really believe in setting a good example for my players [Note: I understand that I'm still growing as both a player and judge.] and communicating the communal, social nature of PFS play. This game is at its best when everyone is participating and contributing to make the group go. I cringe when I hear stories of local coordinators who are judging 3 or 4 times for every time they play: it means to me that they are either choosing to judge (they are like DougDougBot 3000) or they are doing a poor job of encouraging and pushing others to judge. Sadly, while they are 'taking one for the team', may be hurting their group by not spreading and sharing the judge load as well as burning themselves out unnecessarily. I want everyone to be better players...and I believe that being a judge is part of being a better player. I believe groups are better when the judge load is shared and everyone has a chance to bring their judge skills and emphasis to the table. How do you get people to judge? Here you go: Some of this will be a re-post of my Painlord's Guide to PFS Coordination thread. Yeah, repeating myself for emphasis. How to Turn PFS Players into Judges: #1: Ask properly:
A personal verbal or email pitch works best. People respond better to a personal tailored appeal from a person they know. When you send a personal email, it gives both weight and credence to your ask...it gives the recipient fewer ways to ignore the appeal. Do *not* send out spam emails to group lists asking for judges: this is rarely effective and serves to hurt morale more than helping. It leads to confusion and uncertainty among your players. If you learn nothing else from this post than to do personal and targeted email requests for judges, this post was worth it. (Yes, it's fine to post a long schedule and invite everyone to sign up to judge, but for specific spots, direct emails are the way to go.) My email template for judge recruitment is spoilered at end of this post. #2: Promote benefits & explain needs:
Here are some of the arguments that to make, as appropriate, to perspective judges:
#3: Don't take 'no' for an answer:
Most experienced judges know that there is a significant mental initial barrier to entry into judgeship, however, once that barrier is crossed; judging becomes much easier and less of a mystery. Most judges do not start judging out of fear...fear of not knowing the rules, not being good enough, not blahblahblah. As coordinators, we need to motivate beyond that and get the player to be comfortable enough to step up to judge. Excuses are excuses....they are nothing but a smokestick in the way. I try to focus on ways to assuage their worries and support them. Here are some of the typical excuses and comebacks that I'll use in return: Excuse #1: "I don't have the time." (of course, this is just a stalling tactic)
Excuse #2) "I'm not good enough./I don't know the rules well enough."
Excuse #3: "I don't have the supplies/mats/pens/minis/grognards."
Excuse #4: "I don't want to."
I suspect many of you will think this is harsh, but I don't think so. In order for the community to grow and survive, you need people to contribute...everyone has to pull their share. And, as Coordinator, you have to make it happen...there is no one else! It should be stated that once a judge has repeatedly given good faith efforts and failed to achieve quality judgemanship, I would relent and remove them from my judge pool. It's never happened...but I've had bad judges before and I'll try to keep them away from my players. . . . Statement #1: I know this is a hard one for some people, but it’s not okay just to show up and play all the time. PFS is a community and for the community to grow, everyone needs to contribute. And there are many many ways to contribute. Some people may need to be invited to do so...and if your PFS community has areas of need (like judging), it's up to the local coordinator to ask. Statement #2: You can exclude players from your games for a variety of reasons: they are abusive, they are rude/untimely/jerks, *and* if they don’t contribute back to your PFS game. If you have potential judges who just refuse to judge & refuse to participate/do anything but play (perhaps holding onto the excuses above), you should consider dis-inviting them from your games. They are doing more harm to you and the morale of your group (by being a barnacle) than is worth it. They are welcome to go start their own PFS group and organize their own games at which they don’t have to contribute: but you don’t have to let them play at yours. As mentioned, there are other ways for players to contribute beyond judging. As a coordinator, I will create opportunities for people to make the group better, especially if they are not a good fit for judging. Non-judging Ways to Contribute:
There are tons of ways for people to help…it’s up to the Local Coordinator to offer and promote those opportunities. Judge Recruitment Email Template:
"Hey Joe-- Though we haven't talked to you about this before, I wanted to touch base about getting you into the judging pool at <yourgamelocationhere>. I've seen you play and I know you know you stuff and so I think it's natural that you would begin to think about contributing back to the <yourgamelocationhere> PFS community. Of course, there is no pressure to do so, but the system works better when everyone judges at least once in a while. We have lots of new players and need judges to fill all the tables. Consider this a formal invite to getting started. You can find tons of information about judging at the [http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderSociety/gmDiscussion]Pathfinder Society GM Boards[/url]. I know you can totally make it happen and I could schedule you at an approaching game night of your choosing. You will get player credit for judging, so that shouldn't be an issue. You help would be appreciated. Just once every month or two would make a big difference. Thanks, <yournamehere>” So, my thoughts on judge recruitment. Of course there is more...what do you have to add? -Pain
Hey All-- Sorry if my search fu is weak, but missed this if it exists. Does the witches Hex Ward (+2 to AC/Saves) apply also to CMD? I think I may be confusing this with this with the Cha bonus that Paladin's get to both AC and CMD, and wanted to confirm. Not sure why it would count in one instance but not both. Thoughts? -Pain
Hey All- I'm hearing some different feedback on things and wanted to get a general response from the community. When does a your typical wizard/witch/sorc/whatever start to need Mage Armor? Suppose 20 point builds, your 'typcial' Adventure Path, but that you're only going to be casting it upon yourself (no monks/eidolons/whatever or whatever with whom you'll be sharing). How much do most of you sweat AC at level 1 or 2 when you play a Wiz/Sorc/Witch? As a witch/wizard, I've been reluctant to 'waste' a slot into an hour buff when I could be ending combats quicker and use my intelligent positioning to keep me 'safe'. As a low level Sorc, do you really want to 'waste' a precious spell slot on Mage Armor? I like knowing the spell, but don't consider it mandatory. I might pick up a wand when I can afford it or a scroll down the line... I wonder and ponder. What do youse guys think? Thanks all. -Pain
Hey All-- With pleasure I announce that the warhorn for Pacificon 2011 is open for sign-ups. Located at the Santa Clara Marriott Hotel (2700 Mission College Blvd., Santa Clara, CA), you can buy Con badges and get hotel info here: http://www.pacificongameexpo.com/ The warhorn is here: http://warhorn.net/pacificon-2011/ We have some of the best judges in country in the Bay Area and will be offering the following for PFS play: 2-06 Heresy of Man pt 1 (5-9)
Let the awesome continue. -Pain
Greetings Judges, VCs, and Local Coordinators-- With GenCon coming up, I have been thinking about what we teach PFS to new players. I am primarily interested in developing 'good players' in my area and teaching them to play the game 'the right way'. Of course, this means different things to different people. This is meant to be a community wide meta-discussion on how to introduce new players to the game and what is important. I have playing PFS for a while now and have brought in quite a few new PFS players. I have run many players in their first games, pointed countless others to the PFS online resources, and organized a fairly large community (145 members and growing!) in the Bay Area. I have established strong feelings about what constitutes a 'good player'. For the purposes of this post, that will what I will be referring to. Your reality, needs, dreams, and desires may differ. Keep in mind: the PFS metagame is different from what you'll have in a home campaign or previous editions of the game. GOAL: My goal is to have a healthy, social, and vibrant PFS (and Pathfinder) player base. I *want* to play with new, interesting, and different play styles and I want many opportunities for play. By teaching our new players correctly, we lay the foundation for that community to grow. Caveat #1:
Not every new player is attracted to the same facets in PFS. Every player has preferences either for combat crunch, or fluff, or roleplaying (and those factors may change from day to day based on mood, energy level, tiredness, etc.). Of course, it is best to tailor any approach to new players building on what they have interest in. Caveat #2:
Not every new player comes in at the same starting point. You could have new PFS players who:
1) Never played any roleplaying game, let alone any version of DnD. 2) Play in a Pathfinder home campaign. 3) Took acting in college, played a bit of DnD in the '80s. 4) Played DnD when it first came out, haven't played since. 5) Come over from 4e/LFR or other living campaigns. So, people previous experiences should be taken into account and that should play a part in what you stress to the new PFS player. Here is what I would love every new player to get and understand as they begin to play PFS. Not a lot of this is Pathfinder ruleset or Golarion/Pathfinder Society trivia...this is Meta-PFS information, i.e. the stuff behind the stuff. Point #1: The game is about having fun, whether you like roleplaying or rolling dice. You can be into your character or into the combat or both. Play as it makes you happy and in the way that makes it fun for you while not making it unfun for others. Advanced: Trying to help others have fun, asking yourself: "What can I do to make the game more fun for them?" Point #2: Pathfinder is a roleplaying game. It is a social, group roleplaying game. We don't want to tell them they have to talk in a funny voice or dress up in costume, but we should stress how important the ability to build a character then be able to enact that concept at the table is. This game isn't about playing you, but playing the character. It's about reacting to situations as your character might react. It's about creating an interesting play concept then bringing that into the PFS module. I'm not saying that new players should be made to roleplay or that they need to do it on the spot, only of the importance and place in the game. Advanced: Try to bring up the level of roleplaying for everyone at the table. Roleplaying becomes easier and funner the more people are involved in doing it. And when the judge can handle and magnify it as well, the game becomes much more fun. Being able to bounce off other characters and their personalities is a key ingredient. Point #3: Pathfinder is a social game. Not all new players will remember any or all of the names of the other players when they sit down at their first PFS table. They may or may not...but they should remember that they were introduced to and greeted warmly by the judge and those players. Personal introductions are of *CRITICAL* importance. I have made lots of friends in Organized Play and that's why I continue to play PFS: the chance to meet and hang out with fun like-minded people enjoying a common pastime. This game *is* about making friends that you can see and play with on a regular basis. I want new players to know this the moment they sit down. And that they can expect the same warmth wherever they go to play PFS. Point #4: You have time to learn and people will be patient with you. I want new players to have an immediate sense of ease and comfort with their learning process and their development in PFS. There is a lot of focus on mechanics when teaching a new player to play because it's important and easiest thing to teach. The reason that we all teach the mechanics of how to attack, cast a spell, or use a skill is that it quickly allows the new player to achieve some competence in the game and allows them to concentrate on learning. However, the important thing about teaching the crunch/mechanics, is that it helps put the new player at ease. Of equal importance is teaching the new player that they have room for roleplay and creating a comfort area for that as well. Advanced: When the new player feels comfortable helping other new players get involved. Point #5: The importance of being flexible. After all, this isn't a living campaign, nor a home game, nor LFR, nor Living Greyhawk or Living Arcanis for that matter. It's not Xendrick Expeditations nor Living City. It's piddlespotting Pathfinder Society. We do things differently...and one of the skills that is necessary is flexibility. 5a: Be flexible in your expectations. The rules are not perfect...neither are the other players, judges or anything else. We should all forgive, forget, and embrace that imperfection...while striving to be better. Scenarios are more likely to be difficult based on human error, either GM-side or player side, rather than mod as written difficulty. There is nothing wrong with this...we are all human. Players do dumb things. Players purposely have their characters do dumb things because of character. GMs misread or misinterpret things. GMs are imperfectly prepared. It all happens, but it is part of the game. Advanced: Realizing that those things also make the game interesting. Roll with them and learn to use them to have more fun. 5b: Be flexible with your character and within your party. Having a 'balanced' party is much less important than having a party that works well together. You never need a 'balanced' party to succeed in Pathfinder Society play. You can succeed without a front line figther type, without a rogue, without a dedicated healer, and without any spellcasting. A motto should be taken from the Marines or even a favorite of mine, the movie Heartbreak Ridge wherein soldiers are encouraged to "Improvise, Adapt, and Overcome"...come in with the will to find a way to succeed. Avoid: I will never, ever teach a new player that you need an X, Y, or Z roles in your PFS party. It simply isn't true and leads them to the wrong expectations as they play going forward. Good experienced PFS players never ask "who is going play the healer/fighter/blahblah?" Good players and good judges find a way to work together to 'win'. 5c: Be flexible in play style. One reason everyone plays this game is the opportunity to be the center of attention. Each player should have a chance to shine and each player needs to feel like their contributions matter. Equally important is having a play style that understand that the GM is not your adversary, but there to facilitate the fun of a well-run PFS scenario. Advanced: As AdAstraGames once wrote: "Understand that the goal is to enjoy the game, not win it without expending any resources, getting hurt, or without any challenge." I hope we teach new players the same. Point #6: Where to find all the tools they need to learn more. Some players like to learn by reading on their own, others want to ask questions directly to people, yet others like email, yet others want to ask anonymously...we want to be able to accommodate all of them. When a new player shows up, I want them to have a handout that gives them all the following as a way to learn more: # The local Yahoo! Group or email list
Point #7: Understanding of the PFS volunteer community. This is a tough one to convey, but I think it's important for new players to realize that judges and coordinators are all volunteers, donating their time to make the game run. As part of this, it is important to invite new players to join the community and eventually be part of giving back to the community, whether through judging, organizng, setting up or whatever. I know this point may be hard for some people, but I can stress the importance enough to teach new players that giving back is an important part of PFS. Advanced: When new players ask what is takes to become a judge. Okay, those are my yahoo thoughts. What am I missing? What would you want to teach all new players from a meta perspective? -Pain
Best part of the banquet (for me anyway) was seeing Kyle Baird and Jason Roeder being elevated to 5 stars by Hyrum. Piddlespottingly awesome!!! Kyle and Jason have put in literally thousands of hours putting on PFS games. It's nice to see them elevated to PFS's highest honor. I hope to someday achieve the greatness that they have. -Pain
Greetings Mortals-- As many of you know, PaizoCon is this weekend. It is being held not far from the Paizo HQ at a hotel in Bellevue, Washington. I was lucky enough to attend last year and this year I'm back again. I'm expecting a lot of fun and random stuff. As many of you know, I consider (right or wrong) PFS play to be a social game, a common pastime that I can enjoy with friends. Last year, I was somewhat new to PFS play. Over the last year, I've been to two out-of-state conventions (BashCon in OH, Neoncon in LV) as well as hosting Kublacon locally. I've met a lot of new friends at those conventions and now that I'm back at PaizoCon I'm looking forward to meeting new friends and old friends that I haven't met yet (like DragnMoon and Kyle Baird). Hopefully, some of my fellow PFSers at PaizoCon will want to join me in jotting down notes and thoughts about the PFS players and PFS games as they can. Obviously, it's not a blog. Nor will it be live, but maybe it will be interesting. If you have any questions or thoughts, please share them. I'll be visiting this page as things happen during the Con. I, like usual, promise nothing...except that I'll be twisting some arms of people here to join me in describing their experience playing PFS this weekend and the people that make it happen. -Pain
Blades of Golarion
Introduction: "To Heal the Worldwound"
Game Thread: (let the snark ride free) [ Party | Aurelian | Kosz | Kergrik | Zaharin | Saiai No Kodomo ] [ Game | Discussion | Google Tracking Doc | Painlord Ground Rules ]
Something is different about you. Something...regal? Refined? New haircut? No?
You just seem more shiny than before. More commanding. Almost worthy of respect. Almost worthy of respect, truly. Ah, that's it!! 4 stars. 4 piddlespotting stars!! Wow. Congrats. -Pain
Holy Piddlespot! A random note on the nature of things. Last year, I organized and ran the Pathfinder Society's first appearance at Kublacon, SF's biggest con. It was a humble affair...we scheduled to run only 14 tables over 10 slots over 4 days, last year. We ended up with 19 tables. Meh, right? RIGHT?! What a difference a year makes. This year is a bit different: Kublacon Warhorn. We already have 57+ Pathfinder Society tables set and ready to go over 10 slots...judges and players for them. Over 17 different judges are running multiple slots...no one (yet) is scheduled to run more than 4 slots. I can't tell you enough how happy I am with the way our Bay Area judges are stepping up and sharing the load. Crazy growth! 19 tables last year...this year 3x that...and a willing judge pool to make it go. And I'm just excited for Kublacon. Big props for Paizo for sticking Jason B on us and VC Azmyth for his promotional and support work. Sorry to bother...I just think this kind of growth is neat. Now back to your regularly scheduled rantings. ;) -Pain
Hey All-- Done for now, that is. We can still make updates. But here you go: Community Updated Guide to PFS Play. It should load quickly and nicely to your browser. You can also download a copy from this PFS Yahoo Group from the files section. You'll see that it's both hyperlinked, has a linked table of contents, and has changes documented with links and highlighted in red print. We also appended a useful cheatsheet. Rumor has it that another version of the PFS Guide will be released by Paizo soon. I can only hope that the Powers That Be release any new Guides in formats that can be hyperlinked and have new changes marked in red so that our community can easily highlight and discuss changes. I found that this Community was receptive to a draft process--allowing for feedback before it was released. I would love to continue that. Thanks to community members: Verdigris, 0gre, and Zizazat for their help in making this happen. Enjoy the Guide peeps. I'll be passing the link on to my players. -Pain
This thread is meant to set guidelines for a community to compile an update to the Guide to Pathfinder Society Organized Play quickly, until the new, improved, 3-part Guide is ready. Why update the guide ourselves?:
While not blaming Mark or Hyrum for this, we can't wait "a few months" for a new guide. There is no need to have the continued chaos and questions when we have a community willing to update the guide. Let me be clear: Both Mark and Hyrum have already stated, repeatedly, that they are under sometimes severe deadlines. There is no problem with that. I believe they are both acting as their bosses would wish and, no doubt, wish they had more time to do everything that the community wants. I fully support Mark and Hyrum generating this new and awesome 3-part Players Guide. The difference is that I believe that this update is too important to our community to delay. We'll just be updating and re-writing from various posts and this is something we *can* do. Heck, these are our players, our communities that are having issues...this is something we *should* do. I need all you Coordinators and VCs to think about who runs PFS, who is ultimately responsible for it's success. It's us. We need to make this happen for ourselves and our players. Updating Process:
FAQ:
1) Q: Will this document be 'official'? A: Since it's just a compiled set of the responses from Mark and Hyrum since the last update, it's as official as you want it to be. 2) Q: How long will this take? A: I have no idea, but pretty quickly if we all help or identify links. Truly, you all know (collectively) the changes better than any one of us. 3) Q: What if some rule is still not clear? Or something that Mark/Hyrum wrote is contradictory? A: Just like right now, we'll have to acknowledge and deal with it and do the best we can and document the inconsistencies. We won't be adding/creating any additional rules to this guide. This is only a compilation document. 4) Q: Won't this lead to different people playing by different guides? A: Like what is happening right now? Right now some people are playing with the old guide...some others with the old guide and *some* of the unpublished updates. We can use this to get on the same guide. 5) Q: What if I'm not willing to write something up but know of a change? A: Link to it and maybe someone else will make it happen. We work together on this. 6) Q: When this is done, what next? A: I'll be emailing the Google Doc link to all my players and it will be law of my land in my playgroup until the new version is released. 7) Q: What if my coordinator doesn't want a community produced, thoroughly researched, updated and collaborated document, instead wishing for darkness and confusion for their players? A: So sorry...that makes me sad. Moving or playing online will work. Also, sorry that JP is your VC. ;) 8) Q: What about stuff Josh Frost wrote? A: Yes, I'd like to include that as well, however, I believe Mark and/or Hyrum's word supersedes. Player's Guide Table of Contents/Sections:
1.0 Chapter 1: Basics of Pathfinder Society Organized Play 1.1 Pathfinder Roleplaying Game 1.1.1 The Core Assumption 1.1.2 Common Terms 1.1.3 Pathfinder Society Organized Play Basics 1.1.4 Getting Started 1.1.5 Organized Play Quirks 1.1.6 Converting from 3.5 2.0 Chapter 2: The World of Golarion
3.0 Chapter 3: Factions
4.0 Chapter 4: Character Creation
5.0 Chapter 5: The Rules of the Pathfinder Society Organized Play
6.0 Chapter 6: Additional Rules and Clarifications
7.0 Chapter 7: Character Death 8.0 Chapter 8: Purchasing Spellcasting Services 9.0 Chapter 9: After the Scenario
10.0 Chapter 10: Purchasing Magic Items and Equipment
11.0 Chapter 11: Spending and Tracking Prestige
12.0 Chapter 12: Pathfinder Society Organized Play Game Masters
13.0 Chapter 13: Additional Resources
* * * * * First update/sample: 6.2: Replaying Scenarios: Replaying Scenarios
Replay adds an extra weapon to the arsenal of GMs who run smaller game sessions and often have trouble finding a scenario that fits all of the players present. Remember: the goal of replay is to make sure fun gaming happens, not to remove the fun from gaming.
Greetings Mortals-- Disclaimer of Pain:
To be honest, the thoughts below are ideas that keep recurring for me and I recognize that not everything fits where it should. I share them here to gain insights from denizens of the forum and respect thoughtful opposition or further continuance of my ideas. Not all of the below are fully baked ideas, I recognize that there is much room for discussion. Please share your thoughts. We know that PFS is a self-described as an "Organized Play" campaign. Everybody probably has a different understanding of what that means. I probably have a different understanding built upon my previous experiences in LG and LFR than someone who hasn't played either. Which means that I have been operating under some different assumptions than most of you, and maybe most of the staff feels about the Pathfinder Society. I am not sure if Paizo yet has a coherent vision or overarching theory for the Pathfinder Society. Sure, they have some basic rules, but no stated or printed theory, core tenets, or goals. If they exist, I would love to have them shared with the Community. I think PFS needs to decide what kind of campaign it wants to be and clearly state for players, coordinators, and *themselves* upon what tenets the campaign is built. Once those tenets are posted and discussed, then the community and designers can begin working together to build the kind of campaign that PFS should be...an established goal with a set of principles behind it. I do feel some dissonance in both how I organize my gamedays/conventions, how I run modules for my players, and the current PFS rule set. I just believe in certain things about what PFS should be that I'm not sure that PFS is...or ever will be...but I wish they were. Let me 'splain: Painlord's Dream Core Tenets for the Pathfinder Society
Core Tenet #1: Character Choices Should Matter:
Perhaps this is too narrow a description, but I think it's very important: player choices (in terms of the build/personality/etc.) and character choices (in terms of what they do/accomplish, brave deeds, etc.) should be meaningful for the greatest enjoyment of this role-playing game. When players know that their decisions will have impact and effect within the game, they will take more care and enjoy the outcome more. When actions/decisions have consequences, they have *value*. I want PFS to have value...and I want people to care about it. Core Tenet #2: Ensure Promotions of In-Game Goals and Rewards:
PFS will thrive as long as there is very clear and meaningful goals and rewards for play. Most of the time, rewards are as simple as a good time, gold, XP, and/or PA. However, built upon that, as equally as important, is that there are additional opportunities for the player to earn more chances for rewards. There *should be* a meaning full tier system, i.e.: higher tier mods for higher tier characters only. There should be rewards for continued play. Most people will be happy to 'work' to get their reward...in fact, they will enjoy and value the experience more when they have earned their way there. Again, it's about creating *value* within the game.
A story: My VC, Azmyth, was telling me about his experience at GenCon. One of Josh Frost's hardcore rules was that you just can't play mods out of tier. Azmyth described Josh as describing it as "earning the right to be there." I really like that...it made sense.
Core Tenet #3: Money and Growth Flows From Happy Customers:
This is pretty simple, but also pretty important. Happy contented players and coordinators will lead to happy full purses within Paizo. However, it doesn't mean that PFS *needs* to be structured to generate profit for Paizo, rather that profit will be a by-product of a well-run campaign.
As PFS has grown, PFS has recruited a player base above and beyond the early converts. That is, newer players are *no* longer prominently Paizo regulars. As such, what was true 6 or 12 months ago, is less true now. With growth, timely and consistent rules updates are more necessary than ever before. The player pool is already changing and PFS needs to be able to quickly adapt and change with it. As it stands now, there is some fraying around the edges of the campaign, which causes chaos and uncertainty in the campaign. I believe it's better to address these issues in a timely manner. Core Tenet #4: High Value on Community Volunteer Leadership and Community Input:
It's no secret that I played LG and it's also no secret that many people had differing views of LG and the volunteer leadership. We know that many of Paizo management started their careers with LG as volunteers. LG was able to build an amazing, if imperfect, organized play environment utilizing the talents of volunteers. I am currently unsure about what role the VCs will have in this in the near future...so far, it seems limited to outreach, promotion, and judging.
Truth is that technology has advanced significantly over the last 5 years, as has our understanding of organized play. This is a new era and we have new chances to create a great working partnership between the volunteer community and Paizo management. A volunteer team can coordinate along with Paizo staff in ways that just couldn't be done 5 years ago. In the future, we can build upon what we learned in LG. I believe a cooperative team could manage:
Core Tenet #5: PFS is an open, social, consistent, and friendly play environment wherever you go.:
As most of you know from my previous posts, I value the social, friendly aspect of PFS above all else. The game is just a vehicle for enjoying the interactions of others while enjoined in a common activity. As long as this tenet holds, things are good.
I believe the concept of "Play, Play, Play" fits under this tenet: it makes sense and fits well. We will do everything we can to welcome and accommodate players who show up for games. I think it's great to promote that you can travel to conventions, play online, or play at many local gamestores and, generally, have the same experience under the same ruleset. Not is ever going to be perfectly consistent, but, generally, I think things are the same the world of PFS.
Core Tenet #6: Reward Should Equal Risk/Don't Screw with the XP/Gold Curve:
I believe in logical and balanced rules for advancement, risk, and reward for all players within PFS. I believe there is a wide range of feelings on this topic, but to make choices matter (and add value), death and reward must be balanced within the campaign. I am very hesitant to change anything that messes with the XP/GP/PA curve or minimizes the chance of death within the campaign. Core Tenet #7: New interesting, content needs to be consistently available.:
Need more detail? Thought not. For the most part, this is well done. It is clear, however, that current supply does not meet demand. At some future time, this needs to be addressed as it is essential to keep PFS alive. Core Tenet #8: Trust in local coordinators to know their players, run the games.:
I believe that local coordinators should be allowed to adjust the PFS rules to fit the needs of their players, provided they don't run afoul of the core tenets.
Paizo seems to mostly trust (in a way, it has to) gameday coordinators to follow their basic rules. What they need to do next is realize that if they can trust coordinators to properly organize and run events, then they can trust them in others ways. For example, I won't kill new players at my tables. I just won't do it, though previously it wasn't discouraged. I will change the encounters of modules to fit the abilities and desires of the players at my tables at gamedays that I organize. And I will trust certain of my judges to do the same. There is *no* doubt in my mind that some tables are completely overpowered for the encounters in some modules....heck, the entirety of modules. And I know that my players want a good, fun, challenging module and I believe in my ability to deliver it correctly. As long as I don't mess with the XP/GP/PA curve, I think this is in the best interests of PFS. Core Tenet #9: Promote the purity of a well run module.:
I believe in the infinite purity of a well run module by players playing it for the first time. This, to me, is the single biggest selling point of PFS play. As a coordinator, if I all do is make each and every single running of a module the best it can be, then I think I've given an incredible gift. PFS modules are almost sacred, IMHO, because you only get to experience them for the first time once and because there are so few.
I believe that Paizo, in general, puts out quality modules and I want to play them once and have the best gaming experience possible. I want the same for my players and new players to the game. I believe in keeping this experience as pure and good as possible.
That's just some of what I believe. I wish all of them were true for the Pathfinder Society. I would love to hear your thoughts. -Pain PaizoCon Meetup?:
Hyrum & Mark: any chance you guys want to organize a PFS-focused discussion or Q&A at PaizoCon where we can discuss issues like this and others? Obligatory Pain Spoiler: If you've hated/loved this post, then I encourage to go love/hate these other posts:
Painlord's Guide to PFS Coordination Painlord's How to be a Better PFS Judge Painlord's What to Expect at a PFS Table Painlord's How to be a Better PFS Player
Greetings Mortals-- I want to give both shout-out and encouragement to authors and future authors highlighting some encounters that I have particularly enjoyed running as a judge. In general, superior encounters have some parts of the following 3 concepts:
I am not a killer DM, but I *LOVE* have toys and tools during encounters with which to inflict fun, pain, and challenge upon a party. As a judge, I love chances for me to use my creativity or, even better, letting the players use their creativity to get things done (which is great because the more creative my players get, the more creative I get to be). And I love having a good or interesting NPC to interact with party. Here are a few encounters that I think highlight what I to encourage for PFS mods. (As a reminder, don't read spoilers unless you've played the mod...don't ruin the best encounters in the game for yourself!) Frozen Fingers of Midnight: Warehouse:
This encounter is great because it is so open ended and the party has so many options to proceed. The judge is given a map, a scout on the outside, some bad guys on the inside, and brief description of the waterfront and that's about it. The party gets to decide how and when to achieve their goals. I have yet to have two parties do it the same way. When I was run through it, one of our yahoos flirted with the scout while the rest of the party got into position. Of course that didn't work to well as the scout scouted us scouting him. Chaos ensued. Awesome. When I ran it, the party split up, some at the front door while other swam under. The swimmers were heard. Chaos ensued. Awesome. When I ran it again, the party drank itself near silly so it could properly start a drunken brawl on the docks. Chaos ensued. Awesome. And what makes this encounter extra special, is that the BBEG inside has an artifact at his disposal. The effect is somewhat minor (just freezing death & zombification), but the fact that you get to hit PCs with it? Awesome. Talk about giving the PCs a reason to want to succeed? It does it and adds a lot of urgency to the mod. I love running this encounter. It's very free and open and lets the party be creative. Among the Living: Meet Taldan Nobility:
This is an early mod, but was my first meeting with Taldan nobility. It certainly left an impression on me when I played it...and I've passed this along as I've run it. The encounter pits a evil priest and some zombies against a gaggle of Taldan nobility where the party has a chance to step in. I love this fight because one of the nobles is Emperor Stavian's cousin, an incredibly pompous ass....and I love playing fun NPCS. He is one of them. Nothing makes me happier than being able to say things to PCs like: “A glorious strike, peasant! The divine hand of Emperor Stavian has guided you here to save me!” and "Good hit, slave!!! I'll only have you beaten once tonight after this!!!". Then this noble follows the party, 'helping' as only a pompous ass can help....with 'encouragement'. It's just a good, flavorful encounter because of the good NPC that encourages roleplaying (especially with Andorans). Blood at Dralkard Manor::
Oh poor, lovesick Rale...I hope he finds his true love requited. I really hope this mod returns from the dead as it is one of my favorites. As a judge, I love that I have the opportunity to use magic to screw around with the party with illusions, sounds, glamors, whatever. It makes me very happy to create a haunted house with things that are not haunted...and to have the 'love' story told out in notes is very cool. There are just so many options that both Judge and Party can take that it makes things really interesting. I love getting my players to roleplay along with me as they react to different effects. As a side note, I love that most parties that I ran this for decided to be 'smart' and use the back door to get in. *giggle* Decline of Glory: Final Fight:
Ah, goodness, I love this encounter. First, the party is trapped in a distillery. Awesome.
So good! This leads to interesting choices and parties deciding different courses of action. It can lead to chaos and some characters doing something that other characters just wouldn't. Never underestimate the fun of giving the party the chance to make choices, and then making those choices have interesting consequences. Citadel of Flame: Sekrit encounter:
How many of you all know the name Gali Sinquil? If you're like me, you know the name well and have etched his name in fire across the backs of more than a few parties. This encounter is really well set up. Gali is well hidden and has effects to screw parties over and over again. The tension for me as a judge is using Gali's powers while trying to remain unheard and unseen for as long as possible..that is the key, because once the party figures it out, then he usually doesn't live too long. As a judge, I like having to play a little sub-game (keeping quiet...yet annoying) while the party explores and investigates. One time, I had the party convinced that the false idol on the desk was the cause of all the problems. *teehee* A great encounter. Jester's Fraud: Urn of Troubles:
To be honest, the first encounter of Jester's Fraud is the inspiration for this post. At subtier 5-6, the first fight (2 annis hags) is pretty ho-hum, *however*, at 8-9, things get really really really fun. You get 3, count'em, 1-2-3, Annis Hags which makes it an entirely different fight. Ya'see, 3 hags makes a coven. But a coven > 3 hags. A coven gets the following cool toys: animate dead, baleful polymorph, blight, bestow curse, clairaudience/clairvoyance, charm monster, commune, control weather, dream, forcecage, mind blank, mirage arcana , reincarnate, speak with dead, veil, vision. Look at all those toys!!! Again, I'm not out to kill PCs (I'll let PCs kill PCs via the Charm Monster spell), but the coven (as a full round action) provides for a lot of fun actions in the combat. I had the hags each doing a chicken dance (ala Arrested Development) as they tried (and failed) to turn PCs into chickens. I had 5 of the 6 party members in two force cages for a few rounds. Oh, the fun you can have....I didn't even get into the Charm Monstering or high level illusionary stuff that Sir_Wulf talks about here. I don't think this is a particularly deadly combat (PCs are protected and buffing if they are inside a forcecage), but it so much fun. Jester's Fraud: Rhoetius:
This encounter is very similar to the Frozen Finger warehouse encounter: a very open environment...and it's very good. No two parties are going to approach this the same way or in the same order. The set-up is simple and enhanced by the concept that if the party goes for a full frontal assault, they may bring the entire bandit camp down on them and it would not be pretty. But the party can just walk/bluff in, or sneak in, or whatever else. Once inside, there are several bandit groups to fight or befriend or whatever. And there is a bandit that is happy to get the party. Not to mention the BBEG and his flying pet keeping on eye on things. His fight is no easy task. And then there is how the party is going to get the urn. Sneakery? The auction? Fight for it? But what all this really makes is for an interesting encounter with lots of choices and lots of options. It's such a good module.
Those are first thoughts...of course, there are many more. Anyone else have some good encounters that they want to appreciate and tell why? -Pain
Greeting Mortals-- As PFS continues to expand and we welcome in new players and new groups every week, I would offer humble suggestions for PFS Coordinators. As usual, nothing I say is perfect, but represents my best practices to date. I encourage other game day organizers to offer their tips and suggestions as well. Overarching Theory: I want my players to have the most fun possible while maintaining my sanity and giving players an opportunity to contribute as well. I believe that organized gaming will not survive on the backs of one or two people: it takes a community of players to make things work. As such, most of my suggestions are about building community and creating guidelines for play within that community. A gaming community is a social group and I strongly believe that cultivating the social aspect of PFS is an essential part of the coordinator job. Your Players:
Admittedly, I'm old...old and grumpy and I've lost my youthful enthusiasm so take these comments filtered by the lenses of experience and crankiness: As organizers, we are never going to be able to make everyone happy all the time. I will do the best I can, but recognize this is a fight that I cannot 'win'. There will be players who just won't be able to or be willing to follow basic directions or adhere to the Society rules. There will be some that will try your patience and make you sad...and others who fill you with awe. It's your job to makes things work for players as best you can while giving yourself the leeway to do things to keep your sanity. I find that players manage themselves better when they have clear instructions and expectations. I try to communicate that when they do their job, they make my job easier. In general, people want to help things work out. There will be some players who aspire to do more than just help out...they'll have to contribute in significant ways. My advice is simple: give them everything they need (advice, organizational help, whatever) to promote and grow Pathfinder in your area. One guy has even built a website for our Bay Area Pathfinder group with all the information about local game stores and whatnot. On Atmosphere:
I try to create an environment where gamers are free to be gamers. I try to encourage roleplaying and free expression and individual tastes at all times. I try (but often fail...I'm getting better) to learn all my players' names and greet them when I see them. I will always try to make sure that people at tables know each other and *especially* know the GM. I will do introductions. Yeah, I know it's strange....but it helps create the friendly environment that I want. However <thunderclap>, part of having a safe and fun environment is setting boundaries. I do not feel that I need to bend over backwards for players, especially ones that repeatedly break rules, show up late, overtly metagame, or piddlespot around. There will be players in every group who do this...it's up to you to decide where your line is. The truth is that I do not feel like I have to kowtow to rude or obnoxious players nor subject my players to inappropriate behavior. I will give them firm warning about behaviors are unacceptable and, if bad behaviors exist, I'll dis-invite them to events that I run. I am *NOT* shy about protecting my players, neither should you be. If there is a player who is making you hurt inside every time he shows up OR is causing massive mustering problems because no one wants to play with him: give him a chance to amend....or get rid of him. It just isn't worth it. Mods are too few to have them ruined by bad players. Do *not* feel guilty about this. Also, if you're giving negative feedback to someone, never do it at the table or in front of others....this should be handled privately and professionally. Having open loud spats are bad for everyone around. (As a side note: you don't ever have to let someone play with you that you don't want despite popular belief. If you're organizing, it's your party. There is no Paizo Ninja-Pirate Police force that is going to swoop in and tell you who to play with. Handle your job as a professional, adult manner and you'll have few problems.) Nuts and Bolts Organization: For me, there are two essential tools to the being a Coordinator: our Yahoo group and Warhorn sites. With them, I am able to adequately communicate and organize with my players. You can use other tools (Google groups, etc.), but to be successful, imho, you need a way to communicate effectively (push communications) and a way to muster/sign up. Yahoo Group:
I founded BAPS, Bay Area Pathfinder Society, Yahoo group, on 12/3/2009. In the first month using current contacts and players I knew, I had 29 members. After a year of inconsistent marketing and promotion, I have just under 90 members. (PFS is growing!) It is essential to our communication over and scheduling. Furthermore, it serves as a social focus for our community. We have banter and discussion about Pathfinder and Pathfinder Society topics....as well as off topics. The ability for anyone to participate is great...as is the daily digest or individual email options. We use it for:
Our database has all blurbs and tiers of all the mods. Our file section has useful downloads (blank char sheets, BAPS logos, etc.). The big challenge with Yahoo groups is getting people to sign up for it. However, it's power is worth the hassle of trying to get people on the system.
Warhorn:
Warhorn is our scheduling and mustering tool of choice. I can't imagine running a recurring game night without it. It gives our players the ability to plan and prepare their schedule and characters well ahead of time. Our FLGS, Endgame Oakland has THIS Warhorn site. While it's not perfectly easy to use, it helps tremendously with sign ups and mustering. While it can be difficult to get players on the system, once installed and the players trained on it, it is an invaluable resource. Random Organizational Notes:
1) I train my judges to bring 7 chronicles, 3 copies of each faction mission, and whatever tools they need to judge. In return, I ensure a table of players, the Reporting sheet, and whatever support they need to run the mod. I also handle the reporting/data entry back to Paizo. 2) I act as Head Judge when I am there to handle any disputes during gameplay. I pretty much *always* stand by my judge and his rulings at the table. It's amazingly rare for me to override him...in fact, I can't remember ever having done it. I try to trust my judges to run the best mod possible and give them the freedom to run it. 3) I work hard at maintaining relationships with my FLGS...we try to foster the necessary symbiotic relationship that is, obviously, mutually beneficial: we bring in the players/customers, they provide the space and seating. Since I started at my FLGS in December 2009, I expanded to another gamestore in March 2010, and PFS has hit three more again after that. It's difficult to get all the players from the different groups to join the Yahoo Group, but that is part of the challenge of Coordinating in a big area. Your challenges may vary. 4) Marketing is probably my weakest suit. I do what I can in terms of promotion at conventions and local game stores, but it's still slow. I probably need to do a better job of motivating my player base to help me in this process. We have a couple of local PFS all-stars (you know who you are) who are doing a lot to promote PFS in our area...and I cheer them on like no one's business. I cannot do it all alone...and that's the point of this post: we're a community and we need to work together to make things happen. 5) VC Azmyth has been a wonderful breath of life into our community. I try to work with him often to make things happen in our area. If you don't know your local Venture Captain yet, make yourself known. I believe that not everyone is going to make a good judge...some players have the ability, some players do not. Not all capable players have the desire or drive to judge. As a coordinator, it is your job to help capable players become judges. I trust you to know how hard and when to push your players to become judges. Judges and Judge Recruitment:
I do not like to judge too much...my comfort level is once a day at conventions, at most every other week during normal times. I stay fresher and motivated when I have a decent break between judging sessions...my sessions can take a lot out of me. As such, I've earned my first two stars over the last 12 months. I mean 30+ mods over 12 months feels right to me...but that's a slow weekend for someone like DougDoug. YMMV. I don't feel shy about trying to pace myself. And I don't feel shy about pushing others to judge. In general, I ask my judges to judge one out of every 4 times that they play. Yep, play 3, judge 1. That seems to be the right ratio for keeping games stocked and judges fresh. As Coordiator, I try to schedule myself to judge and play with every new player that comes to my games. I like to help them develop as players and scout out future judge talent. I tend to be pretty good about knowing who is ready to judge...I look for players who play nicely with others and have a character at level 4 or above. That's all it takes. Really. Charisma and a bit of experience and you're ready to go. Often, I'll give a mod that I've just run to prospective judges to get them to read it and understand what's going on behind the curtain. It's very effective in subtly laying the groundwork for a future judge invite. Here are some of the arguments that I'll make, as appropriate, to perspective judges: 1) Do your part to help the community. When you contribute, we all succeed. (this works well)
Most experienced judges know that there is a significant mental initial barrier to entry into judgeship, however, once that barrier is crossed, judging becomes much easier and less of a mystery. Most judges do not start judging out of fear...fear of not knowing the rules, not being good enough, not blahblahblah. As coordinators, we need to motivate beyond that and get the player to be comfortable enough to step up to judge. Excuses are excuses....they are nothing but a smokestick in the way. I try to focus on ways to assuage their worries and support them. Here are some of the typical excuses and comebacks that I'll use in return: Excuse #1) "I don't have the time." (of course, this is just a stalling tactic)
Excuse #2) "I'm not good enough./I don't know the rules well enough."
Excuse #3) "I don't have the supplies/mats/pens/minis/grognards."
Excuse #4) "I don't want to."
Feedback: I encourage my judges to ask for feedback on their judgings. Often, I'll ask how things went to offer constructive thoughts to new judges. Sometimes, when appropriate, I'll have an experienced player at the table with the new judge to specifically give feedback. I think reflection and review are essential processes for becoming a better judge. PFS will grow on the strength of its judges. It should be stated that once a judge has repeatedly given good faith efforts and failed to achieve quality judgemanship, I would relent and remove them from my judge pool. It's never happened...but I've had bad judges before and I'll try to keep them away from my players. Here is the email I send to prospective judges about becoming a judge. I usually follow up with a private conversation to reinforce what I've asked and to answer any questions. Feel free to re-jiggerify for your own use. Judge Email:
"Hey Joe-- Though we haven't talked to you about this before, I wanted to touch base about getting you into the judging pool at Endgame. I've seen you play and I know you know you stuff and so I think it's natural that you would begin to think about contributing back to the Endgame community. Of course, there is no pressure to do so, but the system works better when everyone judges at least once in a while. We have lots of new players and need judges to fill all the tables. Consider this a formal invite to getting started. This is what I do to prepare for a game:
I know you can totally make it happen and I could schedule you at an approaching game night of your choosing. You will get player credit for judging, so that shouldn't be an issue. You help would be appreciated. Just once every month or two would make a big difference. Thanks,
Fun:
I like to have fun with my players. I want to encourage the social aspect of the game. That's why I send messages like this. Oh well, it made me laugh. After all, if you had a player who choose to name his character "Ruddy Piddlespot", wouldn't you have some fun with it? Again, feel free to post your comments and ideas below. I'm a huge fan of feedback and getting multiple inputs to find solutions. If you've liked/hated the above, you may also love/hate the following posts:
-Pain
Greetings Mortals-- (For a thought on how to be a better player, go here.) I am not the best judge on the planet. But I do think upon things a bit and I have been doing this silly game for a while. This post is for those who want to aspire to be something capable of the *Amazing* when they judge. There are a lot of things you just can't control when you judge (the depth of the mod itself, when your mod is played, the mood of the players that come, etc.) so I try to focus on things I can control....things to make the experience the best for my players. I consider each judging experience to be an opportunity to share something amazing with them. I like to give it my all and make it as fun and challenging as I can. Remember, each player can only experience a mod for the first time once...and that's an awesome responsibility. I feel the need to present the story and make it as memorable as possible. Sometimes I succeed, and I know it. I rejoice.
(This is a long post, I make no apologies for it. I'm pretty sure this list is still just a fraction of what good judges could do. Points are noted to give weight to certain concepts and ideas.) Thoughts are broken down by category: About the Mental State:
+2: For being awake and alert.
About Starting:
+0: For arriving at start time to begin setting up.
On Preparation:
+15: For reading the mod at least twice: once as a general reading, again for more detailed understanding. +10: For pre-researching the powers, spells, and abilities of the bad guys as to not interrupt game flow with looking up of stuff. I try to write out such things in the mod when I read the mod for the 2nd time. Sometimes, I print out the monsters directly from the online bestiary so I'll have copies to easily refer to rather than the book (I'll group them by tier or encounter as appropriate). +5: For pre-thinking (if you know the players in the group that you are running) of ways to customize and personalize the mod in advance. For me, I often run for a Luggish brute and a sour Sage and I make notes on how to screw with, uhm, I mean, "appreciate" them beforehand. +2: For having maps pre-drawn and ready to go. +2: For having the chronicles pre-signed and filled out (as appropriate) so you can get them out quickly should you be rushed for time at the end. +1: For having handouts, faction missions, and what not ready to go. +1: For having faction sheets for players to keep an take notes upon...for each player. +2: For having pre-gens and PFS numbers to hand out to new players. On the Setting:
+0: For reading the box text about the setting in the mod.
On Pacing:
+1: For finishing a mod within the time allotted.
Managing Players and the Table:
+100: For acknowledging that you're the one in charge and using that authority appropriately. It is your game to run and it is your party. +15: For clearly talking about your judging style and quirky rules when you start the mod. +10: For sharing your attention around the table so that all players have a chance to speak, act, and react. +10: For seeking opportunities for each player to shine. +5: For toning down the aggressive or loud player. "Would you mind dialing it back a bit?" usually works. +5: For encouraging the timid or quiet player, when appropriate. Some people need to be invited to participate. +5: For shooing away other players and distractions from your table. Feel free to pause and wait for the distraction to pass. I politely stare down anyone who comes and distracts me or my players. +5: For inviting a sleeping (really...it's happened) or disinterested player to leave your table. I like to ask them if the experience of PFS or the reward is the reason why they are there. If they answer "experience", I invite them to leave and enjoy the full experience at another time when they are rested (or mentally ready). If they answer "reward", I would give them a chronicle and gladly see them on their way (it's never happened, but I'd happily excuse a tired/unhappy player from my table). I would rather not have them drag down my table. I expect most players will perk up and re-engage when such a question and offer is made. In Combat:
+10: For efficiently managing initiatives, combat actions, and the bad guys in an encounter. +3: For describing combat effects and the combat beyond just rolling the dice. +3: For describing the bad guys as they appear when they show up in combat. Example: "You see a pair of medium humanoids. Both are dressed in leather and carry clubs. The second has a few javelins nearby." +3: For playing the bad guys within the realms of the intelligence/nature that they have. +2: For using good tactics against the party where appropriate. +5: For clearly describing terrain and environmental effects before and during a combat. +2: For having minis and tiles to tactically represent an encounter and allow players to visualize the combat. -3: For using cheetos or M&Ms to represent bad guys. +5 (Tier 1-2 only): For teaching and encouraging proper tactics in new players. +5 (Tier 3-4 and above): Allowing players to make tactical mistakes (or intentional roleplaying 'gaffes') and then helping them learn from those mistakes through experience. "No one is going to engage the caster? Interesting tactic, here's another fireball." +1: For prompting players when their turn is next so they can be ready to go. -3: For allowing slow players to overtly slow down the game. +1: For rolling in the open, for better to let the fates decide. +1: For helping players adjudicate cover and concealment as they decide their actions. "Okay, so you're firing an arrow from there...your target has cover." Be ready to help with appropriate rulings. +2: For being ready to provide appropriate information based on Identify Monster rolls. +2: For cheering for your players when they crit or do cool stuff. Pepper your combats with "Well struck!" and "Nicely done!" On Difficulty Level:
+5: For assessing (or just asking) how much of a challenge your table would like at the table. Deciding factors may include: # of players, average party level for the tier, your personal knowledge of the player's styles and preferences, understanding with the gameday or Con organizer, etc. +25: Adjusting the difficulty of the mod, when appropriate to the needs and wants of the party. Of course, it's unclear whether the Paizo Gods understand or approve of this, but I feel it's essential to a fun mod. -EleventyBillion: Adjusting the difficulty up wherein you kill a character or the party. You fail. Deaths should only happen via outright stupidity or just bad dice rolls: "Yep...I rolled it in front of you, a crit with the Great Axe from the raging Orc Barbarian. Then the '15' on the die to confirm. Sorry..." Don't ever up the difficult to an extent where players die unfairly. +5: Adjusting down the difficulty when you are playing with new players or a first level party. On Personalization:
+5: For RetConning your players chronicles (or using personal info) to customize and personalize events and reactions from NPCs into the adventure. A venture captain might make vague allusions to previously played successes (or failures) for the Pathfinder Society. Recurring NPCs (Miss Feathers, anyone) might follow up or react to previous events. The more customization, the more living and real the campaign feels. +10, each instance: For adding roleplaying notes and text to a character's chronicle at end of mod. The text shouldn't be anything that adds anything other than roleplaying or fun value, but opportunities for such should be sought and cherished. Examples might include: "Commissioned the Painter of Cassomir for a portrait of his Eidolon. Paid in gold." "Burnt down the remaining story of the proposed retirement home of VC Savarre." "Engaged in turpid (but unknown) activities with Miss Feathers behind closed doors. Paid in gold." I give every personalized hook that I can squeeze out of events and reactions from a mod. With Box Text:
+0: For reading the box text. +1: For reading the box text clearly and forcefully so players can really hear and feel it. +1: For repeating important box text and/or including additional flavor as you go. +2: For allowing appropriate knowledge checks during and after to enhance the players' knowledge. +1: For customizing and altering the box text as necessary to fit the mood or story you are telling. With Roleplaying:
+15: For being an active, alive proponent of roleplaying at your table. +3: For encouraging your players to describe their actions rather than just rolling dice. +1: For each time you say "yes" to a player's roleplaying idea. +2: For each time you say "OH HECKS YES" to a player's roleplaying idea. +5: For each time you demand and insist that the roleplayer enacts his idea or plan and then make it even better. +2: For giving proper and incidental bonuses to roleplaying within a mod. For instance, I will happily give props to those who use their craft/profession/perform in the mod to enhance the party's goals. For instance, if the party starts the mod sailing from Absalom to Sandpoint, I will give a bonus to profession (sailor) rolls for those PCs what wish to use it as their Day Job roll. +3: For delivering Faction Missions in a way that is interesting a appropriate. This link is a good resource. +10: For roleplaying with each player based on the *character* that they present rather than their class. Don't assume that Paladins are brave, Clerics should heal, and Rogues should sneak. React to the character, not what you think they should be doing. Deception:
+1: For realizing that players, often unintentionally, are metagamers and sometimes will do things out of character. +3: For keeping your players off balance and in a state of wonderment. This might include: asking to see a character's sheet and asking a random question about something, asking the party to roll d20s and write them down in front of you, taking a player aside and asking them what type of cheese they like best while pointing randomly at other party members. +3: For not putting down/drawing the combat map until combat is actually initiated or needed. Ask for a marching order, ask the players to describe their actions or their placement, but avoid the map until you really need it. Players are keyed to such things. +3: For putting down the map in non-combat situations or in situations when combat is not advisable...risky, but I believe in training the players to be honest. +3: For shushing or discouraging a metagamer at your table appropriately and politely. Do not let them ruin things for others. A reminder that "in-character knowledge and views are appropriate for making decisions" usually works. +5: For using your powers intelligently and usefully for the fun and spirit of the game to both befuddle and delight. +10: For making one encounter a mod seem so overwhelming and difficult that the players almost feel that they have no chance to overcome it. This could be just illusion or setting or description(or just the tough fight in the mod)...but give them a challenge and let them amaze you and accomplish the 'impossible' to win the day. Knowledge of Rules:
+20: For realizing that no one is expecting you to have all the rules mastered and on the tip of one's tongue at a moments notice. Please banish any such thoughts from your mind. +5: For really, really understanding the above and accepting that your players will not know everything either. +5: For working with your players and your handy rulebooks to rule correctly on matters. +10: For knowing when just to make a ruling and move on, for sometimes the wait is not worth the damage to the flow of the game. Remember, you are the guy in charge. You can make decisions and push things forward. -5: For being too proud to acknowledge a mistake. They *will* happen but sometimes the best response is "I screwed that up. Sorry, but do you mind if we move on? I'll do better next time." -5: For extended arguing with a player about a rules issue at the table. At the worst, take them aside and have the discussion away from the other players, but do *not* have a prolonged argument in front of other players. If the player persists in bad spirited comments, invite them to leave the table. +5: For asking your players about spells/powers/feats that they are using. *Absolutely* do this...sometimes they will be using the effect incorrectly or another player may have some insight as well. I sometimes ask players how they total up to their 'to hit' and damage rolls or their AC. Asking about such things promotes honesty, lest they called out and unable to explain the numbers they are using. Also, it's a good way to learn about different classes and abilities. "Oh, so my 26 to hit misses you, eh? I'm curious, what is getting your AC that high? [Player explains while I add it up in my head.] Nicely done...I'm going to have to try the same." Ending the Mod:
+5: For really tying up any loose ends, including making a full report back to the Venture Captain. +1: For ending before time so you have time to clean up and handle paperwork. +2: For filling out chronicles accurately. +1: For finishing up the sign in sheet and Prestige Awards sections...and turning it in. +10 again, because it's important: For adding roleplaying and story notes to the chronicle to help build a living, continuous feeling to the campaign. +5: For making a point to celebrate the key actions in the mod/fights that turned the tide or made a difference. "You, Lugg, did a good job of placing your character in the first fight. I couldn't get around your huge @## to get to the squishes. Nice work." "I would have won the 2nd fight if it wasn't for the Wizard having a scroll of fly!! Nice work, Wizard. I just had nothing to deal with the now flying *Thongar*, the Barbarian Master of Airborne Pain and Suffering." "Hey RogueyMcSneakSneak, way to scout out the bad guys for your team to go into the combat fully aware of what they were facing. Against perfect tactics, my guys were toast. Well done!" Feedback:
+5: For asking for feedback after the mod (or a few days after the mod when you can, some players like to ponder and stew upon things and you'll get a better response) to help you get better. +5: For taking notes for yourself on things you work upon or get better at. +5: For adding your comments and thoughts for me to add into this post. I appreciate it. So, there you go. One yahoo's thoughts on how to judge. -Pain p.s. My usual judging speech goes like this: "Hi, I see that many of you are playing with me again, but, as a reminder, I'd like to go over my ground rules. First, please do not talk over me when I'm reading box text or describing the environment. It makes me sad to repeat myself. Second, I tend to talk quickly or slur when I'm really excited...if I'm talking and you're not understanding, please let me know so I can be more clear. Third, since you guys are experienced Pathfinders and since I play my bad guys with absolute and total tactical perfection (pause for laugh), I will not be going back to correct mistakes that I've made during combat unless they egregiously need to be fixed. By the same token, when you end your turn, I won't be going back to add something that you've missed...when you end your turn, be sure to be correct. Don't miss the Bless effect or the extra damage from the Bard Song. When you end your turn, you've ended your turn. Lastly, I'll let you know when your turn is coming up...please be ready to do your thing. Plan in advance. Oh yeah...let's have fun and roleplay. Any questions?"
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