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* Pathfinder Society GM. 1 post (3 including aliases). 3 reviews. No lists. 1 wishlist. 5 Organized Play characters.



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Play with Murder hobos only

1/5

Spoilers, so be warned.

This should have been good. This might have been good.

But Nathan King, the author put in a line that reduced this scenario down to one star. The line read that if you don't overthrow/kill the "bad" ruler, you get half gold and fail the secondary.

Never mind that from the very beginning, you are reminded that your goal was to free your follow pathfinders.

Never mind that there are multiple scenarios where you are told to "not rock the boat" when dealing with evil/shady individuals.

Never mind that you have no connection to the people that you just met.

Never mind that there are other nations that are worse then what this city was doing.

Never mind this paragraph, which appears in the guide to organized PFS,

"Pathfinder Society Organized Play never wants to give the impression that the only way to solve a problem is to kill it— rewarding the creative use of skills and roleplaying not only make Society games more fun for the players, but it also gives the GM a level of flexibility in ensuring players receive the rewards they are due."

Just murder anyone that screams evil. The End

I wasn't happy and I don't recommend this for anyone that likes to...you know..ROLEPLAY!


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Murder Hobos and GMs Beware!

3/5

I played this module with a friend that had never played in an organized PFS game. I myself was using a cleric that normally don't get to play as much.

I enjoyed the change of pace from the usual "find X, kill y" games. The plot seemed promising and if done well, can be lots of fun.

However, it gets dinged for formatting.

The module lacks details on the murder victims. Typos and lack of a clear table/organized format for the information that is written can confuse even the best GMs. The module also doesn't take to account Non-murder Hobo behavior.

Overall, my friend and I enjoyed the session. He does plan on making PFS a regular thing.

The conclusion that we came up with is this: this module has high hopes, bad formatting, and should only be run cold if the GM has a urge to give himself a headache. Run only if prepared to role-play and you know your players


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Good investment for Guild heavy campaigns

4/5

For the longest time, I always wanted to run a pathfinder/3.5 Ravnica campaign. But seeing that I never GM before, I was nervous as to how the guilds would function.

This book helped. It gave me the tools needed to support the my campaign.

I don't recommend this book to those who aren't guild/group heavy. But to everyone else who need advise as to what spells/equipment/boons would fit each guild/group, this book is a great place to start.