My real question concerns the maps of Carrion Crown. I tend to put the effort forth in making large grid maps (we don't have much computer support) for each dungeon and I was wondering if it is better to draw it as they explore it, or have all non-secret chambers and doors drawn and just describe as they move through them. I have the capabilities to make a map of even the interior areas found in the 6th book, but the first method slows the game down and can easily lead to errors while the second method may be spoilery.
Oh and does anyone else not mind if their players write on item cards associated with the adventure path?
That being said, this is my first time running for this particular group and it is like watching a concussed puppy try to go down an especially fast up escalator. It gets there eventually, but is in no shape to do much. The party's current composition are a Gunslinger, an Arcane Archer (replacing the dead summoner), a Rogue with no trap finding, a Ninja (replacing the pile of dust that was the fighter) and a brand new Cleric of Pharasma (who replaced the Sorceress that replaced the Magus) with the Oracle, being the only character who originally had magic healing or any Knowledges beyond Local, having left the game for good (as well as being the only person besides me who bothered to learn any rules) and I am seriously wondering how they are going to make it through the final adventure. So far the biggest single reason they have survived is the Rogue's ability to UMD a wand of Hold Monster and the Gunslinger never being afraid to wade in and Coup de Grace. I have actually had to hold a class in place of a gaming session to teach them how Base Attack bonuses, Saving Throws, Skill checks, and Spell Casting work which would be excusable if it didn't happen after more than a year of gaming, during Book 5 of Carrion Crown. The ONE good thing is that when the player made the Cleric of Pharasma she based it off domains and chose Healing and Knowledge because the party finally realized how useful those were and not off the campaign itself, as they had forgotten any associated benefits of Pharasma and were mystified when I explained them. They also tend to forget they have Harrow Cards until the moment of death and only after a not so subtle reminder to read Box X from their character sheet. I am rather afraid of implementing things like Hero points or the Pathfinder Society Fame/Prestige options. In fact they seem to forget anything but the weapon in hand at that moment, with the exception of the rogue, who has the tendency to be less effective as a player as more people appear in the party. This does not count the fact that his average roll is 3 and his most common die roll is the Nat 1.
Sorry, I needed to rant to people who may understand the desire to just shake one's head sadly, give a loud drawn out sigh, stand up and walk away with no further explanation. Is there any good way to avoid burnout? We've already had one break due to player issues and the players are still having fun. My enjoyment is back and forth due to the fact that I feel that they don't seem to pay attention beyond the moment at hand.