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Tim Hitchcock's page

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Chris,

You sir are fantastic human being! Thanks so much for years of patience and persistence in dealing with an old hack from a loud dirty city on the east coast. Please know that your diligence and skill meant a lot to me and never went without my appreciation.

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Davorin Blackridge wrote:
That sounds like a certain Tim Hitchcock not knowing the rules (which is not uncommon).

Actually, The reason I did it is because I'm a sociopath.

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baron arem heshvaun wrote:
James Martin wrote:
And if you wish to GM PFS at GenCon, you might want to start GMing elsewhere to gain some experience. I'm not seeing any GM Stars on your profile.

Maybe you can phrase that a little better, as could his own phrasing which did seem a bit belicose. Certainly having some con experience is definitely a plus and can only help but the Society stars are hardly the sole indicator of how good a game master has the potential of being.

** spoiler omitted **

Just saying.

I don't normally chime in on such threads, however...

The Baron has been steadfast for many many years. Anyone who thinks he needs more stars hasn't been paying attention. Not for nothing, anyone can collect stars, not anyone can be the Baron.

He was quintessential in helping me run both of the very first Gen Con specials before there was a Gen Con special and some how managed to retrieve a manuscript stolen from my personal belongings during the special which (perhaps ironically) happened to be the near final draft to Stolen Lands.

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Thea Peters wrote:

In a loud room (such as a convention) I'll get up and lean into the middle of the table to read the long parts -- this way I don't have to speak as loud (saving my voice some) and the players can all hear me.

The trick is to not read down into the table ... but look up and read "out" to the table.

My trick is to get Thea to run the game for me while I sleep "under" a table.

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15+ years of Gen Con and the best housing I could get (after being put on a wait list for 2+ hours) is at a hotel 12 miles away from the convention center.

I'm too old for that kind of nonsense.

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Steel_Wind wrote:


I am still digesting this volume of the AP after 4 read throughs; however, it is my favorite so far -- by a great margin. I also think it is Tim Hitchcok's best outing since Kingmaker Vol 1: Stolen Land.

Thanks SW.. Glad you liked FotGG. I had a really fun time writing it.

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Ixxix wrote:
These have all been great. I really liked Tim's discussion on word choice and setting the mood. I'm going to have my whole group read this to see if we can start having more ambiance like this in our games.

Thank Ixxix!

I think ambience is super important. A real easy way to get ambiance is to find a crazy place to host a game. I once played a Cthulhu-based game at friend's log cabin in the woods surrounded by wild dogs. It was chilling.
I actually play in the woods a lot, but abandoned buildings, someone's attic on a rainy night, down by the shipping piers after sunset using candles, any place where the player's feel a little vulnerable to begin with. I suppose this probably includes the public restrooms at Penn Station, but I'll let you know if and when I'm finally man enough for that challenge.

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Aww shucks.. But really, who wouldn't want to ring in the Apocalypse?

Yeah! nightmares for everyone!

Besides it beats my old job as one of the four teletubbies.

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ok.. no fountain... How about the mechanical bull at Cadillac Ranch?

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Chicken...

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Scribbling Rambler wrote:
HITCHCOCK!!!

Yes...

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, wrote:

Help wanted!

Putting more 'City' into the "City of fallen stars":

Okay... so there are some interesting things for the players to do/interact with detailed in the book, what I am sort of thinking about though is more 'dressing'.

As in... the parties first walk down 'Light street' and the sort of things that can be used/said to help describe both the feel of the town and the people wandering about their-in.

So... would there be groups or 'Posses' of Barbarian types flaunting it all about?

Would 'Average Joe commoner' shy away from a group of well heeled looking party members?

Possible ideas for stat locations for NPC stats? (Other then, maybe, the NPC guide and rehashing stat block No: 1178 ?

If all the food and water is imported. How is it distributed/sold? Does a Barbarian run town have the Golarion equivalent of corner stores spread along Light street? How far 'back' from said establishments would such amenities likely be?

If the party wanted to actually buy property in the city. What might be the encounters? Would it almost be "Strongest takes what they can hold"?

Thoughts, ramblings and musings all appreciated. :)

For a decent image, google a couple of pictures of Kiberia in Nairobi and then picture that level of sprawling industrial shanty in well Numeria which I kind of imagine to look a little more like Northern Europe.

Culturally, I imagine the power base to be a sort of unacknowledged split between older clans of Kellid barbarians and newer transplants seeking to get their thrills by turning themselves on to unknown alien Tech. After centuries of competing for similar resources, I don't see clans don't necessarily like each other, but they work together out of respect, old clan blood pacts and clan law. I kind of picture them much like ancient celts in that respect. Old warrior clans that now control much of the resources/commodities with the oldest clans being the most powerful and holding most of the control. The extort and intimidate almost like barbaric crime families, but with less fitness. They might even possess kill rights or similar rights based on old clan pacts that place them above the law in certain circumstances, which would make them very dangerous. I also pictured street gangs, mostly made up of younger transplants, upstarts looking to cheat the existing monopolies. Think of Mockery as one of many such gang leaders, but with each gang having its own motive, some political, some not— just opportunists seeking to circumvent the establishment. They shift quickly as they fall in and out of fashion or as they get caught and killed.
I suggest making buying property in Starfall, difficult at best, especially for outsiders. The Kellids still own the city, though the PCs might be able to get asmall, crummy spot somewhere in a dangerous section of either Gritforge or Killbox.

I recently just finished reading Neuromancer by William Gibson, which was likely an unconscious influence on Starfall, both culturally and physically. Another influence were probably some of the cityscapes in the short stories of China Mieville, and obviously the fantasy work of REH, L.Sprague DeCamp and Pat Mills (who wrote the Slaine´ series for 2000AD). I think of the streets of Starfall as being dark, dangerous, easy to get rolled over for money or other supplies, and full of tricksters, con artists, and thugs. In other words, a lousy place to live but a great place for an adventurer. Everything is for all, but none of the deals are remotely fair and the better the deal you think your getting, the more strings are attached to it...Hope that helps.

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DM_aka_Dudemeister wrote:
Cheapy wrote:
I get feeling Dudemeister likes the class.

Yes, but with the problems and errors in it, I WILL ONLY LIKE IT AS A FRIEND.

Which is sad, because I had hoped this would be the class I could marry.

BUT YOU HURT ME BAD CYBORG! YOU HURT ME BAD!

Hey Dudemaster.

I haven't seen the final piece yet, but let me see if I can clarify a couple of things which certainly appear to be errata.

Looking at save progression in my final turnover to Jason, it seems like between a lot of passing the document around my save table got worked, and badly. My intention was to give the class a save progression similar to the alchemist. That was my intention.

The DC should all be + "relevant" ability modifier. Originally I was going to tie specific abilities to specific ability scores, but I found that a little clunky as I was going forward and trying to make it more of a pick your powers type of thing.

Cyborgs should only be able to dump a number of nanite charges into power equal to their character level, so a first level character can only do 1d6 damage. That isn't explicit in the explanation of the nanite matrix description and it should be.

Lastly, yes the hour recharge is too long. That's a mistake as well, originally I wasn't going to have the matrix power up and power down for 8 hours (like regaining spells), so the hour was intended to limit that, but after play testing I was not happy with that and I was going to change the times to either 1d4 rounds or 1 minute. I totally forgot to make that change in the final turnover because I hadn't decided on the change yet. Being as I expect to change it now, I'm open for suggestions.

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Hey Mark,
Congratulations...it has been many years now since I bit the head off one of your mini's during IRON GM viking game. Good times!

For anyone whose never had the opportunity, Mark is a master of rules and a super friendly guy. Well done Paizo, well done.

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As the high emissary of flumphs in Golarian, can you get spell check to acknowledge flumph as an actual word? Every time I type it, it either comes out "flu mph" or "fluff"

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I adore Nick both as an author and a human being.

He is hands down one of the most gifted game designers I have ever met.

He can write an entire game on the spot, just make it up in full detail as you're playing it.
He can write an entire game world (soup to nuts) in about a week.

He made IRON GM just because he figured thats how he could get the most people to have the most fun in one room at one time.

He consistently raises the bar for both writing and creativity. His ideas are always innovated and his characters never short of epic.

Most importantly, a five minute conversation with Nick Logue makes you a better person.

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I thought this was going to be a thread about the giant Runecarved Key prop.
I wonder if it still lives on in someone's basement or did it finally get tossed into to the trash by the new owner's significant other (or mom) for being too big and too ugly.

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TriOmegaZero wrote:
Tim Hitchcock wrote:

As I've stated many times in the past, GMs kill characters not freelancers.

That said, as a writer I'm writing stuff for me to GM with so the quicker I can kill MY players, the sooner I can get back to writing.
Yeah, but if you kill the characters then all that writing goes to waste as no one ever survives to see it. :)

I'm only assuming that

A. the PCs want a good challenge.
B. the GM preps the module and knows how they want to present the information in order to tell a good story and run a good game.
C. the players are clever and good enough players that they'll likely survive and if they don't are mature enough to handle a heroic death.
D. they know they game and have probably been playing it a while, and therefore want to have fun.

So, yeah, I'm writing up (which should be taken by everyone as a complement). I assume both the GMs and the PCs want a challenge. Certainly the players in my home game do, so I write material that I'd serve my crew and thats the best I can do. i cannot guess what people outside want, nor do I try to make that guess. That said, I take constructive feedback really well, and definitely appreciate it.

now, enough of my ridiculously serious replies and back to hijinks.

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Cosmo wrote:
Did we get up to enough hijinks at Gen Con, ya think?

No... no we didn't! There can always be more and better hijinks.

And there can never be too much Cosmo. I can never get enough Cosmo.

More hijinks I say. Next year we need to fill Nicky Blaine's with an entire crowd of people dressed as 18th century noblemen all playing Baron Munchausen at the same time.

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Just checking...

As I've stated many times in the past, GMs kill characters not freelancers.
That said, as a writer I'm writing stuff for me to GM with so the quicker I can kill MY players, the sooner I can get back to writing.

That and great risk makes for greater rewards.

If you've ever read "The Life of Pi" there's a wonderfully esoteric section on how a starving man will look upon a sing fish head as a great blessing.

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Justin Sluder wrote:
When can we expect an encore? ;)

I performed with Rockonomicon (Rone Barton, James Sutter, Jonathan Nelson, and myself) at this years ENnies... does that count?

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Mythic JMD031 wrote:
Why are you trying to kill us all?

You mean all your character's correct? or have we met in person?

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Julix wrote:
Really, completely empty after a year? I would love to ask Tim some questions about the White Haired Witch, that he helped design:

sorry, if no one tells me there's a thread, I won't find it.

Now when you go to Gen Con, people tell you there's a thread.

Julix wrote:


First
Is the hair in every way at least as powerful as the prehensile hex (except that it starts with 5ft range and gradually becomes longer)?

The prehensile hair says it's a limb using intelligence for strength (and thus for attack rolls and damage rolls), while the white hair doesn't specify the possibility of using intelligence instead of strength for attack rolls rather than just for damage rolls.

a. yes

b. for the hair, all attack and damage modifiers are both determined by intelligence.

Julix wrote:

Second

Can the white haired witch use her hair for an AO if she's already grappling someone? For example a lvl 2 male dwarf white haired witch's beard punches an enemy in the face and it automatically starts to grapple enemy #1. Now enemy #2 comes through a threatened tile and gets hit by an AO with the dwarf's curly side hair. - At this point does the beard have to let go yet? - The dwarf also has combat reflexes and a high dex and #3 drinks a potion in range and gets whacked across the face. Since the enemies are tiny weak creatures with bad luck rolling, they all fail to break free. Now it's the dwarfs turn.

-Does he have to spend a standard action to maintain the grapple?
-If he does are all 3 grapples maintained?

The attack, grapple, and AoO rules work exactly the same for the hair as they would for a human trying to grapple with their arms. The intent here is Flavor... to a huge game breaking advantage of offering extra attacks to low level characters. Assume that the white-haired with is devoting a great deal of mental power to control her/his hair.

So in the first example, no the witch cannot take an extra attack with the hair and yes, the witch would have to break one grapple to start another. That said, certain feats might help push those limitations as the witch advances as would the ability to make additional attacks as she increases in level. While it doesn't explicitly say so in the text, I would allow a white-haired witch with multiple attacks to maintain multiple grapples.
For example three, since you have the grappled condition, you must use a standard action to maintain the grapple, and since three creatures all get the opportunity to break the grapple, then its three separate checks. That's not to say that if you happen to be the GM and you want to speed up play in your home game, you could house rule it down to a single check. Personally, I'm in favor of multiple checks.

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Oceanshieldwolf wrote:

@Tim Hitchcock

Ok, last questions I promise...

How do you repair/heal the tikiman once damaged in combat? Can you repair him outside combat/between combats?

Construct rules in the Bestiary indicate that the tikiman would get minimum 1 skill/HD, but most constructs are mindless, and don't ever have class skills. Apart from stealth, and assuming no tikipowersthat relate to skills are chosen, what would be appropriate skills to add to a tikiman?

Repair Object spells work.

I haven't gotten around to making a range of repair object spells for the yohunga yet, but my intent was to make a set of repair spells that followed a progression similar to the cleric's cure spells.

And yep, they are constructs so you can repair them outside of combat.

As far as skills go, the Yohunga determines what skills are most appropriate for his tikimen, and as he progresses, he might want each of his tikimen to have a different skill set. It depends entirely on what the Yohunga has built the tikiman to do. So like a tikiman designed to be an assassin tiki might do a stealth build, while a tiki designed to be a jungle hunter/tracker might build on acrobatics, climb, or survival. That was supposed to be one of the perks, that you could build your tiki to suit your needs.

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Tikiman Errata wrote:
Hit Dice: For the purpose of effects related to number of Hit Dice, a tikiman adds the yohunga's character level to its base Hit Dice.

Does this include prerequisites for tiki powers? Or just for calculating effects of the tiki powers etc...

I actually intended it to be both, thanks for clarifying that.

Tikiman Errata wrote:
Hit Points: In addition to own hit points a tikiman gains a number of bonus hit points equal to half the yohunga's total hit points (not including temporary hit points), rounded down.

So this is in addition to the 5.5 hp per HD acquired by the Increased Hit Die tiki power?

Yes, quite... The increased HD power becomes like a toughness feat at upper levels. The tikiman is the yohunga's primary schtick so the tikimen need a fair amount of hit points to be useful, especially since they are the yohunga's pawns in combat.

Tikiman Errata wrote:
Attacks: the tikiman adds the yohunga's base attack bonus (as calculated from all his classes) to all his attacks. Use the tikiman's Dexterity or Strength modifier, whichever is greater, to calculate the tikiman's melee attack bonus with natural weapons.

I'm a little confused here. The tikiman has a bite which begins bite +2 (1d3 -1), dagger +2 (1d2-1/19-20). So if my BAB is +4 then this becomes

bite +6 (1d3 -1), dagger +6 (1d2-1/19-20)?
If I have also chosen the Increased Hit Die tiki power four times, the tikiman's hit die is now 5, and constructs BAB is 1/HD. So would this now be:
bite +10 (1d3 -1), dagger +10 (1d2-1/19-20)?

Yep. Remember, the tikiman is going to be performing most of the yohunga's work in combat, while he hangs back an bolsters the thing or his allies with spells, plus his casting is limited.

And I'm right in assuming this is not an increase to the tikiman's BAB, just a straight bonus to his attacks? And thus no extra attacks at +6 BAB etc... Does this bonus have a type?

Right!... Because you'll have multiple tikimen at some point so the multiple attacks will come from multiple tikimen, not an increase in the BAB. That would just get too crazy, and well un fun for everyone else but the yohunga (no one else would get a turn)
I never gave it a type of bonus, but I don't believe for familiars (which have a similar type of bonus) have a type listed for their bonus either)

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Oceanshieldwolf wrote:

* Hrrrmmm. Yes, without the significant power gains you will be providing the tikiman is kinda weak, so being destroyed is a major possibility and then the Yohunga is s*(t out of luck for a week.

- Seeing as some of the tiki powers require HD they will be... et all

So I posted some errata which will make the tikiman make a lot more sense. It should solve the whole, what powers do I want to add clause. What you'll see now is that a number of the powers work sort of like feats (because constructs can't have feats).

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Hey Folks,
Lou asked me to go ahead and post this, though I haven't gone through FFG with this yet, so its not "official" errata however it was supposed to be in the original class and its how I run mine.

Basically, the tikiman was supposed to progress with the yohunga, and be modifiable by adding tweak powers. The progress with the yohunga rules are missing in the Freebooter's guide so as written, you could be 20th level with a bunch of 4 HD tikiman with 20 hit points each as your primary power. Which sucks, and is wrong. The following errata side bar fixes it.

<Sidebar>
Tikiman Errata
Armor Class: A tikiman gains an additional natural armor class bonus equal to ½ the yohunga's class level rounded down.
Hit Dice: For the purpose of effects related to number of Hit Dice, a tikiman adds the yohunga's character level to its base Hit Dice.
Hit Points: In addition to own hit points a tikiman gains a number of bonus hit points equal to half the yohunga's total hit points (not including temporary hit points), rounded down.
Attacks: the tikiman adds the yohunga's base attack bonus (as calculated from all his classes) to all his attacks. Use the tikiman's Dexterity or Strength modifier, whichever is greater, to calculate the tikiman's melee attack bonus with natural weapons.
Saving Throws: For each saving throw, the tikiman adds the yohunga's base saving throws as calculated from all his classes. The tikiman adds this bonus to its base save modifiers and uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the yohunga might have on saves.
<End Sidebar>

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brvheart wrote:
** spoiler omitted **

Hey Braveheart,

I like the feats, though I think the first two are more in keeping with extra tikipowers. If it affects the tikiman, then its a tikipower, if it affects the yohunga, then its a good feat.

For the second group of questions, since the necklace is essentially a bonded item, yes you can enchant it. You cannot however turn it into a ring of protection, strictly speaking (because specific items are geared towards specific body locations to keep your game balanced). You could however turn it into an amulet of natural armor.

Because a tikiman is a construct, if it drops below zero hit points it is destroyed. The yohunga must Craft a new one. The tiki can be a simple or complicated as its owner desires, however it takes 1 week to complete the carving and perform the rituals that give the thing its semblance of life. There's no Craft check needed as its assumed that by this point, a yohunga knows how to make its own tikimen out of whatever resources are available.

I'm also going to add that the errata (which should hopefully be coming out soon, makes tiki's significantly (and sufficiently) tougher at high levels, providing them with appropriate bonuses to saves, AC, BAB, hp... etc. There is a missing section in the guide that was supposed to detail common features to tikimen, but basically they should develop sort of like familiar and the powers were supposed to provided extra bonuses.

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You know... I make the encounters too soft, people complain.
I make the encounters too hard people complain.

Its a crapshoot. Lots of PFS players really work hard to optimize their characters so they function at a CR higher (perhaps more) than a typical character so its a tough juggling act.

Thus, you get the play up/play down option. Its supposed to help folks pick a path more towards their style of playing. Perhaps the GMs should stress that aspect more when preparing to run a group. I think often people get too hyped about playing the hard mode, but in my opinion, Hard mode is for crunch players who dig min/maxing and optimizing stats and the other mode is for fluff players who build characters based on their backgrounds and stories.
Yeah, I know there are folks out there that do both, but really everyone knows whether they lean towards power gaming or method acting. If the GMs stress that to their players first, then the players have little to complain about if they decide to run hardmode and get TPKed. Or if they run soft mode and its too easy.

The key is really trying to figure out what kind of game your players want to play. Make the players happy and you will have a good game. So yeah, get excited about finding the mode that'll make your players most happy instead of getting excited about making the players play up. The objective isn't to kill their characters, its to make everyone have fun.

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Louis Agresta wrote:

Hey all my friend and fellows going to Gen Con this year...

Rone Barton's and my organization Iron GM (you've maybe seen us in those whacky outfits?), is sponsoring a Razor Coast special event. It's an interactive for up to 60 players, and it needs talented GMs who can run a mean Pathfinder game.

So, GMs, want to work with a multi-Ennie award winning RPG author to deliver the hardest-hitting, gore-filled piratical interactive event of the season?

The event was designed by the nefarious Tim Hitchcock and it's called "Slaughter-Priests of the Razor Coast." It takes place Thursday, from Noon to 6pm.

If you've any interest in lending your Pathfinder GM'ing skills to this mastermind of an event please comment your interest here, and I'll PM you with further details.

Or, if you're just looking for an outrageous and exciting event to play, there is still room in "Slaughter Priests of the Razor Coast" (Pathfinder) - that's RPG1341324 in the Gen Con event catalog.

I might just sneak in as a player, myself, actually.

Hey Lou, thanks for the plug!

If there are any folks out there who are going to be at Gen Con and want to get in on the Razor Coast action to see what the setting is all about...
Go to Slaughter Priests of Razor coast GEN CON Events , there are still a bunch of seat open.

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I think the point with Season 1 was to have the overall plot be a little ambiguous, and show how the event of the Sinkhole influenced numerous other things without the focus falling so much on the sinkhole itself, particularly because what was in the hole was going to be more challenging that low level characters were going to be able to handle.

That sort of changes in Season 2 as I was forced to reel things in a little, so as Season 2 progresses, there will be more of an order to the adventures, at least towards the end.

With season 1, you can get away with changing CRs on a lot of the adventures, and moving them around as you see fit, and slipping them in between other adventures and whatnot. Of course Epicenter Rising has to be first.

That said, I suggest running Ascension of the Prophet early on.

Tatterdemalion should play sometime before Widow's Walk (as the later riffs of characters in the first).
The Malchort Cabal should come before the Tribunal Edicts and the Tribunal Edicts should come before the Skullfire Inquisition.

Once Seeking Dawn is released, the rest of the series follows a plot to the conclusion.

and my post probably just made everything more confusing...

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Paizo Con 2013 = Best Convention Ever!

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I just want to add that what really drew me into professional game design was the OGL. That was the whole point, that the whole concept of being "official" was really what was holding gaming back, because brilliant ideas became limited by an "official setting" or what have you.
3PP are really creators of house rules aren't they? Like most of us do in our home games.

I even liked some of the crappy 3.0 books because they gave me ideas or got me psyched to try something new, even if I was only going to pull that stunt once or even if the idea was mechanically broken. So really we're all getting this vast avalanche of ideas, and what's not fantastic about that?

I've been playing D&D now for about 35 years, how happy am I that people are cranking out new ideas like crazy. I just call that fun.

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doc the grey wrote:

Hey guys! Just got my hands on this about 2 weeks ago and I have to say so far excellent job. The Bodyeker, Chernobog, and the Slough are at the very least creatures that are soon going to be making an appearance in my home games.

That being said I have a quick question about the Slough. Is the weirdstone supposed to weigh 4000 lbs? As written the thing seems like something you would want to carry around so that it can feed on new terrain and at that weight would just end up sitting in one location, consuming all the life from the area, and then be just rendered inert.

Well, I can definitely admit when I'm wrong.

This is a prime example, the text should read 400 lbs. I actually wanted the weirdstone to be a bit lighter than normal stone so the slough could tote it about, but heavy enough that the slough couldn't just flee a combat with it without a certain amount of effort.

That said, a clever slough could certainly gather enough minions to haul around a 4,000 pound chunk of stone, especially if it suited her dastardly plans.

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I know nothing. I admit nothing.

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Jim Groves wrote:

Wow.

Granted I have only studied this for about a half an hour, and I haven't read or dissected it thoroughly, but first impressions?

Tim knocked this sucker out of the park. Interesting NPCs, neat dungeons, cool story.

James Jacobs often says, "If you want to learn how to make better adventures, then read other people's adventures."

With some humility I am going to be studying this one. If people are enjoying the AP so far, I think they're in for a real treat.

Thanks Jim!

Ironically, I'm just about to start reading Shackled Hut. I'm a little behind on my AP reading.

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Mikaze wrote:

Just got to do a partial read.

Man, this adventure. Some might view it as "dungeon-crawly" at a glance, but for groups that pursue it there's a LOT of intense roleplaying potential here. It definitely feels "lived in", and there's no shortage of characters that could easily be allies, enemies, frenemies, or antagopals depending on how the PCs approach the situation.

I'm really liking the Hut reconfigurations. This is only going to get weirder as it goes along, isn't it? :)

Thanks Mikaze!

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Jim Groves wrote:
"Insulting" is a rather odd expression for a design decision. One may not agree with the design choice, but the designer does not try to offend the reader. Let's keep it in perspective.

Well actually...

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TwilightKnight wrote:
** spoiler omitted **

Lets see if I can answer this:

reply spoiler:
When I wrote this, my intent was for BMM to remain trapped within this chamber long enough to start giving birth to her vile spawn, so yes the bindings were designed to hold her. Still, she can move almost the entire length of the chamber, she just can't leave the chamber without breaking her bonds. Also, she isn't particularly described as wearing manacles, she is bound with multiple chains and stuff, so she not necessarily bound with any type of fancy material. The reason there is a DC 35 chance is because there should always be a chance. I was also thinking that the PCs appearance would rile her up more that usual.

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There was not a doubt in my mine that Steven would win this competition.
Congrats my friend! You have certainly earned this victory.

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DeciusNero wrote:

It's not so much of whether the ghost "can" do that or not, I'm just thinking about how to present that without the ghost knowing that a certain person can't be contacted (who he hasn't met, according to the background).

Like example, they walk in, make friendly contact with Ulcris. Does he just throw it out, "Oh hey, if you kill that guy mucking about, I can read his thoughts for you."

I guess what I'm asking, how would he present that information, without the PC's mentioning that they'd specifically need to have that happen? (sorry if I'm coming off as confusing u.u)

Ulcris shouldn't just throw anything out.

The way I played it is simply this (note: this isn't really in the rules, its just kind of the way I ran it).
Ghosts are in a state of torment unknown to them, which is why they hang around the material plane.
After convincing Ulcris he was dead, they helped his soul achieve some sort of peace allowing him to "pass over" as a reward, he offered them one last favor before departing. Naturally, the PCs asked them to get information about Vrood.

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Louis Agresta wrote:
ok. who wants to have a Razor Coast release party at Gen Con sponsored by Kraken rum with Alestorm playing? I could figure out the costs and put up a kickstarter just for party and the Alestorm appearance fee...hm....

Of course I do!!!!!

which means you might want to rethink that plan.

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GeraintElberion wrote:
Tim Hitchcock wrote:
Nicolas Logue wrote:
GeraintElberion wrote:
Tim Hitchcock wrote:

Wait... I missed most of this thread. Do I really get to see Pett in a dress?

A rather striking pen-portrait may be found here.

I assume it is accurate.

And there you have it: case and point.

No Nick, I meant live.

Sort of like how I've seen The Craig Shackleton live in a dress... except more British and less Canadian.
That must be a big dress, if he's going to live in it!

curse you homophones! curse you!

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Nicolas Logue wrote:
Jeff Erwin wrote:

Mists of Mwangi...

Well, for my character, it devolved into a dung flinging contest. Good times.

Sounds like your group may be the ONLY one that played the scenario the way I envisioned it. :-)

Wait, you told me you envisioned that part as a LARP.

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golem101 wrote:

Gully Foyle is my name

And Terra is my nation
Deep space is my dwelling place
The stars my destination

I owe my username to Alfred Bester, that was the least I could do.

Ok so I'm not the only one to jaunt over to this thread because of the Bester reference. I'm not sure whether I feel relieved about that or more nerdy, but thank you Golem101. Thank you very much.

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Nicolas Logue wrote:
GeraintElberion wrote:
Tim Hitchcock wrote:

Wait... I missed most of this thread. Do I really get to see Pett in a dress?

A rather striking pen-portrait may be found here.

I assume it is accurate.

And there you have it: case and point.

No Nick, I meant live.

Sort of like how I've seen The Craig Shackleton live in a dress... except more British and less Canadian.

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Itchy wrote:
Nicolas Logue wrote:
The Roachlord is filthy! Love the new art, Lou! You is amazing!

** spoiler omitted **

Hey! Roaches aren't filthy! I have a tank of Madagascar Hissing Cockroaches and they are very clean!

** spoiler omitted **

Here are some more Pretty Bugs for anyone interested.

-Aaron

Its pictures like these that make me cry. My madgascars and tarantulas are all dead! Curse you hurricane Sandy!

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Richard Pett wrote:
Tim Hitchcock wrote:
Azmyth wrote:

I'd like to offer Rich my services as his 'corner man' for this pugilist competition.

I love ya Nick, but I've seen the guns on that Brit and he's the smart money bet.

Love ya Az, you know I do, but Nick has magic wushu power. He's studied the mystic arts on top of mountains in china and has a necklace made from the teeth of the chinese secret police.

Never underestimate the power of Logue.

Ha! Typical Hitchcock siding with the wushu power because it sounds a bit like tequila.

Good idea Wakedown, this could build into something very memorable, I have the pig grease ready Logue.

Huzzah!!!!!!!!!!!!!!!!!!!!!!

Play how you want Pett. I'm only stating the facts.

Here's another fact... Nick has actual pirate's blood in him.
And probably the blood of Appalachian bootleggers who practiced their own backwoods surgery.
Of course the latter half is only a guess, but its a very educated guess if I know my Logue.