I'll be there, but iirc there's a thread down in the PFS area where the local VC mentions there's nothing he's aware of going on at PAX East. I know the first few years it had lots of demand not much supply in terms of tabletop rpgs, but while its just a feeling from attending and walking the con, I'd assumed that had changed some since.
I ran some games last year focused around a megadungeon (I modified an ooooold Judges Guild module for the basis) that had the intention of doing something like this, encapsulating each session and making the game more episodic. Whoever was there could join the outgoing "party" and they withdrew back across the river to the safety of the ramshackle town there at the end of each session. Something like that makes it a lot more easily adaptible to changing attendance. I also let them sell their maps of the areas they'd explored to the other parties to make some cash on the side (off each other..) and the old-school mapping was fun for a lot of the newer players that weren't around in 1e/2e.
DMFTodd wrote:
He has a city, and a kingdom. There's entire merchant houses, noble families. There are wizards. Just because they're not statted to fight doesn't mean they're not "there". One of the advantages tabletops have over video games is situations like this where the GM can take into account reasonable stuff that exists outside the prepared material.
High level divination spells (the sort available to the ruler of a nation, for example) tend to put this sort of shennanigans back in their box very quickly, in my games. Just knowing that there's a cleric out there with a Commune makes people rethink 'perfect crimes' quite a bit. Magic's good that way.
- Yes, though I didn't use the spells (summon army has implications I didn't care for and the possibilities for it...just didn't) but let the players read up on the rest and use the info to make their plans. - More buildings (one of the pdf magazines..Wayfinder? had some that were interesting), accounting for climate/terrain more, examples on how to 'build out' kingdom events. (Just because you roll the same event twice doesn't mean it FEELS the same to the PCs) - 6 players, using the mods from here on the forums, about half were very into kingdombuilding, one very disinterested. The perception of it as "math/homework" I think was the issue. It helped some when the kingdom got big enough that each PC basically could 'patron' a city/town, but the whole thing became cumbersome and slid 'to the background' at the end of book 5. - The only time unrest was a factor was Grigori and the trolls, other than that, as there's no incentive to spread quickly, they kept the kingdom size small enough to easily make their rolls 90% of the time. - Its essential once you get to a certain size, or start with armies, but its definetly flawed. We limited it to one item per rank per city district, which kept it under control for the most part
Triga wrote:
. There's games in MA, I run one, but there's issues in central MA particularly with finding games, given the lack of a gaming store as an anchor for the community. There's a convention in SE mass in February that has a good PF showing, tho, and I can't speak for outside central Mass. (Put up my KM Pathfinder game on Obsidian Portal, if you want to have a look, Triga particularly. My ID there is the same as here.)
Just weighing in with my opinion. I'd welcome high level (12+, 15+) and Mythic (20+ etc) additions to Pathfinder. I've always felt a strong connection to my characters as a player and my ca,paigns as a DM, and the thought of just setting that down and starting over when you don't have to never made a lot of sense to me. I liked the BECMI approach, even the (admittedly broken) Epic book, but given I've been consistently impressed with the quality of Paizo's products, I'd welcome their take on it and I'm pretty sure it would find a place on my gaming shelf. |