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****Venture-Captain, Hungary—Budapest 26 posts. 18 reviews. No lists. No wishlists. 53 Organized Play characters.



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No, which is why I think it should be clarified in the errata. Add the rule one object = one ikon.

5/5 ***** Venture-Captain, Hungary—Budapest

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Chris Marsh wrote:


Unrelated... I just now noticed that my stars/sigils/novas don't appear correctly. does that happen to others?

Yes.

5/5 ***** Venture-Captain, Hungary—Budapest

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As someone who ran her own custom campaigns and custom adventures up until Covid time I absolutely welcome the change to give GMs a bit more freedom to adjust a scenario to their current party of players. I have, however, a few concerns about the new wording.

- I'd still emphasize the fact that society play should strive for a consistent experience, meaning new (and established) GMs should absolutely not feel pressured to make any changes to the scenario (apart from obvious typos and possible clarification of inconsistencies), and maybe first aim to run them as written before adding their own creative bits.

- as someone who enjoys the storytelling aspect of RPGs the most, and with speedruns seemingly becoming more popular these days I'd like to point out that syles like this should not be treated as a norm and should only be allowed if the GM and all the players are in consensus and everyone at the table understands what a speedrun will be omitting ("yeah, we all know what the briefing says, let's get to the fight...")

- I do have concerns about how scenario corrections are handled these days. We're all humans, we all make mistakes, writers, editors, reviewers as well, this is absolutely normal. However, in an optimal case I'd like to see the later changes actually make their way into the scenario with the pdf being republished. Because I think nowadays a GM who doesn't have access to some resources (e.g. someone who didn't buy the VTT modules and is not a VO) will have difficulties collecting relevant official information on the later corrections.

- the wording "run combat encounters without deliberately increasing difficulty" suggests that deliberately decreasing difficulty is fine, was that deliberate and if yes, how would this affect the consistency of game play ?

- does the usage of alternate map only apply to allowing GMs to redraw the map (which has always been the case) or does the earlier wording of "no changes to terrain" not apply anymore either ? Meaning could a GM set a given encounter on a completely different map with completely different terrain features?

I think I could go on with the questions. What I'm trying to point out is: the rules of a campaign should still be rules, it should in an optimal case be obvious what is allowed and what isn't and somehow define the areas where GMs have their creative playgrounds. And people are different. Some do love creative freedom, some feel pressured by it, some others even abuse it. I wouldn't want players or GMs leave society play because the rules aren't clear.

5/5 ***** Venture-Captain, Hungary—Budapest

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In the last couple of years I kept missing the uniqueness each scenario had in the earlier seasons. Most of those were really good at creating a unique atmosphere for their location, be it Finnadar Forest, the Forest of Spirits, or Immenwood, Razmiran or New Thassilon, they excelled at introducing the different ambiances or at painting a snapshot of the locations. They also added unique or at least special plot elements, even mini-games to scenarios (yes, also exploring unknown territories, but I loved the fight against the elements in e.g. Tarnbreaker's Trail, the castle renovation and conspiraton part of Lodge of the Living God, the explore-against-the-clock part in Burden of Envy, the babysitting of the crazy iruxi in Fantastic March of Urwal only to mention a few). In comparison, last season felt many times repetitive with a scenario containing three fights and a chase / discovery-influence or two. [I must say I don't hate the chace or infiltration / obstacle mechanics as long as they're not part of every second scenario, but I loathe discovery-influence with passion by now...] And there were not many memorable locations, NPCs, exciting plot-twists with the exception of Csilla's story (the Equal Exchanges line), where I really enjoyed the scenario plots and the encounters in general I just couldn't relate to Csilla at all. Maybe she was introduced in PF1 somewhere and people knew her. I just didn't, so to me the story arc began with some random masked entity having trouble.
As for the Pallid Peak arc that was mentioned: we had two nice scenarios leading up to the special where I really waited for the great revelation, exploring a long lost dwarven city, but then the special cut off at the gates !!! I expected some follow-up on that in season 4 or 5, maybe a metaplot arc, or just a high level scenario or another special.
On the other hand I'm happy with season 6 so far, 6-00 had a great ambiance pirating near the storm, 6-01 has the starts of a maybe good plothole, probably some NPCs who might become interesting later, and a few good fights, 6-02 revisits the Mountain of Sea and Sky and Tian Xia - always a pleasure :) - while we're suffering the after-effects of a god dying. Given the plot it had to happen in a remote location, great idea to bring back Kayajima again.
Here's to hoping things change or bring back some of the old atmosphere...

5/5 ***** Venture-Captain, Hungary—Budapest

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The non-fitting descriptions for the map were indeed extremely confusing, and we had to pretend some doors were not there. And usually when the secondary success condition is the same as the primary (which I assumed here given the lack of other information), it would be explicitly staten in the scenario.
Concerning the transition from B2 to B3, I just let everyone wait until people managed their will saves, which sort of took the flair out of the trap room and the puzzle room as well.
I don't actually think it's the most disastrous ending the season could have had... it could have been a scenario with three discovery-influence rounds and two chase encounters...


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Just finished running this module and I thought I'd post the maps I made for chapter 1 and the remake for Aliriel's Sanctum (which I did because the original was too pixellated in Foundry and also contained the markers for the secret doors.
Grid size is 150 px for all maps.
Maps for Shadows at Sundown
Enjoy and happy gaming !


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While running this AP I made the maps for the scenes artjuice hasn't done, including lots of custom scenes for chapter 2 and 3. Download Maps


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I just started running this. I love the unique vibes of a true wilderness campaign and the story plus the various side encounters seem to be really exciting. Players were fascinated in session 1, I hope this stays for a while :)
I'm missing various stuff from the AP. I already bought two items on drivethrurpg for this, Mammoth Lords Pack which has an awesome map for the camp (but not much else) and Mamoth Pack which has some nice descriptions for the spirit animals to flesh out characters. I did not use the custom backgrounds, I wanted to avoid people going meta about their animal choices.
For the weather generator I was looking into some Foundry mods but they seem to be pretty basic, so I ended up going with this.
I'm using artjuice's remakes for the battlemaps here, they are wonderful.
Was not really satisfied with the hexmaps, I think a wilderness campaign should at least make players feel there is a whole wide world around them to go to and explore even if they end up running from enemies in a straight line. So I created a continuous hexmap for books 1 and 2. The additional hexes will probably end up just being decoration depending on players' choices.
So, all in all very positive so far, hope RL issues won't bug the AP too much. I really can't wait to run the next session. :)


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I was thinking of redrawing them in Incarnate but I can see you were faster :) Thank you very much for sharing, @artjuice, the maps are beautiful !!!


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Awesome map, thank you very much for sharing :)