I am thinking of writing a campaign based on Hermea and the Shimmering Isles. The question I would ask is, What kind of hook would you use to start this adventure? Ideas I have had so far: Start late: the adventure starts just outside promise, the adventurers have accepted an invitation to join the great Utopia. Minor Tests: tests for each of the adventurers which bring them to the attention of Agents of Promise. A Rogue character being bailed out of gaol for instance but then given an invitation, A paladin is attending a vigil in his church when his superior is asked to give him an invitation. A wizard receives message from his order. etc. What others would you suggest?
If you can, try to remove the character sheets as much as possible. Roleplay as much as you can and only have skill rolls/combat when absolutely necessary. When not rolling against something, ask your players to put the sheets away. Try to keep the tempo control of the tempo and tone of your voice, start very slowly and if possible in a lower register, and build from there as the story unfolds, if you have a section where the players need to make a quick decision, don't allow them time to discuss it, rush them, disorient them, then if a decision isn't made have a contingency for a minor failure (at least at the start) until they understand that this is a different type of game. These are the kind of things I have done in Call of Cthulhu.
I have been looking at the Amnesiac Archetype in the Occult Adventures book and wondered if this could would work well retooled for a sorcerer? I have been toying with writing an adventure where all of the adventurers awake with no memories in a crater near town. Each has a set of abstract images that float around their brain (represented by cards) these turn out to be spells which the characters can learn to focus as they gain experience, and learn how they came to be in the crater with the abilities. I also wondered if it would be good to have each character start with the amnesiac psychic at first level, but have no other psychics in the game world to make the powers seem more exotic. The PCs stat their character as they wish, but they can only choose the class they wish to follow from level 2, as level 1 is taken by the psychic class.
They are magical and unique. The smoke if the smoke weapon is placed on top of another magical weapon, both weapons are enveloped in a cloud of smoke for a minute then when this clears only Kemuri remains, with the powers of the weapon it has just devoured, if the weapon is of lesser power than Kemuri has it just devours the lesser weapon without getting better itself. Kagami is powered by negative energy. Whenever either it or Kemuri cause damage to an undead creature it comes into existence in its scabbard with an energy reserve of the hit points that damaged the creature. It is a mirror of Kemuri, all its current powers, but disappears when it has caused the damage that has been stored.
Hey everyone, I am currently GMing Rise of the Runelords and as part of it I have created sidequests for each of the PCs. One of the PCs had the idea that his character was going to start as a Rogue and become a Shadowdancer (which she has done admirably). I created a secret group called the Grey Council which trained her in the ways of the Shadowdancer and as she became accomplished and helped with their goals I rewarded her with two weapons, twinned Scimitars called Kemuri and Kagami (Smoke and Mirror). The PC is asking for background information about the weapons. I am wondering if anyone out there would like to help out?
With the fashion for Hybrid Classes, and the Millions of Archetypes available, does anyone feel that the Prestige Classes should be rebuilt as characters in their own right? For example, would you like the ability to play a Shadowdancer or Dragon Disciple from level 1 (albeit much of the strength of the classes locked into higher level positions.
Got to agree with Vidmaster7. A caster still needs to know all the combat mechanics, whilst a martial doesn't need to know the much about the magic mechanics. I would say that fighter would be easiest if they are willing to read the feats before hand as not a lot changes during play. following that, the Unchained Barbarian is the next easiest just beating a standard Barb out as the raging maths are easier to suss.
If I was rewriting Pathfinder and all that, I would be tempted to put the signature abilities at level 2-3. That way, you would have to work a bit harder than dipping one level to get to the juice of the bone. I think that would allow for a more organic character growth than the devout cleric who one day wakes up able to rage.
Which playable factions/Galactic powers would you like to see? I'll kick off: * The Agrarians - A society that eschews high technology in favour of a more environmentally friendly existence. They have used technology in the past and found the price too high.
Some ideas: As there are no clerics or gods in the system, perhaps a universe wide romp based on the birth of a god, and the different factions that would like to kill/worship/kidnap the child. A galactic government conspiracy around a secret organisation which is trying to train children that have been taken from their parents under false pretence (that they have gained place at a gifted programme school) only to be altered to become the Starfinder version of Sorcerers. A race of creatures has been found on the edges of space that appears to be stripping planets. The PCs are sent to investigate, but it turns out they need the resources to combat an even greater threat. The PCs wake up with no knowledge of their past but with (psionic) powers. Each is given cards with symbols which denote the powers they have, but until they use them they have no control, they can choose to develop these powers or develop in completely different ways. How did they get the powers? and why do the (badguy group) want to capture them?
Could go either full serious roleplay and ask for the egg of a forest drake or some such. or, what could be equally fun, is having her insane due to being stuck in the swamp and just wanting Digestive biscuits. "Oi loved Digestive Biscuits before I was trapped here, if you would bring me a dozen I would be very grateful." Then the players could either buy from a shop, or use cooking skill.
Has a player asked if they can play a Barbarian Monk? as I can only think of that as the reason for the removal of the alignment restrictions. I would test the ramifications of a mix of the two classes before allowing this, rage and ki together could be a bit over powered and some of the archetypes would be a bit over the top too.
R_Chance wrote: Several people up-thread have mentioned variations on "How do they know you're really a Paladin?". Probably because the real Paladins are going to cut you into little pieces if you're not... I doubt fake Paladins are going to get off easy. So, for awhile you fake it, word gets around and your head leaves your shoulders. And the next would be fake "paladin" considers a new scam. If an order of Paladins was willing to slice and dice someone for wearing paladin armour and doing good deeds without the direct ascent of god, I don't think I'd consider them the good guys.
If they can nobble Aldern fairly quickly, the ghouls will thin out so you wouldn't have to worry. If the players are dragging their heels, each night roll a D6 and a 6 would mean d4 ghouls enter town with a mission to kill someone from Alderns list. I used this whilst running ROTR and ended up with Titus Scarnetti getting offed while the players weren't able to do anything about it. Remember to make the sherrif and the mayor more and more anxious as the bodies pile up.
How about a thrawl prince, held and raised by Queen Galfrey of Mendev following a war some 60 years ago. Raised as a member of the royal household but, upon reaching the adulthood (for an elf), being asked to leave the royal court as there is no longer a royal family with whom to bargain over your return. You must now wander the world of Golarion trying to regain your thrown and rightful place in society.
A good idea for a standard party in disguise would be a band of travelling entertainers. Wizard - Merry Andrew - Jester using enchantments to make people laugh at his jokes and capers. Cleric of Cayden - Petie Burnham - Large Bumptious Ringmaster and Troupe Leader Rogue - The Flying Febreezie - Trapeze artist and Acrobat Fighter - Otto Tuffenegger - Strong Man
The issue seems to be that they don't understand that Pathfinder, as with most roleplaying games, is essentially a verbal narrative. How can you have any form of cohesion if you have no frame of reference to address the other players. The better in character conversation would probably be: "I am john smith, please to meet you."
Leave the game.
I would err on the side of the Min part of the Min-Maxer. A min-maxed melee fighter, throw in flying or magical creatures and skill checks. min-maxed rogue, throw in their natural enemy higher level barbarians (they don't like not getting their sneak attack). Min-Max wizard, throw some reflex saves at him. Another thing I would drop in on a houserule, only allow an archetype on one class, the one that they build at level 1, that way the dips into other levels will not be able to pick and choose specific abilities as much.
I am just about to relinquish control of our gamer group. We are currently playing Rise of the runelords with Pathfinder, but one of the players wants a go at DMing. He wants to run a Greyhawk campaign with %th edition. My problem, try as I might I can't find anything I like about Greyhawk. From the boring cultures to the unpronounceable gods (Fharlanghn, the Greyhawk god of dyslexia and bad scrabble hands). Please help. |