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I've got a (growing!) group currently playing in Council of Thieves. Many of them are new to Pathfinder and to tabletop RP. To make it easier I've been more descriptive than rules heavy, but what's happening now is many of them are overlooking the fact they can do Sense Motive, Knowledge, and other checks, which is vital for the AP. A senior player in the group suggested taking time at the start of the session to highlight and explain one or two skills. I was also thinking of having some sort of NPC in Westcrown that could teach them (think in-game tutorial). Any ideas or votes on these? I'd love to hear your thoughts.
I'm GMing Council of Thieves, and some of the characters were brought it from a 5e module. There, a dwarf cleric of a custom deity (LN) cut the nose off, then beheaded a man that was tied up because he wouldn't give answers. Consequently, I've had his powers removed, and in his meditation, Asmodeus has said he would be better to worship him rather than 'Bob' as they both desire to destroy everything that gets in their way. In this order only male dwarves, everyone is known as Bob. Gametime wise, they've spent 6 months in Westcrown, and the dwarf has met Arael, who's offered to help him restore his connection with Bob. He's also met another Bob-this one left the order and now serves Milani. This Bob has helped our Bob learn to resist the calling of Asmodeus (Demon Hunter Trait) and has suggested to him that there are other ways of fighting evil other than destruction. Bob doesn't trust anyone that isn't a male dwarf, and thinks that because of the evil in Westcrown, the city should be destroyed. I've used this as a way for Asmodeus to continue tempting Bob, but in classic dwarven pride, Bob thinks he's repented enough. I'm looking for ways to go beyond just removing his powers and make it clear that it's not just repenting, but this pride, this stubbornness will be his downfall. Should I have him start to channel negative energy? I'm thinking of a story that would lead him down to serving Asmodeus directly if he's not careful. Have you encountered this in your game(s)?
As I mentioned previously, I wanted to bring my characters into Pathfinder from D&D. They're currently playing through the beginner box (Lost Mines), and I think I've a way to teleport the characters into Chelix. However, they'll be level 3/4 when they arrive, which would be pretty much past book one. Should I move them into book 2 automatically with a brief summary, or would it be better to start from the beginning, and make adjustments in difficulty?
Hi everyone,
I'm currently running a group, some of them brand new to tabletop RPGs, and they love it, which is great. It's also my first time as DM, though I have been playing in 2 Pathfinder campaigns previously. What I'm realising is that DnD 5e lacks a lot of the flavour I've come to expect and I'm looking to move everyone once we've finished the starter story. As I'm still new to DM-ing, I'd like to find a campaign I could move onto (after the beginner box) that would still help be get a hold on all the rules (I'm still lugging around the Players Guide and Monster Manual). In addition, the group isn't heavy on fighting-they quite like plot intrigue and talking their way through situations. I'm fine with that, but having played RoTRL and RoW, I'm not sure if there's as much resolution with words (could be just the DMs). Any suggestions that would satisfy these conditions? Thanks!
I got the S&S set for Christmas, and have enjoyed playing it. I also run a games night at work sometimes, and have got others, 'on board'-so much so they bough either the same game or Wrath of the Righteous. I notice two 'issues' when trying to get the game start, and mainly it's around the card setup. Even with the base and character set, it's taking at least half hour to set up all the locations, which can be daunting when showing people for first time. I notice this scales considerably as I'm up the third scenario(Tempest Rising). I currently separate the scenario decks, but any thoughts or suggestions on how to speed up setup/teardown would be great. Playing it is great, but spending almost 90 min to setup and play a 90min game can be intimidating. Also, as a random aside, should playing scenario 3 also include the cards from the previous scenarios as well? |