| itaitai |
| 3 people marked this as a favorite. |
Hello everyone
I would like to put something up for discussion and maybe get a Paizo representative tell me his point of view on the matter.
First, i'll say that me and my group play APs exclusively and we love them. We use foundry VTT and the quality and ease of play are amazing.
However, i have noticed in the last APs i read (haven't read all of them) that they are packed with the subsystems (chases, victory points etc.)
In the first Myth Speaker adventure, there are 5 chases, a few victory points games and more. The book is absolutely packed with them.
It got me wondering if this is maybe too much and if the general player base actually enjoy them.
From out experience, every time we enter one of these subsystems, the immersion that was built in the game tends to break. We are being taken out of the fantasy world and brought into an arcade where you score points.
They also became more convoluted over time. Instead of the GM being in the game, he is tasked with keeping track of points and stuff like this:
"Failure You barely control the boat. The fisher takes a –1
penalty to their next check to Gather Fish during this run.
Increase the DC of subsequent checks to Sail by 1 for the
rest of this run."
I know you can change everything in the game to suit your needs, but if i already paid for something, i would like to make the most use out of it.
And because so much of the book real-estate is used for these subsystems i feel like i'm left with much less story, world, NPCs and fun encounter and exploration in the book.
I might be a minority here, but i am really curious if most players that use APs enjoy these so much that so many are needed in a single adventure.