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Any news on if/when the Class Deck download will be getting updated with Magus and Tales character sheets and deck lists? Right now my players are marking directly on their sleeves since they dont have a printed sheet. My downloads show that the last update to the CD file was Feb 2017 and Summoner is the final new addition.
I'm running PFS ACG tutorial + 2-1 all weekend, and I've created the 6 original iconics pre gen decks for players. I have char, card, and chronicle sheets for them all to hand out. My question is at what point can pre-gen rewards be transferred vs when do you have to ref the pre-gen as your own char? Can my players who did 2-1A last night transfer their completion, reward and upgrade to a new character? If they complete 2-1B can they no longer move the rewards? Some players expressed interest in buying a newer class deck now that they learned the game and it would be a shame if they had to start over and miss out on completing the adventure since 2-1a might not fire again this weekend.
Am I reading this right and if you trade you will actually be down a health point for the scenario? This effectively says, that we can't use garbage loot and instead have to cough up loot from our health pool, the way I read it. And by garbage loot I mean having extra Weapon Bs for a Spell based char at the end of a scenario.
So if I do my first trade at the start of the next scenario I will only have 14 cards in my deck, is this simply the price of doing business? It would make sense but my understanding was that Traders were a way to filter away un useful loot. My hope was that in adv4 and up we'd finally have a way to filter out the B cards still in the box for actual upgrades that translated into CD upgrades.
So I'm getting ready to get v4 of the guide printed bound and laminated and reading thru it I happened upon this part: "Next, Alex’s party wins Scenario 1B. The scenario reward is a random spell. Alex decides the card she drew won’t improve Lem’s deck, so she records that she took no reward." Now that seems very different from how I've been instructing my group to play. Up till now if you don't want a pull reward, you don't get to pull. This also seems to indicate that game box pulls are only for particular chars, at least in this example. I'm assuming that the correct way to play is the following, which is lifted from 2-6: "Each character chooses weapon, spell, or item and adds a card of that type that has
So my question is can characters do the pull from the box, but elect not to take the reward, which would mean losing this bonus upgrade? They would still get the regular upgrade, but for characters who see no beneficial bonus upgrade in those pulled cards, can they mark no reward? Would this mean a character could replay it again for the reward even if the rest of the party already has it? Damiel didnt take the reward the first time around since potion of healing was the item alongside a weapon 4 and 2 Spell 5, but if his party of four replays can the other three members choose item and add Damiel can now choose from 4 items? I feel this is important when playing the later scenarios and these type of loot pulls end up grabbing B set cards without the Basic or Elite tag still in rotation, like the damn heavy crossbow instead of a weapon 4/5/6! #stillgrumpy
Hey guys, I'm getting ready to volunteer for running a couple PFSACG sessions at MAGFest 2017 and I have my original Rise of the Runelords demo kit. Its a super easy to set up and run demo in a deckbox, any chance its in the works to use that to create a demo scenario like the S&S one? I'd love to have mini chronicles to give out for the follow on 2-1 slots happening the rest of my time blocks.
I was thinking of allowing a player a re-roll if they had an "I Voted!" sticker/pin today but wanted to check in about the general feeling of such things. I know there is a bit of leeway in leaving running the games to the "GM" person, but I thought this might a cool thing to toss in my meetup/FB ads to get more nerds to the polls.
Just wanted to open a thread for this card in OP. As the organizer for our standing event, this card has been the recent bane of my existence. Its having effects far outside the game. I understand the cards design, its very thematic and fits great with the lore. Suddenly an group of demons descends upon the party unexpectedly and they must fight them off to continue their mission. Makes perfect sense. The issue is the development/mechanics portion. In an RPG setting such a thing is mitigated by the party being able to rely on their class roles to handle this unexpected event. Tanks will tank, dps will dish the damage, support will try to make sure the battle goes the party's way. This same formulae doesn't translate into the ACG, the summoned demons are randomly assigned to an individual member. The party hammer may get none and the healer may have multiples. So why do I say this card is affecting more that just the game? Because it can make 90 minutes of play suddenly worthless. When Demonic horde is showing up I begin to question whether its better just to call the scenario and restart or move to a season 2 session. If we do face the horde, often times it goes back into the deck due to one failure forcing a full fail. Resolving the horde also takes a disproportionate amount of time due to its nature, especially when coupled with varied card traits or scenario effects. More time is spent on resolving the horde due to needing to ensure N success otherwise having to do the same thing again. We also try to limit our tables to 4 players to avoid adding in extra demonic hordes, which goes against the spirit of OP wanting as many people to play as possible. Each of our recent needs to replay were directly influenced by demonic horde and how it distributes its effect, even more frustrating at high tier where remaining deck upgrades become very infrequent. No upgrades and no progression, a mitigating factor at lower tiers are that failure will often still result in a deck upgrade. An influencing factor could be the scenario power and servitor demons that appear at the higher adventure decks. I could be overinflating this due to my profession as a user experience designer, but a participant result of their time feeling wasted would make me hold a release to investigate. I've brought this up for discussion because the card is great thematically and in its intentions, but the first thought shouldn't be "F! it, you want to go get dinner before the second game?" or "Can we just restart?"
Hey content team! Just chiming in that I would love to see a piece of fluff. I've been making binders for each season for my store and would love to have nice front and back cover art. I usually just try to resize the Season AP art but it always looks sad. I would love to see a piece that I could use for the Season binders and other promotional material. I end up making FB event cover photos my slapping the Scenario name below the Adventure name. https://www.dropbox.com/sc/mcwrc4vweex0b9o/AADLzJmgSYY3ab-KXYgW4v-4a Having actually OP assets to use to promote the play group would be awesome! We saw an uptick in our event attendance replies when we started including artwork so things looked cooler in players FB feeds You guys always have such good art, help me use it to draw even more players in!
Our existence is a fragile and fleeting thing. With each passing day we must rejoice in the gift we have been given. Our oldest tomes postulate that the Guild existed long before we had the means to record our flashes of life. We do not know when the Guild began, only when we learned of it. The mystery of how the Guild unites so many different realities and timelines is second only to the fact that different realities exist. Chapters exist spanning amazing swathes of time, location, plane, even reality, yet we are all united in the Guild. In life and in death. Our lives with our Company and our Chapter are temporary, but the Guild eventually welcomes all to join Omega Company. Here, we honor those who have gone before us to prepare our way. With reverence we record these members entry to Omega Company. May their light forever shine and light our path. OMEGA COMPANY - Their light shines eternal Ezren, CGOFFX Chapter Alpha Company
All Glory to the Guild.
So this is a question I'm investigating on my own but I only have the first three SotR Scenarios. Why the question? My FLGS is lagging on joining the retailer program because of some of the information that is requested, so I've been running everything out of my own box. We've grown from our initial 2 players to 12! With new players joining in as our original crew heads into 1-3A, I'm trying to see how much of 1-1 and 1-2 can be run at the same time slot of 1-3 without sharing locations. Don't know if Paizo OP has this info but a simple list of which things CANNOT be run at the same time would be helpful assuming a table of 4. Has anyone figured this out already while I work on getting more boxes?
Hey guys wanted to see if anyone else had some ideas on an issue my group keeps encountering. We have core group of 3 with usually a fourth off meetup, but recently we had a six player game so I had to crack into the addon deck as I didn't have another box. Something I've been noticing is that for the past two scenarios we've run we've had to attempt them twice due to feeling like every game brought at least two demonic hordes and two aboreal blights. Packing up I noticed that in our location decks for our failed 4player scenario this week (1-2D), there were in fact 3 demonic hordes, 2 from the base set plus 1 from the character addon deck and 2 blights, 1 from B and 1 from C. I've been debating using a modified purging rule from when the group size drops below 5 and purging out C cards as they are encountered by smaller parties and replacing with a random from the box. Is this something you guys think would be okay in OP, or should I go thru all the cards and pull out all the C before sessions? Any other issues you guys have seen with fluctuating group sizes and how you fixed the issue?
One of my favorite things about this game is the involvement of the Paizo staff in interacting with the community and letting us see some of the inner workings of PACG R&D. As a user experience designer by trade and hobbyist game designer, I would love to learn even more about the R&D process behind this game. I think the PACG team has so much knowledge and information that could inspire a whole new crop of game creators. Plus all the tangential processes that go along with creating a new entry in the product line. Even a monthly 30 or 90 minutes would be amazing, tho I hold out hope for a weekly or bi weekly series! I really hope this is a possibility because you guys are so great at engaging us and this would be a huge interaction point. Thoughts?
Herein lie the guild records of the Comics & Gaming Outpost Fairfax Guild Chapter. We chronicle our activities so that our glorious Adventure Guild may be pushed forever onwards to new heights. Knowledge is power. We commit our knowledge and power to the guild. Entry 0
Entry 1
Luckily one of the company we sent forth managed to escape, Agent Merisel. Merisel jumped into a lifeboat and rowed away, after.... "reacquiring" guild property left behind by the fallen agents. Merisel happened upon Agent Kyra emerging from a small shrine. Kyra had been dispatched to the islands previously in a seperate company who had left her to study at a strange island. The two reunited and reported they paddled and paddled until they came to the shores of Mendev. Merisel returned to the local Guild Hall while Agent Kyra felt her holy calling was to assist this land with their growing demonic possession. Agent Kyra was reinforced by Agent Wu-Shen and Agent Radillo, fresh from the Guild Academy. The company visited the Temple of Iomeade to stock up on supplies and information. The party helped the temple paladins defeat a Wight that had encroached far further into the buffer than previously thought. Quickly passing through the citadel and removing a hunting Brimorak from the location, the company trekked farther into the Worldwound. In what Kyra is calling a stroke of divine luck from Iomeade, the company managed to corner the orchestrator of this renewed incursion in a battle scarred canyon. The company launched into battle with the demon calling itself Savash and after a pitched fight, was able to mete out justice to this foe. The company was able to successfully withdraw from the encounter and returned to the Guild Hall with some spoils from the battle field which have been recorded and chronicled into the armory. The current demonic alliance between the undead and the demonic forces lies broken. For how long, we do not know. We urge all adventuring companies to be prepared for tests of skill and challenges of combat if encountering any other such dark alliances. I feel we have a long and ardous campaign ahead of us in Mendev. However the Guild will not shrink back in the face of this danger. Their kingdom turns to us to assist with their plight. As always, we shall answer the call for champions. All glory to the Guild.
((My local group loved my session report so posting it over here too. Taking a bit of RP license with the OP format, but hey! Its all about fun right?!))
Hey guildmates! I'll be starting up the ACG for NoVA and since it will be my first time being the organizer for PACGOP, I was hoping there were some lessons you all have learned that you could pass on. So what is your one tip that you would give to organizers starting a new ACG chapter? Can be about anything related to PACG OP, but you can only give one tip! Hopefully this thread will be useful to others out there thinking about, or just starting, their own ACG chapter. The one thats helped me the most so far is, advertise your game in store and on social media. Followed second by, get an organizer that can hold a sleeved set.
Its proudly emblazoned on a side panel of the copy of Skull and Shackles that I just picked up. And I'm dying to find more information about it since it says it can hold an entire AP...sleeved! And organized!! Is there a shred of information about this besides that box blurb? This is a thing I have a mighty need for as a starting Guild organizer!
Hey all, first time posting but reading for a while now. I've been convinced to once more try my hand at being a GM after a 10 year hiatus after my local group abandoned thoughts of a DnD game for Pathfinder. Our local store doesn't have a PFS group yet so I thought I'd volunteer to start one. I was originally going to run the first steps series over the next three weeks but I see now that they were retired last week. So now Im stuck in a pickle as to where would be a good entry pathway for players who haven't bet on the will of the dice in years. I was thinking about starting with older modules but I believe some factions have now been retired and some of their NPCs no longer exist in Season 5, and the new line won't be up till 2014. I was thinking maybe I just start with 5-01:Glass River Rescue, but then I'm at a loss for what to run the following week. I'd like to schedule 1-2 months worth of games on the shop calendar but I'm at a loss as to what scenarios to purchase to A) let the core group feel like they are working thru a coherent story and B) allow brand new players to easily jump in. Any advice you guys could give me to help grow the Northern VA PFS would be invaluable! Especially if its things I should do before running my first PFS game ever! Thanks All!
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