Logan Harper She/Her wrote:
All good! Thanks so much!
Hello, Please cancel all my subscriptions except for the Adventure Path subscription. Next, please remove all items from my sidecart. My sidecart currently contains the following items: - Pathfinder Bestiary 3
Finally, I have a pending Order 36299951. I only want the following items in this order: - Pathfinder Player Character Pawn Collection
I greatly appreciate your assistance!
Hi! I haven't received my Gamemastery Guide from my Rulebook Subscription, but the product page says that I ordered that product. When I followed the link for more details, it took me to a numberless, empty order. I'm worried something happened and I won't get my Gamemastery Guide physical copy or PDF! Can you help me out? Thank you!
Matthew Downie wrote:
Specifically, Malk_Content is referring to Vampire: The Masquerade (VtM). The new edition of VtM (i.e., 5th edition) integrates a relationship map into its character creation and some mechanics. Their description of how it works and its ability to foster player engagement is spot-on!
Unicore wrote: So really the lesson is: Talk to your players. All the time. SAME ICON! And excellent advice! There's countless real-world situations that are complicated by a lack of communication, and TTRPGs are certainly one of them. Players won't get what they want out of a game if they don't speak up, and players often won't speak up unless the GM gives them opportunities to. Malk_Content wrote: Go read up on new old vampires relationship map and implement it in every game you run. I'm running a lot of V5 at the moment, but for some reason it never occurred to me to use the relationship map elsewhere. You're spot-on in that it's a great visual aid for juicy roleplay opportunities!
Your advice could apply to either PF2 or TTRPGs in general. Your advice could also come from a player's perspective; what advice would you give your GM to best enrich your experience at the table? The biggest advice I have is to read everything (e.g., rulebooks, adventures, lore, character options, statblocks, my players' character sheets); this may seem like common sense, but it didn't come naturally to me. This doesn't mean you have to comprehend every single word, just touch it with your eyes, per se; it's hard enough finding time to play, let alone time to parse all that content. You'll surprise yourself with what you're able to recall, and your game will be richer for it!
Fumarole wrote: I use a 40" TV laid flat on the table connected to my laptop. I create maps (or find suitable ones online) and open them in GIMP. A separate layer is created in GIMP for the fog of war (basically a solid black layer), which I erase as the party explores the map. I also have layers for things like secret doors, which remain hidden until the players find them … The TV doubles as a speaker for sound effects and music I play through Syrinscape. I also display the initiative order on the TV to the side of the map using Combat Manager, and if I need to show the players any art I can display it right in front of them on the TV as well. This is absolutely genius! So much functionality and so many cool applications. I'm in the market for a cheap flatscreen to replace my current monitor, so this would be easy to implement at my own table.
Ascalaphus wrote: Flipmats. I have a lot of them now. One time the PCs were planning to ambush enemies and did well on scouting, so I showed the scout three flipmats and said "you can pick on which one you do the attack". At their best, they have fussy to draw stuff like forests and height differences on hills. When you've amassed a large library, running a scenario can become a "ah, I already own all those maps, that's nice!" That's a neat way to use flipmats! It seems you get a lot of use out of yours. I was considering amassing a collection because they certainly seem useful. Sometimes, I'd almost rather transfer elements of an AP/Adventure to a flipmat just to avoid drawing it all out or finagling a way to print/tape them.
Lost in Limbo wrote: My trusty wet-erase megamat has been my go to for the past ten years now. Same here! It just seems like the best middle-ground between all the options people have been presenting (though they all certainly have their uses). Wheldrake wrote: But the OP omited a further option: miniature figures and dungeon, city or wilderness terrain. Sure, it takes longer to prepare. Sure, it can become expensive (Dwarven Forge terrain is notoriously expensive!). But man, what wonderful tables we have! I hadn't considered that! That's the type of set-up I feel most GMs only dream of. But it looks like it's worth the expense and the effort if you have those to invest! Thanks for sharing, that's super cool! WatersLethe wrote: For pre-planned, moderate sized dungeons I use "Dry Erase Dungeon Tiles" 5 and 10 inch. Darksyde wrote: As for other ways of running I have used an over head projector shined down on the table. Draco18s wrote: For games that take place on roll20, the map image gets imported as the background and we align the grid as best we can. Charlie Brooks wrote: I use a combat pad to track initiative, and it has a nice big space where I can scribble out a quick map. Seems I should have expanded my list to include paper, terrain, modular tiles, projection, and virtual! Hadn't realized just how many options there were out there.
I'm curious as to which method of mapping people prefer, and why: - Paizo's flip-mats and similar products
If you have some sort of clever innovation you've made at your table, I'd love to hear about it! I personally use a giant wet-erase mat, because I find its reusability to be invaluable. Though it is rough when I have to draw out bigger areas!
Sam Phelan wrote:
Thank you for the clarification! I'm fine paying for PFS scenarios up until then.
Janice Piette wrote:
I second this! Adding this granularity the new sanctioning model would allow Adventures and Adventure Paths to be played with PFS characters without wildly increasing the workload for developers. Just whip up five sheets instead of one!
Ferious Thune wrote: superhorse - what you describe was already the case under the old sanctioning model. Oh shoot, really? I had no idea! I wasn't aboard for PF1, so I only know what bits and pieces I've read about the old sanctioning model. Ferious Thune wrote: I’m not saying that an event coordinator is trying to schedule things under the new system into a game day slot. I’m saying event coordinators have been scheduling modules (and sometimes AP parts) under the old system into game day slots, and they can’t do that with the new system as presented so far. And that is a problem. It does seem like a problem that event coordinators can no longer schedule sanctioned Adventures and Adventure Paths in PFS slots under the new sanctioning model, since that results in a lot of unusable content for those who primarily play PFS. Though it sounds like the old sanctioning model also resulted in a lot of unusable content simply because sanctioning took so long! I feel I better understand the need for either a volunteer sanctioning workforce or an entirely different model.
NightTrace wrote: :-/ I know tone doesn't always translate well over text, but I'm surprised to see Venture officers take anything about this blog from a tone of hostility/antagonism/consider yourself lucky. I think the tone of the blog post sounds more "here is what we are able to provide with our current resources" than "consider yourselves lucky."
Ferious Thune wrote: Other problems are introduced, though. A new player shows up to game day. Great! Welcome to PFS. We’re about to start a new module. Have a seat. Can you also make the next three weeks at this time? No? Oh, sorry... What I mean is, if someone is playing in a regular home game, they may be more likely to attend PFS if they have a few chronicle sheets from sanctioned Adventures and Adventure Paths under their belt, instead of just starting from scratch with a 1st-level PFS character. It sounds like the situation you're describing is if an event coordinator decided to run a sanctioned Adventure or Adventure Path in PFS, which doesn't seem possible under the new sanctioning model. Though I do agree; what a mess that would cause! Michael Tracey wrote: In my opinion, no sanctioning is better than bad sanctioning ... This method of sanctioning will come with a bunch of rules, guidelines and tips that don't have it dovetail into PFS, but PFS organizers will still have to follow ... Switching over to the Organized Play Foundation should theoretically provide volunteer help in sanctioning, if Paizo wants it. Eloquently put, and I still largely agree with you! However, all this new sanctioning model really seems to do is reward extra chronicle sheets for home games. I don't think a player bringing a couple extra chronicle sheets to the table would cause too many issues. The biggest flaw I see in this sanctioning model is the inability to play sanctioned Adventures, Adventure Paths, and PFS Scenarios with the same characters. Being forced to play non-PFS games to get PFS rewards doesn't track very well. And is definitely a good argument for preferring no sanctioning over this new sanctioning model. Now, volunteer sanctioning through the Organized Play Foundation is a fantastic idea! Hadn't even thought of that! And it seems to fit perfectly within their mission statement.
Michael Tracey wrote: This isn't PFS, this is a way for a home-group to claim a small amount of PFS credit for some post-game bureaucracy. This is also how I feel. I was looking forward to having my players use the same characters throughout Adventures, Adventure Paths, and PFS Scenarios. However, considering the level of effort it would take to make this feasible, I understand why the developers took this route; it seems we're lucky to get a sanctioning model at all this go-around. This model does have a bright side, though: Players who typically play in home games don't have to start from scratch if they decide to play PFS; I would certainly find that alienating. This somewhat bridges the gap between players who only play private games and players who are actively engaged in organized play!
I had the following items in my sidecart: - Gamemastery Guide (subscription)
I just now opted to ship the two non-subscription items without waiting for the next subscription shipment; however, the two subscription items have disappeared from my sidecart as well. I'm not sure what this means!
The ShadowShackleton wrote:
Because I'm a technical writer and was bored at work, I made an attempt at giving this a proper write-up, and even developed a version to use in Downtime Mode. Enjoy! Exploration Tension Pool:
Whenever the party spends 10 minutes in a dungeon, add 1d6 to the tension pool. The GM can indicate that the tension pool increased by saying "time passes, and then..." before describing the results of a 10-minute spend. If the dungeon's denizens have a low state of readiness, give the party their first 10 minute spend in each location for free. When the tension pool contains 6d6 or the party undergoes a course of action that would attract undue attention, roll the tension pool. If any dice show a 1, a setback occurs. If a setback occurs and the tension pool has 6 dice, remove all dice from the tension pool; otherwise, remove 1 die.
Downtime Tension Pool: When the game enters downtime mode, remove all dice from the tension pool. The first day spent in downtime mode does not contribute to the tension pool; increase this to a free week if there are no urgent plot elements. For every day spent thereafter, add 1d6 to the tension pool. When the tension pool contains 6d6 or the party undergoes a course of action that is particularly disruptive, roll the tension pool. If any dice show a 1, a setback occurs. If a setback occurs and the tension pool has 6 dice, remove all dice from the tension pool; otherwise, remove 1 die. When the game exits downtime mode, roll the tension pool. Then remove all dice from the tension pool.
Wheldrake wrote: Again, all you need to make conversions work is a load of imagination and a quick hand at improvising stat blocks. Having a nice-sized stable of critters and NPCs with complete stat blocks on an online source really helps. This is why I use The Black Hack. With the player-facing rolls and the damage based on hit dice, the work's mostly done for me when it comes to statblocks! Steve Geddes wrote: I definitely plan on using the three action system in my future OSR games - I think it’s a nice tweak to the tactical system that doesn’t impact heavily on the “keep it simple” approach of those games. I am 100% with you on that! There's no way I can play another such game without the three-action economy; it's positively liberating! Also I love how quickly this devolved into physical uses of the Core Rulebook and am surprised at the variety of possible applications!
Although Pathfinder 2e is my new go-to system, I still have a long-standing group of players that much prefers OSR rulesets (think rehashes and creative takes on 1970s D&D). My favorite OSR ruleset is The Black Hack by David Black, which I've been using to run Pathfinder Adventures and Adventure Paths. It works like an absolute charm! I don't need to do extensive prep, I get even more use out of my investments, and I have the chance to get more familiar with locations and plotlines for when I run them in Pathfinder (OSR games tend to move at a comparatively faster pace). In what ways have you successfully used Pathfinder products to supplement non-Pathfinder efforts? Or, what have you pillaged from other products and successfully implemented in Pathfinder?
The ShadowShackleton wrote:
I like this leaner take!
Henro wrote:
Thank you for elaborating! Tension dice seem to scratch that itch for strict timekeeping (a la OD&D), but without the very hit-and-miss encounter rolls; even if something bad doesn't happen right now, you're not suddenly safe. Saros Palanthios wrote: The "Angry GM" is a great site! I find it interesting/amusing that a lot of his complaints about D&D 5e (from back in like 2017) seem to have been addressed in PF2-- often in ways that strongly resemble his suggested fixes. I read a few of his articles a while back, but was turned off by his writing style before I found anything good. The basis for the tension dice concept and your recommendation make me want to take a second look!
I think it's important to handwave and hurry past instances where mechanics changes affect story continuity because—at the end of the day—trying to map every mechanics change to the setting and story (both past and present) is a veritable rabbit hole. However, for players who need that justification, I think the key is to be vague and brief: - The PC was always able to do that, and has probably done it before, but never within the scope of a session we've played.
I'd rather be blunt (i.e., "I can't explain the difference, sorry") or provide a plausible excuse than comprehensively map these differences. Because if you give in-depth reasoning for one, then you have to do them all, which is quite daunting (especially if we're considering errata within a system too).
Gorbacz wrote: In that case, you can slightly adjust the framework and assume, Gumshoe/Trail of Cthulhu style, that basic clues/information are obtained automatically, while rolling (representing researching, interviews or trying to remember what prof. Hoogle said during the lecture) is for more advanced knowledge - with the associated risk of fumbling it if you read a bogus book or misremembered the lecture. I second this! My issue with secret rolls hasn't necessarily been the rolls themselves being secret (though I prefer to have all dice rolled out in the open), but the majority of situations in which secret rolls are made seem to be investigation-oriented. And investigation in pretty much all TTRPGs runs the risk of grinding the game to a halt because the PCs didn't happen to find the right thing or make the right deduction, an issue GUMSHOE elegantly resolved. To answer the prompt of this thread though, I utilize secret rolls in PFS, but I roll everything in the open in my home games. This is because of my aforementioned preference for rolling in the open (not just to address the "saltiness" factor but to stop myself from fudging rolls) and because I trust the players in my home games not to act on things they don't know. HammerJack wrote: If who physically rolls the die is a major concern for your group, there are also variant approaches like "roll into this dice tower that's facing me so the result is still secret" or "roll your d20, but I'm going to drop a cup over it before it stops moving." I'm super into this! Makes it feel like you're playing a slot machine or something.
Vlorax wrote:
I suppose my hang-ups were as follows: - What I meant by "spirit of the rules" is that it didn't make sense to me that getting a critical success would end up making an action "worse;" as in, they proc'd a reaction they wouldn't otherwise proc on a normal success. But I realize now that's a false equivalence. - I wasn't sure whether the user of the trip attack caused the damage, or the target from taking a big spill. But I suppose that's unnecessary semantics. I'm used to running systems that require a lot more interpretation, so I was certainly looking for things that aren't there. It's refreshing to not have to worry about "filling in the blanks," so to speak. Thank you for responding!
Henro wrote: I use a tension dice pool for when my players are in a dungeon so that taking a 10 minute break isn't always a great idea. But between focus magic and treat wounds, out of combat healing is almost free in this edition, which I'm pretty happy with (it was more or less free in 1E with Wands of CLW, but far more janky). I'd love to hear more about your "tension dice pool!" It sounds like a good way to keep things moving in the absence of typical random encounter rolls. Also glad to hear that free out-of-combat healing has a precedent in 1e. |