Shadowborn |
I really like the flavor of the Hakima, Bardess, and I think it would be a blast to play. (Putting on my DM hat though, I could see how a hakima in the party could get annoying fast, with all those veils of mystery just torn aside. Then again, it's not anything one doesn't have to deal with having high level arcane and divine spellcasters in the party anyway.
Majuba |
If only! But it's way too long a travel! ^^
Having been to both your corner of the world and PaizoCon, I can say the travel isn't too bad. With some well-timed flights you could make it in about 17 hours, or at least less than 24. The cost is another matter of course, but you might want to at least check.
Was a pleasure working with you on the Hakima - yours always have so much flavor!
Crescentmoon |
If only! But it's way too long a travel! ^^
Too kind Shadowborn! I am giggling maniacally!
Ok, the third review saying something nice about the Hakima will earn the full stats of Sahira Goldflame, the iconic Hakima! This is a promise! ^^
Hey, Bardess! I would glady illustrate the iconic Hakima, if you want me to. One of the most inspiring articles I have ever received, and one class that would make a very fascinating character. It is always a joy to work with your articles.
By the way, my very first Paizo post ever. It was about time!
Bardess |
...Ok, I get it. This is a global plot to make me die of cardiac explosiom and sugar overdose. Just say it.
Crescentmoon, I loved your art and I'm speechless for your offer. I'm already thinking to the character stats, actually. Maybe at different levels, like the Canon Iconics. If ever I post it, I'll send you a PM in advance! ^^
Gladior Franchisee - Game Kastle College Park |
3 people marked this as a favorite. |
I just want to give a huge shout out to Alex "Canada Guy" Moore and thank you for writing the BB adventure! I really like it as an opener for a Katapesh campaign. My group is older, so I made a few modifications for plot, to regular Pathfinder, and to bring things down to a first level character level:
* the PCs rescue Nazia from cutpurses on their way to Jerikal's and the adventure offer is because of her mixed gratitude and belief in their competence to rescue Vadi,
* Vadi will be soldat noon two days after Nazia tells the PC about his abduction,
* the market takes place at night and on their way back they are targeted by an assassin (someone does not want this kid found),
* Nazia has paid for the PCs to use a private dining room at Jerikal's, at breakfast the next day the PCs' food is drugged. Unconscious they are taken to Castle Clarion where Lord Clarion explains that he and Vadi's father were business rivals and that he was almost successful in wiping out the family before Vadi's gift manifests itself. He's keeping the PCs captive to ensure that Vadi makes it to the slave block on time. But, as Nazia says, Vadi will be expensive. So, he's prepared to offer the PCs more than the Muali clan to complete the same mission but to instead bring Vadi to him. It will still cost him less to secure Vadi this way than to buy him off the block. If the PCs agree, he'll let them go. If not, they'll have to escape Castle Clarion and rescue Vadi by noon the next day.
I'm hoping my group will tell Clarion they'll work for him, but double cross him and return him to the Muali clan instead, making an excellent recurring villain out of Clarion.
If they work with the Muali clan, it should be a great campaign opportunity to explore slavery based themes and to hook the PCs up with the Steel Falcons (and their foreign backers, the Eagle Knights of Andoran) for opportunities to strike against slavery overall. I'm seeing visions of infiltrating Okeno to learn the location of slave breeding pits, to find them, and to free the slaves for a revolt. The PCs will have an opportunity to lead the slaves to take the entire island!
If they go with Clarion, I can see some excellent adventures, perhaps culminating in a plot to steal a dose of the sun orchid elixir--or perhaps even its formula!
Any suggestions?
Timitius Wayfinder, PaizoCon Founder |
Gladior Franchisee - Game Kastle College Park |
Crescentmoon |
...Ok, I get it. This is a global plot to make me die of cardiac explosiom and sugar overdose. Just say it.
Crescentmoon, I loved your art and I'm speechless for your offer. I'm already thinking to the character stats, actually. Maybe at different levels, like the Canon Iconics. If ever I post it, I'll send you a PM in advance! ^^
Please do it!
Gladior Franchisee - Game Kastle College Park |
Thanks Mark--you've written an amazing adventure and praise coming from you really means a lot! My biggest question is about poisoning the PCs unconscious before going to Clarion Castle. Part of me says that the plot flows better if they are just auto knocked unconscious, but another part of me thinks that feels railroady.
If I let them save and those that do save manage to subdue their assailants, the assailants would know a just a little ("Lord Clarion wants a word with you.") But if they subdue them don't decide to track down Clarion and confront him, I worry about how I make sure that they're aware of the competing offer and insert the moral choice into the adventure. What do you think?
Mark Garringer |
1 person marked this as a favorite. |
There are lots of philosophical leanings involved in these questions. I am going to wax poetic, avoiding the specifics at first. The major factors here are come down to three things: a) how much experience do you have as a GM, b) how well do you know your players, c) trust. These are key to making sure that everyone gets what they are looking for out of a game. And honestly b. and c. factor in more strongly than a. in my opinion.
If you are a relatively new GM (either to Pathfinder, or to RPGs in general) there are lots of great resources out there to help you grow, but there is no substitute for table time as a learning medium. I also personally recommend Paizo's Gamemastery Guide, there is a lot of great stuff in there for new GMs which experienced GMs read over and nodded their heads sagely at. I also recommend listening to the Fear the Boot podcast. It can be a little hard for some to get into, but they dispense a wide array of good advice. Most if which comes back to the deceptively complex...know your players. Specifically Episodes 323 - what GMs owe their players and 324 - what players owe their GM might be a good introduction.
If your players are relatively new this is probably more advantageous in b) and c). If they are still developing their own play styles and preferences they may be more willing to be experimental than a well established gamer. Of course there are always exceptions to some of the generalizations I'm going to make here, but I'm going to draw on my own personal experiences.
My own preference in running a campaign is to have a somewhat more cinematic game rather than getting strictly hung up on rules adherence. I also tend to have major and minor plot arcs in mind and it's my job to move the players along the story in whatever method seems appropriate at the moment. Weather that is a breadcrumb trail, an anvil falling on their head, or and evil villain mwahahaha overshare dialog. Sometimes I find it necessary to put them on the rails. I have the trust of my players though, so if I ask them to roll with it I don't get a lot of guff over it. "Trust me, this will be cool."
You also have to come to terms with the notion that a lot of plot branches you've planned for or sorted out before you get to the table will just never materialize. Players generally don't pick up on subtle clues, and you'll find them eagerly pouncing on something you made up on the spot as a throw away to satisfy an unexpected question. Learn to let go, and learn to recycle your missed ideas.
On to some specifics:
Presenting Lord Clarion as a longer term bad guy is great. You need to sort out what kind of bad guy you want him to be. For example, being a Lord he's probably somewhat above the poison route. That's kidnapping. If he's a semi-successful business man with good instincts (pay adventures to secure the boy for less than on the open market!) then he'd likely have his agents just approach the PCs and make them a decent secondary offer. Nazia may even warn the PCs of such an offer, talking about what a despicable lout Lord Clarion is. He could have a perfectly nice conversation with them and make his offer. He could be somewhat of a villain and after his nice long offer, if the PCs turn him down, he sends a few of enforcers to rough the PCs up. This is almost certainly to drive the PCs to work for the Muali though. At that point you can make Clarion a recurring baddie though, having the PCs run across other agents of his in the future up to no good. After crossing paths in this manner a few times, and having his business disrupted by the PCs he's going to want to take some direct action against them.
I would use a more straight forward choice I guess. Work for the Muali (for slightly less money) and the boy's freedom, or work for Clarion for money knowing that the boy will be a slave. Cleaver PCs would listen to Clarion's offer and then discuss it with Nazia to make sure she ups her offer to match.
It is also worth nothing that you might talk with your players before you start and ask them if they would rather play a game where they are some kind of anti-slaver agents or some kind of thugs. :)
Hopefully this is somewhat helpful and not as ramblely as I think. I am happy to talk more here or via private message.
Liz Courts Webstore Gninja Minion |
Alex Cunningham |
Ran the BB adventure last night for a couple of new players (new to pen and paper RPGs). It went brilliantly. Starting with the rules-light conversational/information-gathering elements was a great way to ease the new folks into playing roles, and the slow build of more and more complicated combats, when the fighting did occur, worked very nicely.* Not enough has been said about the really clear and evocative map, which immediately had my players asking good questions and using the environment as part of roleplay and combat.
Kudos to Mr. Garringer and Mr. Moore!
*For various balance reasons, I bumped the PCs to level five, and added two sewer troll handlers to the otyugh encounter (to raise the CR) and a jackalwere ally to Nitsud Kram's hideout (to teach about DR).
Paris Crenshaw Contributor |