Starfinder Society Scenario #1-37: Siege of Civility

2.80/5 (based on 6 ratings)

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A Starfinder Society Scenario designed for levels 5-8.

The Wayfinders' flagship, the Master of Stars, is almost ready to return to active duty within the Starfinder fleet, however one integral component is missing. In order to gather necessary technological expertise to complete the missing piece, the PCs must join the Wayfinders' faction leader on a diplomatic mission into the heavily militarized Gideron Authority Republic in Near Space. How the PCs comport themselves will determine if the Society can establish peaceful ties and possibly affect the ongoing saga of the brewing conflict between the Authority and the peaceful Marixah Republic.

Content in Siege of Civility also contributes to the ongoing goals of the Wayfinders faction. It also builds on events in Starfinder Society #1-24: Siege of Enlightenment, though playing that scenario is not necessary to enjoy this product.

Written by Kalervo Oikarinen

Scenario Tags: Faction (Wayfinders)

Note: This product is part of the Starfinder Society Scenario Subscription.

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Average product rating:

2.80/5 (based on 6 ratings)

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4/5

We played this last-minute as our other table fell trough.

We were all in the high tier, with one character being out of subtier.
We had a mystic and a technomancer, and I dual wielded Iseph and Navasi.

All in all we had a pretty good time. It wasnt easy, but with some clever planning with who would do what, and aiding together, we made it trough in the end.

The combat in the middle was a good bit of relief and it was fun that the combat had effect on the second part.


I Normally Love Social Scenarios

1/5

I played through the first part of this adventure with a 5th level character in the 7-8 subtier. I left the table about an hour into the adventure.

This review won't be able to gauge at all the quality of the combat encounters or the overall adventure, but the elements that I were presented with were so intolerable that leaving the game (with the general permission of the GM and the rest of the party) was the only option to enjoy myself.

Normally I'm the one of the strongest advocates for any social scenario or any scenario that has a stronger emphasis on skill checks and roleplay rather than combat. This scenario made design choices that made it completely unpalatable for me.

There are two adventure design elements that made me leave the table. The first was that the DCs felt outrageous. The second, and the more major reason, was that failing checks made skill checks harder for the party and would lock out attempts from everyone else.

After commentary the GM revealed that within this 7-8 subtier that the DCs for success started around 27. Even though I had a 5th level character in this high level table, coming in I felt like I would be able to contribute as I had an 18 dexterity/18 intelligence technomancer with a number of maxed out skills. However, even this only put me at +12 or +13 on my best skills. Although I would have been a better match for these skills with a few more levels, I know that my higher level Soldier character would have a had an incredibly difficult time hitting this high DCs even with any roleplay bonuses. In addition, 27 was about the lowest interaction DCs the scenario offered. Some characters were harder to interact with and DCs scaled up even higher as attempts were made. My biggest contribution during this was to make untrained Sense Motive checks against various characters, roll high, and get more information for other party members.

The worst part about this encounter though was that skill check failures affected the entire party. After a few attempts a character would refuse to allow other PCs to interact with them. I very quickly realized that, if I was doing more than aiding another, I was liability to the party would make the mission harder rather than help the group.

As a GM I worked very hard over the years to get players playing non skill based characters to interact with NPCs in this events with the message that all they could do is help. This adventure flips that on it's head and I would argue it is toxic just because of that.

This might have been an attempt to make a harder social scenario, but this fell entirely flat to me and I would encourage others to avoid this scenario.


Engaging Social Scenario but lacks a certain punch and player agency

3/5

So what I liked here was returning to the Marixah/Gideron conflict from the other side.

What I did not like as much was that there was not quite enough done to sell the brutality and evil of the Gideron. This in some ways had that classic Casablanca sort of feel where youre having to play nice with the Nazis in order to accomplish your goals but the scenario doesn't do nearly enough to make you feel bad for making friends with the bad guys here.

The combat in this one is shoe-horned in and uninteresting and it's a little bit stupid that you cannot possibly choose to side with the Mirixah here at all.


Meeting of bad guys

2/5

This was weird. I will just summarize the players' reactions after the end of the game - they felt more like agents of the Aspis Consortium in Pathfinder, who are going to conclude a cooperation pact with another evil organization.

Although in terms of roleplay, whole scenario was written relatively well (I totally agree with Gary D Norton and his post below), they lacked a little more "spice" here. The only distraction, besides the arena, was the reaction to that "uninvited person", where they thought they were being observed by someone from the Authority (so they inadvertently revealed her to the Authority).

I had great difficulty as a GM to persuade players to continue and not to sabotage whole scenario. At the end of the session after returning to Absalom Station they reported every detail to the Stewards.


Needs More Plot Twists and Turns

3/5

At first glance, this scenario reminds me a lot of the PFS Season 5 scenario “The Hellknight’s Feast.” In both scenarios, the PCs need to interact with influential people and attempt to sway them to their cause. In both cases, PCs have a number of opportunities to learn about the dignitaries and then apply appropriate skills to influence them.

In terms of learning which skills would be useful, I much prefer the approach in “The Hellknight’s Feast.” In “Siege of Civility,” the only applicable skill to learn about the influence skills is Sense Motive; a party with a number of characters with a low Sense Motive is really going to struggle. In “The Hellknight’s Feast,” different skills (appropriate to the dignitary) can be used to learn what skills are useful for influence (often including Sense Motive).

For the Influence checks, “Siege of Civility” works better than “The Hellknight’s Feast.” In “The Hellknight’s Feast,” Diplomacy and Bluff are always acceptable skills. While those skills can be used in “Siege of Civility,” they don’t work on everyone. As result, there’s a greater usage of the different skills. It would be nicer of all of the dignitaries had at least four skills that would be useful. Additionally, I would like to have seen rules for gaining extra influence by exceeding the Influence DC by 5 or more (similar to learning additional useful skills from Sense Motive).

“Siege of Civility” falls flat for me with regards to providing other things for the PCs to do and explore. There is one minor sub-plot to resolve and a much-needed combat (to engage players not excited by the social checks).

The combat in the arena is very nicely set up. The dynamic battlefield makes it more interesting and is a good changeup from standard battle areas. Unfortunately, the opposition is too weak. Appropriate CR calculation for large NPC groups is often a challenge. But, in this case, I can compare six combatants on one side against six PCs. If all of the PCs are in-tier, then all of their equivalent NPC opponents are lower level (with one exception); this is not much of challenge especially since the PCs can use Resolve Points to re-enter the fight and the NPCs cannot.

I would like to see more plot points to better engage with the dignitaries of the Gideron Authority. There aren’t twists and turns that I expect to see in this kind of scenario. There’s really nothing to do (besides influencing people) and nothing to learn.

From a “moral of the story” perspective, I worry about this scenario. The Starfinder Society is cozying up to a fascist regime and essentially giving them the green light to engage in an aggressive war against another civilization. I really hope there is a payoff down the line where the Starfinder Society gets blow-back for this kind of cooperation.


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Quote:
Content in Data Breach also contributes to the ongoing goals of the Wayfinders faction.

Should refer to Siege of Civility.

Scarab Sages

"ye though I walk through the shadow of the valley of death.. "

"What, they sending you into the reactor core or something?"

"Watching Fitches kids... "

"You poor soul..."

Paizo Employee Starfinder Society Developer

Maps Appearing in this Adventure:
-One Half-Page custom-map.

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