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Last night I played most of the way through my first society adventure (ran out of time), and I have a few non-spoiler impressions:
1) Crits suck.
2) Self stabilizing rules (though not getting hit rules more).
3) There is something for everyone, and every class, to do in the adventure I played.
Seriously, we had a blast. There was talking, fighting, and puzzle solving, the whole shebang.

hogarth |

Must. Form. Local. Group. Need. To run. Pathfinder. Scenarios. Gasp! or...
Must. Convince. All-powerful. Society. Rulers. To. Allow. Online. Play. Early. Gasp!
(Unfortunately, both situations are equally likely for me.)
Ditto. I've been trying to drum up some interest on a local Meetup group, but the D&D folks there are mostly into 4E, it seems.

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Ditto. I've been trying to drum up some interest on a local Meetup group, but the D&D folks there are mostly into 4E, it seems.
I just don't have the time to run a regular tabletop game. However, I would happily do the work required to get an online, play-by-post game going. I use Roleplaymarket.com, which gives me the ability to allow only people playing the game to see it. I think that would limit some concern about giving away scenario secrets.
Although I'd prefer to play in them first, I would be willing to serve solely as a GM...especially if there were some PFS perqs for those of us who are GM-only members. (To Nick and Josh: HINT, HINT)

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I have to say the biggest trouble my group and I had was making straight 3.5 characters.
My GM had to keep reminding us that we couldn't use the Paizo rules stuff.
After Pathfinder 3.5 actually felt, a little mundane.
The other players also kept commenting that you could tell this adventure wasn't part of an adventure path because everything didn't have a 20 AC.