| LauraBow |
I'd love some advice from some experienced GMs on tips for running a successful adventure path.
I have several years experience running Society-type games under Living Greyhawk 3.5 for a home group, as well as about a year's worth of experience running Pathfinder Society home games, but at Christmas I started running a Kingmaker campaign for a group of 4-7 mostly novice players. This is something completely new to me and I'm finding the long term focus and broad boundaries quite a challenge to my developing skills - the whole experience is for me both incredibly freeing and nerve-wracking!
One of the main challenges that I see myself having to overcome in this campaign is my tendency to want to "save" my PCs. In my GM career thus far, I have yet to kill a PC, though in reality I can think of probably 3 or 4 situations where I definitely should have. I'd appreciate some advice on how to embrace lethality in a long running campaign, preferably without alienating my players. I want the world to seem "real" to them, and death is certainly part of the real world, but I find myself balking when it comes too close...
Case in point:
Reading posts on the boards here, there is a debate on whether it is "fair" to throw these CR6 random encounters at low level PCs... Suffice it to say that I ruled the horse to be more appetizing/readily digestible than the pally and justified it that way, but the fact remains that there will be (and always should be, in my opinion) a few difficult encounters in the wide wilderness, and the PCs must learn to run away (which they did in this example, upon release of the paladin).
Also, with so many of my players being brand new to Pathfinder and tabletop roleplaying, I'm not sure if I can trust them enough to know enough about the rules to be able to save themselves!! I like to employ Knowledge checks to allow their characters to become more informed about possible threats, but how far should I take this, especially when it comes to knowing the rules behind battle tactics? Any resources or suggestions that have worked for fellow GMs out there would be greatly appreciated, especially when it comes to dealing with novice players!
Skeld
|
My advice on running an AP:
1) Know the adventure from beginning to end (for example, don't run an AP that hasn't been fully released yet).
2) Plan ahead for the next encounter, scene, act, and adventure.
3) Don't forget to customize the details to fit your players and their characters.
4) Be mentally prepared to play for the long haul.
5) Play at a pace that works for you and your players.
On killing PCs: I don't generally kill PCs unless the death can be meaningful to story reason. Obviously, there are times when you can't save a PC from his own stupidity, but I don't kill characters out of spite or without due consideration. Sometimes I'll go into a particular act, scene, or encounter with the intention of killing a PC if I can to make a point or to move the story ahead.
Case in point (from Star Wars; spoilered for brevity):
-Skeld
| Are |
High-CR random encounters don't have to be combat encounters, either. They could just as well be, say, a blue Dragon flying overhead for a while before diving for some game or turning back towards the mountains. A Hill Giant encounter could be as simple as spotting some large humanoid-shaped footprints that seem fresh.
I think you handled the Shambling Mound encounter fine. If the Paladin had stayed behind and attacked the creature to try to save his horse, then it would have been time to let the dice decide the outcome.
| Wander Weir |
Well one of the advantages (and potential disadvantages) of a long-term campaign such as an AP is that if a character should die there's plenty of opportunity to bring in a new one. The disadvantage to that is that over a longer period of time people can grow more attached to their characters as well.
In my experience, that makes the loss more poignant but it also makes the development of the next character more significant (and fun).
My advice (for you to take or leave as you wish) is that you discuss it with the players ahead of time. Simply point out that character death is a genuine danger in this AP and they should prepare themselves for that possibility ahead of time and act accordingly. (Aside: It can also be fun for the players to make up wills for their characters.)
If a character dies (particularly the first time this happens) take the player aside and give them a choice to either bring in a new PC or play an NPC for a while until a story-option arises for their original PC to return. If they choose the latter make that return a significant event in the storyline. Don't just have them find a scroll of Raise Dead in the next monster lair. And assign a cost to it so that there's greater significance to the death than just the old video game experience of plugging in another quarter and hitting "Continue."
PC deaths are really an opportunity for the DM and the party to raise the gameplay to a whole new level. And it's an opportunity for the player to consider a different character or role to play. It's only a bad thing if you insist on viewing it that way.
| Fraust |
I would like to add just a bit to Skeld's very good advice. Don't get ahead of yourself. One thing that messed me up a bit when I ran Rise of the Runelord was all the cool encounters/NPCs I couldn't wait to get to. I ended up rushing through a lot of the storyline and royaly screwed up some of the other encounters.
As for PC death...it's a tough call. With people new to the game, you want to keep them having fun and excited about the game and the characters that they invested time into...and at the same time you don't want them to get it in their heads that there are no consiquences for stupidity.
Ganking the horse is a good call in my opinion. You spared the character a death that might not have happened if the player had been more experienced/thinking a little clearer...and at the same time they did take a good shot to the chin, which they hopefully learned from. Now if you go right out and hand them another mount free and clear...well, I'll loose all respect for you and never speak to you again...
What I try to do with a new group is let them know upfront that characters can die, I don't like it when they do, but it happens. In a campaign where you're likely to have a pretty intense random encounter, or the possibility the party could wonder into an area ment for higher level PCs, I'll let them know that sometimes you fight, sometimes you retreat, and sometimes you soil yourself and flee.
I'm not familiar with Kingmaker, but if at all possible, have some roleplaying encounters with friendly NPCs that give the PCs some information on how scary some of the monsters in the area are. Got a party of first levels? Have ol' Henry the hunter, village bad*** extrodinare tell them how fighting an ogre or two is one thing...but even he stears clear of a troll out in the woods. Or if they encounter something you think they need to run from, set up the encounter so they find the big nasty monster unharmed (and emphasis this so they don't think they got a lucky break) munching on a score of dead soldiers it just butchered.
| LauraBow |
High-CR random encounters don't have to be combat encounters, either. They could just as well be, say, a blue Dragon flying overhead for a while before diving for some game or turning back towards the mountains. A Hill Giant encounter could be as simple as spotting some large humanoid-shaped footprints that seem fresh.
I hadn't thought of that, Are. Thanks! This may be a bit of a silly question, but in these kinds of scenarios, or where the players run away after a brief encounter, would you tend to award any experience? I mean, I guess the players would learn something from it, but whether that should actually translate into XP for them is questionable...
I think you handled the Shambling Mound encounter fine. If the Paladin had stayed behind and attacked the creature to try to save his horse, then it would have been time to let the dice decide the outcome.
Again, thanks.
| LauraBow |
Well one of the advantages (and potential disadvantages) of a long-term campaign such as an AP is that if a character should die there's plenty of opportunity to bring in a new one. The disadvantage to that is that over a longer period of time people can grow more attached to their characters as well.
In my experience, that makes the loss more poignant but it also makes the development of the next character more significant (and fun).
My advice (for you to take or leave as you wish) is that you discuss it with the players ahead of time. Simply point out that character death is a genuine danger in this AP and they should prepare themselves for that possibility ahead of time and act accordingly. (Aside: It can also be fun for the players to make up wills for their characters.)
If a character dies (particularly the first time this happens) take the player aside and give them a choice to either bring in a new PC or play an NPC for a while until a story-option arises for their original PC to return. If they choose the latter make that return a significant event in the storyline. Don't just have them find a scroll of Raise Dead in the next monster lair. And assign a cost to it so that there's greater significance to the death than just the old video game experience of plugging in another quarter and hitting "Continue."
PC deaths are really an opportunity for the DM and the party to raise the gameplay to a whole new level. And it's an opportunity for the player to consider a different character or role to play. It's only a bad thing if you insist on viewing it that way.
Great food for thought. Thank you, Wander Weir.
| LauraBow |
My advice on running an AP:
1) Know the adventure from beginning to end (for example, don't run an AP that hasn't been fully released yet).
2) Plan ahead for the next encounter, scene, act, and adventure.
I've read the first 2 books a few times, skimmed the third and read the general outlines on the rest, but I guess I have still more reading to do! Thanks for the advice.
On killing PCs: I don't generally kill PCs unless the death can be meaningful to story reason. Obviously, there are times when you can't save a PC from his own stupidity, but I don't kill characters out of spite or without due consideration. Sometimes I'll go into a particular act, scene, or encounter with the intention of killing a PC if I can to make a point or to move the story ahead.
Case in point:** spoiler omitted **
-Skeld
Ideally, this is my position as well, though I'm not too sure about going in with the intent to kill, at least not yet. Perhaps for dramatic effect later, when I'm more experienced. Thanks for providing your in-game example!
| LauraBow |
I would like to add just a bit to Skeld's very good advice. Don't get ahead of yourself. One thing that messed me up a bit when I ran Rise of the Runelord was all the cool encounters/NPCs I couldn't wait to get to. I ended up rushing through a lot of the storyline and royaly screwed up some of the other encounters.
A very good point. I will try to restrain myself!
Ganking the horse is a good call in my opinion. You spared the character a death that might not have happened if the player had been more experienced/thinking a little clearer...and at the same time they did take a good shot to the chin, which they hopefully learned from. Now if you go right out and hand them another mount free and clear...well, I'll loose all respect for you and never speak to you again...
lol. They had to share horses for awhile, which slowed the group down... He eventually got a new one, but it wasn't as good and had to be trained from scratch, etc.
I'm not familiar with Kingmaker, but if at all possible, have some roleplaying encounters with friendly NPCs that give the PCs some information on how scary some of the monsters in the area are. Got a party of first levels? Have ol' Henry the hunter, village bad*** extrodinare tell them how fighting an ogre or two is one thing...but even he stears clear of a troll out in the woods. Or if they encounter something you think they need to run from, set up the encounter so they find the big nasty monster unharmed (and emphasis this so they don't think they got a lucky break) munching on a score of dead soldiers it...
This is an excellent idea. Thanks!
| cibet44 |
Here are my thoughts, hope they help:
On killing PCs:
- As you mention above you must kill them when the circumstances dictate. Otherwise your players will quickly pick up on this and either take advantage of it by doing really dangerous things or become bored since there is no real threat.
- Players should have character trees. They should always have at least one inactive backup character one level lower (or equivalent to) their active character. This way, should the active character die, the player already has a PC he is familiar with, likes, and has been plotting the abilities of, ready to go.
- Depending on how many players you have you might want to let them control two active characters each. This way if one bites it they can just concentrate on the other and you won't feel so bad about it. Levels 1-4 are a great time to do this.
- Players will learn what not to do and how to work together if they lose a favorite PC. In the short term it can be painful to the player and the DM but in the long term the game will be much better.
- Don't hinge the AP plot on a single character. The story should be about the world, the villain, or the quest, for example, not an individual PC. A player should weave his PC into these things not the other way around. If you make the magic sword that can kill the evil dragon a family heirloom of the Paladin PC you will never want that PC to get killed because it will wreck the story. The APs will never do this so follow their lead.
- The players should be invested in the AP and its story. They should want to know "what happens at the end". If they do they'll be fine with whatever character they make it there with.
General AP tips:
- As mentioned before: read the entire AP before session 1.
- Once you have all the AP issues in hand read the FIRST chapter of the AP then immediately read the LAST chapter of the AP. So for Kingmaker you would read "Stolen Land" first then immediately read "Sound of a Thousand Screams" when I do this my natural curiosity takes over and I start making mental notes of all the missing information so that when I read the rest of the AP it is easier to put the pieces together. Also when you read the last chapter right after the first you know what NPCs, events, or items are carried through the entire AP. This is important to know.
- At the halfway point of the current chapter re-read the entire next chapter so you can begin preparing for the transition to it.
- When you need a wandering monster or a monster for an unplanned encounter use a monster from the bestiary section of current chapter (or a previous chapter if you must). This will not only allow you to keep the flavor of the AP going effortlessly but it is much less work to have all the stats right there in the book you are already using. Don't bother finding wandering monsters in other monster books, it's just more stuff you have to lug around and dig through when the combat starts.
- After DMing your group for a while you'll know pretty accurately how much progress they make in a typical session. Once you know this you can have everything up until that point prepared and (as much as possible) memorized. Once you do this you'll find it easier to prep for each session.
| evilash |
High-CR random encounters don't have to be combat encounters, either.
Seconded, you should always give your players the option of avoiding a potentially encounter, for example by spotting the creature(s) before it/they become aware of the party. If the players decide to act stupid however, don't pull your punches.