Our GM is happy, what should we do?


Gamer Life General Discussion


Yes, I'm not seriously asking.

I frequently read posts like "No plot survives its first encounter with the PC's", and in our group it unintentionally goes that way. I think we've broken more plots than we've played, however that works.

As it turns out, last night at the end of the session our GM says "Well, from here on out I wing it, because there's nothing in the AP that covers what you guys are doing."

However, the part that worried me was when he cracked his knuckles and said "But I like it, this is going to go really well. I'm happy with you guys."

I'm freakin' terrified, what can we do to resolve this situation???

Either:

A) TPK is in our immediate future
B) Awesome roleplay is about to occur

I lean towards A, probably destruction of the known universe. Does your GM often exhibit excessive signs of eager enjoyment for future sessions? How well does that work out for your characters? XD


Ask yourself if you feel lucky.

Shadow Lodge

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Summon the whores.


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GM Lilith wrote:
Ask yourself if you feel lucky.

"I know what you're thinking. "Did the BBEG roll six criticals or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is Pathfinder, the most powerful RPG in the world, and would blow your PC's head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?"

See also: "Floods, Plagues, and Pillars of Mother-F$+@ing Salt" and "Saaaaand".

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Run. Run far and fast and never look back. When you die in Pathfinder die in real life


Our luck meter is on empty, but I've saved two hero points.

...

Hopefully they let me survive the inevitable saaaand and ingest teh god seeds ;P


DM_aka_Dudemeister wrote:
Run. Run far and fast and never look back. When you die in Pathfinder die in real life

Gods, i hoped never to hear that again...

Shadow Lodge

My pc made a roll so improbable we broke 3 calculators trying to maps his odds of it. That was 2 years ago, now he fears nat 20s in all forms. It's good to be the GM ^-^.


May I ask which AP? Just out of morbid curiosity. Back when I had a live group they'd do much the same thing with regard to plot point breaking. It became an interesting challenge to try and predict how they'd break pre-made material and adjust in advance.

If he is happy it could be that you broke the plot in a way that he expected you to and already gave a bit of pre-thought to. Kind of a "Okay, what happens if the PCs completely go evil and side with Queen Ileosa in CotCT" or "Huh, what if they decided to play Cheliax diabolist loyalists in CoT." Things of that nature. Most APs can lead to those kinds of wild turns if the players jump the rails and get distracted by something shinny.

I always wondered personally what would happen if the PCs totally blew off the Second Darkness APs plot. *weeeeeeeeeeeeeEEEEEEEEEEEE... KABOOM!* :3 Yum, Fallout Pathfinder. So yes, being afraid is a legitimate reaction.


Dorje Sylas wrote:
May I ask which AP? Just out of morbid curiosity. Back when I had a live group they'd do much the same thing with regard to plot point breaking. It became an interesting challenge to try and predict how they'd break pre-made material and adjust in advance.

To be honest, I've forgotten which one we're doing, but you may be able to guess from spoiler below?

Spoiler:

We skipped the first book, but the second book started us off in some city where the leader sent us off through the jungle to find the lost city of Seventh Yi. There's seven spears in seven districts...

Actually we've gone down the path of good, and are capturing some of our foes instead of slaughtering them like apparently we're supposed to. Does it slow things down? Yes. We also open ourselves up to:

1. Escapees
2. Search parties finding our camp
3. Internal sabotage
4. Anything else the GM wants to do

Our first problem with doing that is that our GM told us that the Pathfinders torture their prisoners for information so we kinda twitch when we bring a batch back to camp but we have no evidence of such activity yet >_> (We refused to take the first batch back to camp and released them eventually :P)

It's a pretty good campaign, he's been really great at working in our "crazy" to fit the overall plot xD


@ Spoiler, Ah... okay. Although I'm not sure why your GM would be flinging his hands up and saying and saying he's going to have to wing it. Granted some of the tools he's been given on the backend weren't really built for what the prisoner scenario you've introduced.

I do have some suggestions for him though if he's looking for some on how to handle the impact of this on guidelines he was given. Spoiler blocked for GM.

Spoiler:
The obvious answer in terms of camp rules set is that now you've added a new action/activity the NPCs of camp can do. Guard Prisoners. This takes them away from doing other tasks. You could also add a penalty to Camp Defense and other rolls based on the total CR of capture prisoners. Not 1:1 but maybe 1:3 or 1:4. You could also give the players the option of spending an amount of the resupply gold to transport prisoner back to civilization and thus remove the associated penalties for prisoners.

Actually that's not really worth a spoiler block as it doesn't really give anything away in terms of rules you guys aren't already using. You got the brief on how the camp rules work? If so feel free to pop open spoiler and hand the suggestions over to the GM.

Thank's for coming on and sharing because I'm going to have to add "Keeping Prisoners" to my list of modifications to the Camp and Possibly even Caravan rules. I'll have to work on the rewards part of taking live captives another day.

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