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Daniel Luckett wrote:A thought: How would you know if by changing a scenario that your players would not have had fun or less fun with a scenario as written if you never ran it as written? Assumedly it would be a new situation to them, and they could have had fun, or perhaps more fun but we'll never know now.Oh, that's an easy one.
** spoiler omitted **
What's that got to do with Daniel's question? You gave an example of making an alteration that was fun. He wasn't asking about that. He was asking how you could know for sure that not making that change couldn't also be fun. You don't know what would have happened if you hadn't made that change. For all you know, missing out on that would have gotten him to learn all about initiative and the things you can do with it, and make a creative new build that he would squee about for all twelve levels.
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It seems like people are coming into this discussion thinking they already know what one side is always going to say, and reply to that instead of to what people are actually saying.
So far we've had people say:
1. "Rules and fun aren't mutually exclusive"
2. "He didn't say X"
3. "You can't know how X would pan out if you don't do X"
But from the replies to those statements, you'd think they were:
1. "Making changes never causes fun"
2. "Making changes never causes fun"
3. "Making changes never causes fun"
This is getting ridiculous.

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You have ways, within the way the scenario is written, that don’t require any changes to the scenario.
But these aren’t modifying the scenario. These are just interpretations that fall well within the way the scenario is written. That if as a GM you take a little time to look at the encounter, and study the environment the encounter is in, you can create an enjoyable and difficult encounter without actually changing anything.

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My thought to letting the 2nd player make the kill, you denied the first attacker who legitimately killed it his "moment of glory". I see what you were getting at, but I personally don't see one person's fun more valuable than anothers regardless of their experience with PFS.
I've gotten the alternate situation to happen 3/7 times now. Normally if it doesn't happen it's due to a Knowledge: Religion success, because if they fail that check, I describe her as looking ill.

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Yeah, I've run Part II 6 times, and 5 of 6 times the alternate has happened. Albeit one of those times many wanted to attack, but were eventually convinced otherwise by one or two bleeding hearts.
Man, you're bringing back memories about my "detect undead etc" spamming from when you ran that scenario for me. ;)

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How do you spam "Detect Undead"?
Actually, I was spamming "Spirit Sense", a class feature from the Menhir Savant druid archetype.
At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.

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Daniel Luckett wrote:How do you spam "Detect Undead"?Actually, I was spamming "Spirit Sense", a class feature from the Menhir Savant druid archetype.
Spirit Sense wrote:At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.** spoiler omitted **

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As Jiggy said, following the rules and ensuring fun are not mutually exclusive, in any situation or context.
The only things that would mitigate fun, is the petulance or entitlement expectations of the person not having fun.
In San Diego we have codified the things that make a good game as follows:
1. Your attitude going into the game. This more than anything else will impact how much fun you have. No matter what type of time you go into a game expecting the chances are you will have exactly that type of game.2. The other players at the table. The people you play with will make a huge difference on what story you communally tell.
3. The judge. Who ever tells the story is also a strong contributor the experience of the scenario.
4. The printed scenario. This is the least likely to control the type of experience you can have in a scenario.
Or to rephrase a bad scenario can be brought to glorious life by a good judge. A less than stellar judge can be made less relevant by having a good table and a bad table can be overcome by having a good attitude.

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In San Diego we have codified the things that make a good game as follows:
1. Your attitude going into the game. This more than anything else will impact how much fun you have. No matter what type of time you go into a game expecting the chances are you will have exactly that type of game.
2. The other players at the table. The people you play with will make a huge difference on what story you communally tell.
3. The judge. Who ever tells the story is also a strong contributor the experience of the scenario.
4. The printed scenario. This is the least likely to control the type of experience you can have in a scenario.
Or to rephrase a bad scenario can be brought to glorious life by a good judge. A less than stellar judge can be made less relevant by having a good table and a bad table can be overcome by having a good attitude.
Oh hecks yes. +1
The better players in this silly game aren't the ones who know the rules by heart or can get the extra +1 or +2 damage with every swing, but those that manage 1 and 2 above. This game isn't about RAW rules or mechanics of a build, it's social game wherein the better players will know ways to increase the fun at the table for all.
-Pain

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Eric Brittain wrote:In San Diego we have codified the things that make a good game as follows:
1. Your attitude going into the game. This more than anything else will impact how much fun you have. No matter what type of time you go into a game expecting the chances are you will have exactly that type of game.
2. The other players at the table. The people you play with will make a huge difference on what story you communally tell.
3. The judge. Who ever tells the story is also a strong contributor the experience of the scenario.
4. The printed scenario. This is the least likely to control the type of experience you can have in a scenario.
Or to rephrase a bad scenario can be brought to glorious life by a good judge. A less than stellar judge can be made less relevant by having a good table and a bad table can be overcome by having a good attitude.
Oh hecks yes. +1
The better players in this silly game aren't the ones who know the rules by heart or can get the extra +1 or +2 damage with every swing, but those that manage 1 and 2 above. This game isn't about RAW rules or mechanics of a build, it's social game wherein the better players will know ways to increase the fun at the table for all.
-Pain
*relives fond memories of PaizoCon last year*
Hey Dragnmoon, I think you skipped my initiative again!

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*relives fond memories of PaizoCon last year*
Hey Dragnmoon, I think you skipped my initiative again!
Screw you! You go when I tell you to go!!!!

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Dragnmoon wrote:Yep. That's a direct quote from last year's table, I believe.Kyle Baird wrote:Screw you! You go when I tell you to go!!!!*relives fond memories of PaizoCon last year*
Hey Dragnmoon, I think you skipped my initiative again!
You know...Ethan has 3 scenarios to 12. Two are already with a number of you guys, we could get the band together.

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You know...Ethan has 3 scenarios to 12. Two are already with a number of you guys, we could get the band together.
I thought that was what this. was for? But it did not end up being that way.