Questions from new GM


Advice


Hi folks. This thread is a continuation of http://paizo.com/forums/dmtz6frk?Questions-from-soon-to-be-GM however I found that that's the wrong forum so I'm making this one with questions I'm having.

I played the oneshot with my friends and got good feedback. The usual GM even said this was the game which had the least amount of combat in all of his games ever :D (we only had a fight against some goblins which they even retreated from :) they went the peaceful way in the oneshot so there weren't more fights ) so I guess it wasn't bad in the RPing department and want to continue that way.
Questions for now:
Since I don't want to focus on battles and more on the RPing side, how would I go about giving the PCs experience? I want them to discover new lands or uncover the big plot of family X that is trying to kill the king or whatever. If it's only battles, I know how much exp each encounter would give and could plan accordingly. However if the PCs "only" roleplay, how would I do it then? I could estimate by rule of thumb however that doesn't sound that good...
I guess making adventures that take more RPing and less combat takes a lot longer, since at least for my oneshot I spent more time creating the character sheets for the NPCs I would need (and the PCs could potentially fight if the need arises so I deemed it necessary) than planning the adventure (at least for me the pregenerated NPCs weren't that useful since they're only humans afaik and I needed them with special skills to fit in). However as I see it from my previous games which had more battles, most of them were against monsters and with the bestiary 1 to x it's way easier to just select some monsters and toss em into battle. How much time do you spend on the stages (creating NPCs, thinking about the scenario etc.) when you create a campaign/adventure?

Also, what do you guys think about the idea given at http://paizo.com/forums/dmtz6frk?Questions-from-soon-to-be-GM#10 ? It sounds nice and seems to be great with RPing (so everyone can participate even if they are a fighter that hasn't much charisma or w/e) however I don't know what to do with classes that get bonuses for those skills since it would make those bonuses useless. What would be a way around that? Provide an alternative skill bonus?

Please provide feedback for this new GM :)


Published modules often provide the same amount of XP for achieving a diplomatic end to an encounter as the characters would have received for defeating the same encounter in combat.

I spend a lot of time creating NPCs (background, motivation, tactics, and statblocks) when making my own, and also a good amount of time modifying NPCs in published modules when I deem it necessary.

Silver Crusade

Ignore XP altogether. Just run for 3-4 sessions and then at the end of the session say "Level up for next session folks."

Simple.

Silver Crusade

Linked for you

Silver Crusade

FallofCamelot wrote:

Ignore XP altogether. Just run for 3-4 sessions and then at the end of the session say "Level up for next session folks."

Simple.

^ This. Things suddenly became much more interesting when we dumped XP altogether, since we notably didn't need to worry about XP anymore and instead wanted to know what happened next in the story.


It's easy to see why one could see experience points as only being rewarded for killing monsters, but in the Pathfinder Rulebook pg. 397-399 states several times that that is not the case.

"Designing Encounters: ... An encounter is any event that puts a specific problem before the PCs that they must solve. Most encounters present combat with monsters or histile NPCs, but there are many other types-a trapped corridor, a political interaction with a suspicious king, ..."

Assigning XP for roleplay really wouldn't be different from creating a combat encounter with the same XP. In your examples if you wanted to give XP for discovering new lands you would determine the difficulty of the task (Table 12-1) if average party level is 2 and you wanted for it to be hard the challenge rating would be 4. Table 12-2 says that CR 4 encounters give 1,200 XP (total).


FallofCamelot wrote:

Ignore XP altogether. Just run for 3-4 sessions and then at the end of the session say "Level up for next session folks."

Simple.

I'll heartily recommend this as well. Plus, you're stepping in as GM, the players shouldn't be expecting you to be instant expert with it, or super-accountant like an experienced GM ends up being. I'd focus (as GM) more on making an interesting story/experience rather than getting the mechanics down exactly. Juggle too many balls (encounters, npcs, magic, experience, storylines) and you start fumbling.

Oh, don't go all monty haul on magic items. its tempting, like the new babysitter thinking they can bribe the kids with candy and movies and fun, and still having problems getting them into bed.


FallofCamelot wrote:

Ignore XP altogether. Just run for 3-4 sessions and then at the end of the session say "Level up for next session folks."

Simple.

this.

Life is easier and takes less math. AND you guarantee that folks are the level you want them to be when you want them there.


If the PCs don't fight, make opportunities for XP based on righting wrongs, helping people, and improving situations.

Ie, Well/water-pump for the village is not working -- the PCs fix it? -> XP

One of the guys who knows all about the conspiracy was framed or is presently jailed for an unrelated offense. PCs have to exhorate him or break him out of jail. -> XP

The people who tried to kill the king have tried to kill the king before. The former captain of the guard was slain in the last attempt, and is now a restless spirit. Help the spirit rest in peace and let him know the party will protect the king in his stead? -> XP

Party is afraid an assassination attempt will be made at the King's country manor, to which a diplomatic meeting has suddenly been moved. Party cases the joint making sure all vulnerabilities in security and inherent in the property are seen to? --> XP

Lots of games (RPGs and Computer games) have rewarded XP for finding peaceful solutions or just generally being a nice guy. Take a look at the walkthroughs for games like "Planescape", Fallout 1 and 2, Icewind dale, Baldur's gate... and you'll find plenty of objectives that can be realized without violence and rewarded (along with many more that are)


Hey everyone, it's me again. Got a question regarding poisons/curses:
I want my players to meet some NPCs and.. have dinner with them in some way. During the dinner, I want to poison some of those NPCs. However I want the PCs to search for the ones who poisoned them and get an antidote of some sort. However, with spells like remove poison/curse, it seems rather... senseless to use poisons/curses since they can cure them without a problem and may take their time to find the ones who poisoned the NPC or even do completely other things.
So, are there ways to have stronger versions (I want it for the roleplaying reason, like the NPC slowly going insane or so and not necessarily losing stat points) of poisons/curses that can't be cured? It seems kind of gimmicky to simply say: "You cast the spell on him, but he still seems to have the disease". But this seems for me to be the only way to bring this into the game (curses have such a high potential for some interesting NPCs imo, but if it can be cured with such a simple spell then if PCs meet cursed NPCs, they will simply heal them instead of maybe trying to find a cure which makes planning for me kind of hard :( ). Or do you see another way? Or am I thinking too hard and should simply say: No healing, find a cure!

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