RotRL start up questions...


Rise of the Runelords


Hey gang,

I'm an experienced GM, but have only dabbled at running a Pathfinder campaign in the past. I have recently been asked to run one and, since I don't have time to create something out of whole cloth, I thought I'd buy the RotRL Anniversary Edition...
I've read through Burnt Offerings and so far my reaction is "meh." Some interesting encounters, but there is a lot I am going to need to rework (kind of defeating the purpose of getting a premade AP as a time saving maneuver.)
I will discuss more of this kind of stuff later, and get your opinions/advice/suggestions, but for now, I thought I'd keep it strictly to character generation.
The group I'm running this for is 7 (SEVEN!) players. That's bigger than any group I have run a game for ever, and I'm not exactly thrilled at the size for numerous reasons.
So far, all I know is that one character is going to be a human barbarian (Titan Hunter...is that what the giant killers are called? I can't remember) which I think is probably a pretty good fit considering the opponents they'll be facing later.
So, here's my question...are there any classes I should just flat-out ban? I don't like banning things, but with a group this large, I think it might be in order? I've read through a lot of the posts on this thread and have some ideas, but if anyone wants to give me reasons for not allowing x y or z, that would be awesome. I've already read about the dangers of gunslingers, but I tend to not allow guns in my games anyway...I like more of a classic sword and sorcery feel and guns kind of wreck that.
I'm also a little concerned because this group likes to pick "odd ball" races. My rule is generally, you can do whatever you want in character, but just remember it will have consequences. I know of one player who loves playing goblins, and part of me wants to allow it just for the RP opportunities, but with a group this large I may just have to ban that race or else it will probably bog the game down.
My main concern when running a game is storytelling. I like it when players are really invested and concerned with good RP and telling a good story over fighting. I strongly encourage my players to write up detailed backgrounds (I usually award a small XP bonus for doing so) and then I use things from the backgrounds throughout the story. I will be using the medium XP track, so I can afford to give out RP bonuses and have fun and interesting side treks that are character specific.
Okay, I am rambling. I apologize. Anyway, if I could have a conversation with you guys about character classes, that would be great.
Thanks everyone!

Grand Lodge

Your opinion on Burnt Offerings may change once you are invested in it. Sandpoint is one of the better starting towns that I have had the pleasure to run. The NPCs are rich to say the least. Because of this alone the role playing is exceptional. YMMV.

The AP is designed for four, so you will need to increase things. I recommend maximizing HD with critters and adding fodder, There are several threads with ideas in this area.

Because Goblins are disliked at an intense level by many of the NPCs, I would restrict Goblins as a race. But I have read some threads where campaigns had them, and worked around the prejudice.

I restricted our campaign to the Core Rule Book classes. But that had more to do with keeping the cost down in the beginning than actually using some of the other classes.

Good gaming, and let us know about your progress.

Shadow Lodge

I'm also preparing to run RotRL Anniversary, and have asked my (only 3) players to stick with Core and Base classes (Core Rulebook and APG) and races.
It just seems simpler. ;)

I'm enjoying reading Burnt Offerings this afternoon, and have had the opposite reaction to your "meh," so I'm curious to hear how you like it once you get the game going!


"meh" might have been a bit harsh. I think it's cool, there are just some really convenient plot elements and cliche moments.
For instance, I REALLY dislike the scene when Bethana Corwin comes to the PCs after Ameiko goes missing and when the PCs investigate they find a note telling them exactly when and where to go and a huge chunk of exposition from Tsuto. Just seems way too convenient and easy to me. So I'm going to have to rewrite quite a bit of that to make it more of an investigation and also have it happen in a more natural way.

Dark Archive

I have played through the whole campaign in 2008. Before the Anniversary edition.
We loved Sand Point. The first scenario is absolutely perfect.

With classes. First of all I think the titan mauler archtype is quite broken. I would not allow it.

Secondly. We had a cavalier with everything build up around his mount and mounted combat. That was a great loss as it, it more for a pain in the a¤% to find a way for it to come around from dungeon to dungeon.

With Bethana I do agree.
Our GM did this. Bathana could not understand the language and made the PCs go spy on the family manor. We investigated the city for some time before we found clues with broken class that lead us to the glasswork.

Grand Lodge

Yes. The Bethana note is a spoon fed item.

spoiler:
The Glassworks and the Catacombs of Wrath beyond quickly make up for it. To me it was not a big deal. It was well known that the Glassworks was Lonjiku's enterprise. If Ameiko was anywhere it was likely here or at the estate. For our campaign, after a fair amount of role playing and smaller town encounters, it was good to move the party to action. It also wouldn't take much for someone to notice the suspicious activity going on at the Glassworks.

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