GM Re-recruitment: Hollow's Last Hope


Recruitment


Want to run Hollow's Last Hope? Or most of it, anyway? Read on...

A group of us have recently had the unfortunate experience of our PbP GM finding himself without time, thus ending our campaign prematurely. We're left with a fantastic group of six characters* in the midst of a heroic effort to save Falcon's Hollow from a ravaging disease. The party has just departed the witch's hut, having recovered the second ingredient (rat's tail) and a rather non-canonical new party member (an intelligent giant cauldron).

The original recruitment thread is here. Discussion and Gameplay threads are attached there, as well.

This seems to be a pretty popular module, so I'm hoping we'll not have too hard a time finding a new GM. In order to let us know a bit about yourself, please answer the following:

  • How often would you expect to post? How often would you expect players to post?
  • Have you run a PbP before? How about a homebrew campaign?
  • What house rules do you use?

If you have any questions, please post them and we'll do our best to respond quickly.

* Our current group is as follows:
Mrachni (me): half-orc cleric of Iomedae (concerned with justice and the protection of innocents [especially humans])
Makvor: half-orc druid (and his companion, a wolf named Spirit)
Quaylon: half-elf bard (and his bag of spices for the proper seasoning of gnomes)
Zatqualmie someothernamesnobodyremembers: gnomish barbarian (and his mysterious talking hat)
Oglon: human monk (complete with mystic koans and monkish-sounding statements)
Kirche: halfling sorceress (only got three posts in before the game died, but has already run smack into a giant cauldron, cracking her poor little halfling head to boot)


This game has a lot of interesting characters in it. The gnome barbarian with memory issues, a pair of half orcs, both very spiritual, a silver tongued half elf, the monk and the halfling are very new to the game and I look forward to getting to know them!


Exataerg is one of the Gnomes' gnames. I remembered one.


I want any potential GMs to know that we have had a lot of fun with the campaign.

I'd suggest reading through the campaign to have a good idea of what our style has been thus far, if you can call our motley crew's actions a style. In all seriousness, it's a fun group to see everyone learn about each other and their roles.

I hope we can keep the campaign going.


Oglon wrote:
Exataerg is one of the Gnomes' gnames. I remembered one.

I remembered that one, too, of course.


Oh, and the cauldron's name is Taran.


The cauldron is also known for cooking gnomes, even if Taran is a bit reluctant to do so.

I know there is a GM out there just wanting to take this group the rest of the way.


Yes, but the cauldron has seen the error of its ways and seeks to atone.


I thought he was seeking oregano?


Nah, he just likes standing in the way of halflings running through the woods. Ouch!


Pfft, you're hard-headed enough not to even notice that.


Like you would know! You've known me for the space of about 1/2 a minute - hardly enough time to pass judgement on me as being hard-headed.

:p


You ran in to a giant moving cauldron. How much more information does he need?


Greetings. My name is Batista Grave and I am looking for more games to run. I have spent the last 3 games I have been running as the GM, one of them being a homebrew shadow of the colossi game that so far is going rather successfully. If you are in need of a GM I would be more then happy to help you. Granted I do not know everything about the game but I know enough and have many friends who are also knowledgeable on the pathfinder group.

If you are still in need of a GM I will be glad to assist and am willing to take time to give you all a plesent gaming experiance. This would help me with my GMing and allow your game to continue.

a little about me:
I am a zaney kinda guy. One time I through a group of undead at my party, the bard proceeded to sing "Never gonna give you up" And the only reason I let him is because the Lore master who was also good with divination magic told him about it, after several rolls the undead actually started dancing WITH him while the remainder of the party only watched. I also had an instance where the lore master was deftly afraid of spoons, this was a baby sitter toon I made to help the story go along...needless to say I got my party into trouble with the city because the lore master saw a spoon and burned a 4th level spell to destroy it...the result also caused the death of 5 innocent civilians and half of a tavern to be burned down, the only survivors were the party and a cross dressing "Maid" who served drinks. Who (with her manly voice) pointed them out. They escaped with much hilarity as the lore master used his firmiliar (a turtle) as a buckler shield.

Needless to say im a easy going guy and need the experiance. If I sound TOO crazy for you then I will be happy to help you guys out in any way you, as a group, see fit.

house rules and stuff:
I am not a beliver in "Take 10" so I do like people to roll for everything. Sorry but I rather enjoy it when you THINK you can automaticly do something IF you only got a 10 on the hit dice then get a NAT 1. Human error is nice like that. Secondly FUMBLES! If you get a nat 1..you miss..end of story...You don't need to roll to see if you flurb up any worse. This helps keep contention out of the group. Posting: I like players to post at least once every 3 days, I understand that you all have lives to a degree and things come up. I will post at least once a day depending on how things go. I check and often post more then that. But once a day is good to show you im still alive and participating :3. I really don't know what other house rules I would have untill you start asking me questions.


Zatqualmie Fire-Top wrote:
You ran in to a giant moving cauldron. How much more information does he need?

What he said.


*raises hand*

I have a question!

Have you ever abandoned a PbP you were playing or GMing?


I have never abandoned a PbP while GMing.


I just want to clarify, we (or at least I) have no hard feelings for the prior GM. He gave a chance to new PBP players to get into a game, ran a good game, and I thoroughly enjoyed it. He was also very open with us and at least communicated with us. I was involved in three games on this site and the other two games had GM's that just walked away and did not even give the players the courtesy of letting them know that they were done.

That being said, I would love for this adventure to continue and perhaps even go farther. I really enjoy the group, and I have found my combat lite character to be very enjoyable.

From what you have said, I think it would be very interesting.


Quaylon wrote:

I just want to clarify, we (or at least I) have no hard feelings for the prior GM. He gave a chance to new PBP players to get into a game, ran a good game, and I thoroughly enjoyed it. He was also very open with us and at least communicated with us. I was involved in three games on this site and the other two games had GM's that just walked away and did not even give the players the courtesy of letting them know that they were done.

That being said, I would love for this adventure to continue and perhaps even go farther. I really enjoy the group, and I have found my combat lite character to be very enjoyable.

From what you have said, I think it would be very interesting.

What he said.


Hiya Batista!

We are currently talking about you behind your back.

Others of my compatriots may have more questions for you, but whether they do or not, you should hear an answer soon.

Thanks!


Oh I see, talkin bout a man when he aint there to defend himself. I see how you people are.... Hahaha no problem. I am in no rush. I have time. Ask me anything you are curious about and I will be fair in answering them for you.

I would say I can't wait to hear your answer but...I am a very patient man xD


Still alive here. Just waiting...


Batista Grave wrote:
Still alive here. Just waiting...

They are probably still talking about you behind your back. You know those cool kids.


Of course. There's a lot to say! ;)

I jest... I'm actually waiting to hear from a couple of the players. Some people don't check their PMs as often as they should!


I'll wait for the others until mid-morning tomorrow, then post here.

<This space intentionally left blank.>


...them hipsters xD


Why hello.

I was just writing you a note here. There are a few questions that have popped up.

Natural 1s:
First, I'd like to make sure I understand your statement about natural 1s. According to the official rules, a natural 1 is only an auto-fail on attack rolls and saves... not skills, spell resistance, etc. Is this what you were saying, or am I misreading?

Taking 10:
PRD: Skills wrote:
Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Are you saying you don't allow taking 10 at all, even when there aren't any distractions that would prevent someone from doing something carefully? Is this something you're willing to discuss?

Posting:
Would you be willing to run your posts through a spell-check program before posting? This is just a personal request, not something that will make a difference one way or another, other than making your posts more enjoyable for me to read.


First off, you got the Nat 1s right. If you get a natural 1 on something, you fail that task.

Taking 10 annoys me... Even the most CAREFUL person in the world will have unexpected things happen to them. A natural 1 attack does not mean YOU SUCK at it. It means (in my mind) SOMETHING GOES WRONG. The take 10 removes the SOMETHING GOES WRONG aspect from the game if you have enough points into a particular skill. Lets say for example, you need a 20 TO SCALE A MOUNTAIN : D. you only NEED 10 to climb it SAFELY...you would NEVER have to worry about something going wrong by just taking 10.

Now, if you REALLY/DESPERATELY/ABSOLUTELY HAVE TO HAVE IT! I have a system that I use that basically makes you not really want to do it. In my system for taking 10 goes like this. Unless you produce something class wise that says "I CAN TAKE 20 ONCE A DAY" or anything like that, I will be MORE then OK with you doing that.

MY take 10 system:
Take however long it takes to do an action, double it, and turn it into minutes... For example, it takes you 6 seconds to take an action, and you say "I TAKE 10!" Double it so its 12 seconds, then turn it into minutes...so you will then (AND IF YOU DO THIS I WILL MAKE YOU!) take 12 minutes to do that one action. And if ANYTHING happens to you there will be nothing you can do to stop it.

As far as the Spell-check program goes...I probably won't. This isn't a collage English term paper...this is fun...I want to have as much fun as you do as players. I take time to make enemies and a good story...I should be able to spell things as I wish. That is all I ask.


Just to be clear, I'm going to present a common use-case for the take 10 rule and I'd like your opinion on it.

We're walking through a cave and come across a deep chasm five feet across that's so deep it disappears into darkness. There isn't any other way around so we decide to jump across. I haven't put any ranks into acrobatics and am wearing armor so my acrobatics modifier is say -2. The DC to make a 5' jump is normally 5, so this is a situation where I don't think I need a terribly high roll, but if I roll badly I would die. There's no enemies or other distractions nearby so I carefully approach the edge, measure the distance in my head, and make the jump across. Mechanically, I took 10, making my final result 8. Great! I made it.

However, under your suggested rules, in order to do that I have to stand there by the edge of the chasm for a full 12 minutes studying it before I can jump? And if we're ambushed by goblins while I'm studying the chasm I can't do anything but continue studying the chasm?

Keep in mind taking 10 is not an auto-success like taking 20 can be. While we can guess, we don't ever know what the DC is - that's only for the GM to know. What if in my previous example the other side of the chasm was actually made of ice or somehow otherwise slippery or wet? What if the other side was an illusion and the chasm was actually 10' across? Just because I took 10 doesn't give me a success there - I only actually have an 8 on my acrobatics check. So if one of those reasons increased the DC to 10 instead of 5, I'd still fall to my doom in the darkness below. I actually needed to roll a 12 on the die in order to succeed, so my decision to take 10 is what killed me.


My opinion is this...

IF you rolled AND failed (which in this instance would be VERY unlikely because you have a 2 out of 20 chance of actually hitting the number you need to actually fail) I would not just let you FALL to your death without giving you a chance to survive.

Secondly, I am a fair GM... and EVEN THOUGH I will add environmental stuff like that remember I would (in any event you let me GM) will control the world and or your own lives even. The fun thing about you NOT knowing what lies onward is I can change things before you get there.

Remember the purpose OF the GM is to make a challangeing game...that you as players will win...I can't go killing people or else you will commit mutant on me and then there will be no fun.


Thanks, but you didn't really answer my question. Also, it's a 3/10 chance of failing due to the negative modifier. Either way, let's take death out of the equation then - there may be an acrobatics check or some other deus-ex machina life-saver there. Just based on whether or not you make the jump or fall, could you please address my scenario and questions?


Kirche you must think about something. WHY would I put a bottomless PIT in front of you. That pit might lead somewhere. As GM I can manipulate ANYTHING at ANY given moment. In my opinion, if you drop and fall, that fall should lead somewhere and thus the game goes on, you are just on your own now until you are able to find your friends again.

You make valid points and yes ONLY I would know the DC for these things. Hell I can even manipulate them on the spot if I must. But again MY JOB IS NOT TO KILL YOU PEOPLE. MY JOB WOULD BE TO MAME YOU! : D

Also your question assumes I will be making you guys jump on a regular basis. I do enjoy the occasional environmental stitch but im not too heavy about it.

This is why a "Toon" sheet is nice. I can see your capabilities, and make things to fit your party. I will not just throw random crap at you that you can't handle or be able to work around. For example, I can't throw very many traps at you people because (for all I know) YOU HAVE NO TRAPFINDER/DISABLE person.

In all opinion you shouldn't be NEEDING to jump...You have Strong Horcs to THROW you over the 5 ft gap... (I'm sorry bad joke xD)

The better question is...DO YOU WANT A "TAKE 10" SYSTEM. Cuz I gave you one. And I will hold ANYONE to that system....

And to better understand your question...I need to know EXACTLY WHAT YOU WANT.


I believe what Kirche (and I; can't speak for others) really want is a GM who will hold as closely as possible to the official Pathfinder rules.

The others have the right to outvote me here, but I believe the position for GM of this game is still open.


I really am only changing 2 things in the game system that is well within a GM's rights to do so. The term "House Rules" is to each individual GM'a discretion.


yes, but house rules are not a unilateral decision. The take 10/20 system is already well defined. The natural 1's only auto failing on to hit rolls and saves is also clear. These to me are fine the way the CRB lays them out and I have no desire to change them.


Batista Grave wrote:
I really am only changing 2 things in the game system that is well within a GM's rights to do so. The term "House Rules" is to each individual GM'a discretion.

Yes, but the term "GM" (and to whom it applies) is up to each player's discretion.


Well it is beginning to sound like you are looking for a lawful good GM. xD its sounding like I won't be GMing for you. If nobody else wishes to take the game I will for you guys but...sounds like you guys are made up to fallow every rule as per the game. So, if I am not needed, I will look for my exploits somewhere else.

Now the nat 1 thing is a little picky because you may have points in something to succeed even if you get a nat 1. Im not saying that if you get a nat 1 you auto fail...Im saying that if you nat 1 I won't make you roll for a fumble.

Anyway...If nobody else offers then PM me. I am curious to see how long you guys will wait for another GM to roll around.

I am sure that someone else will show to take your game to the end so unless I am needed, have a good day all of you and may the dice favor you.


Batista Grave wrote:
First off, you got the Nat 1s right. If you get a natural 1 on something, you fail that task.

Fair enough, I suppose. Saying that you will always, no matter how proficiently or long you do something, fail 5% of the time is perhaps a bit harsh, but whatever.

Batista Grave wrote:
Taking 10 annoys me... Even the most CAREFUL person in the world will have unexpected things happen to them. A natural 1 attack does not mean YOU SUCK at it. It means (in my mind) SOMETHING GOES WRONG. The take 10 removes the SOMETHING GOES WRONG aspect from the game if you have enough points into a particular skill. Lets say for example, you need a 20 TO SCALE A MOUNTAIN : D. you only NEED 10 to climb it SAFELY...you would NEVER have to worry about something going wrong by just taking 10.

...unless the circumstances changed. If there's a strong wind, or slippery shale, or any number of other things, the DC could change to the point where taking 10 wouldn't be enough. No need to change the rules at all.

Batista Grave wrote:

Now, if you REALLY/DESPERATELY/ABSOLUTELY HAVE TO HAVE IT! I have a system that I use that basically makes you not really want to do it. In my system for taking 10 goes like this. Unless you produce something class wise that says "I CAN TAKE 20 ONCE A DAY" or anything like that, I will be MORE then OK with you doing that.

** spoiler omitted **

Correct me if I'm wrong, but it seems like you just described the mechanics of taking 20 for a single-round action, with the added bonus of penalizing the characters by making them mindless automatons if (when) something goes wrong.

When you take something that is fairly simple (take 10) and are willing to bend reality ("No, that 5' pit wasn't bottomless, it...ummm...led to the Great Goblin Amusement Part - this is just the water slide.") when your whim would cause needless player death, that just seems...well...dumb.

Batista Grave wrote:
As far as the Spell-check program goes...I probably won't. This isn't a collage English term paper...this is fun...I want to have as much fun as you do as players. I take time to make enemies and a good story...I should be able to spell things as I wish. That is all I ask.

You're asking that you be able to take a game based on the written word and be free to massacre those words as you see fit, and take away enjoyment of the game from your players, just so you can be saved the extra 20 seconds it would take to spell check?

I'll admit, I had had a good feeling about your DMing style initially - light-hearted, fun, etc., but now you're just coming across as someone that likes to make things difficult for everyone else for no reason other than to preserve your enjoyment of the game - which, I'm guessing here, probably depends largely on watching players squirm.


The position 'as been filled.


Actually I feel that the way I do things makes life a little easier on everyone. And no I already get my kicks of watching players squirm from a different game I am currently GM-ing. The Shadow of the colossus game I am doing is designed to "MAKE THE PLAYERS SWEAT" kind of game. I would not make anyone sweat here. You already have a game going (which I have read a little). My job would be to continue trying to make the game like the old GM until I get to a point where I can start making it different. I would make the game so you can finish the current quest you are on before making big changes.

I still feel like I am not being understood. And a lot of the questions that are being thrown at me are Constance questions that I probably won't put you guys through.

To answer your first question NO if you have +20 in something and get a nat one..you get a 21...thats still more then enough to do a good deal of whatever. its not YOU GET A 1 YOU FAIL. Again...Natural 1s mean SOMETHING GOES WRONG. For example, you are serching for a trap...you have +10 to perception. the DC of the trap is 10...because its put in a crappy hiding spot. You get a 1, its an 11, you see the trap. so i am still fallowing the rules. The only rule I am changing is that of FUMBLES in combat. I won't have players shooting each other in the back with arrows....

If you people are ADAMENT about having the stupid take 10 system then I can deal with it. I would have to re-learn how that mess works. I have seen it so many different ways. I had a GM that said, "if you take 10, that assumes you get a 10, a 9, an 8, a 7, a 6 and so on and so forth and I have to calculate every outcome. The general conciseness is that if you take 10, it takes longer to do things, giving me an opportunity (if im feeling like a bastard that day) to have a monster jump out of nowere and auto flat foot you. I don't like having that position presented to me because if I don't do it..im light hearted but if I do it im a bastard...so I just don't like having the situation presented to me.

Again I feel that I said a few things wrong. In my head, it sounds right. Or I do not know how to describe it easily because every game I have GM-ed; I have had physical contact (via skype or phone) with at least one of the players so I can explain things better too.

By the way sorry about the grammer...im tired right now xD


I digress, it sounds like I have both wasted my time and efforts. Seing how I have been blindsided. I hold no ill will and I hope you guys have an AWESOME gaming experiance with the GM you have chosen.

PEACE OUT! : D


The take 10 system really isn't as hard as most people try and make it out to be. It doesn't take any longer than the action normally takes, but you can only do it when you're not threatened or distracted (although there are class features that allow you to take 10 even when threatened for certain skills).

All it means is that you are choosing to accept a roll of 10 on the die (average) instead of actually rolling it. You still add or subtract whatever modifiers are applicable for the skill in question.

SKR has explained it all in great detail to avoid confusion:

Sean K Reynolds wrote:
Mynameisjake wrote:
Let's try a different scenario. Guard is at the gate, taking 10 on Perception checks, maybe he's the PC, maybe he's the NPC. He has one rank and a class skill bonus for a 14. A Rogue, also may be the PC or the NPC, is trying to sneak past, taking 10 on his Disguise skill, with 1 rank and a class skill bonus for a 14 on Disguise skill checks. Since they are both putting equal effort and have equal skill, then the odds of either one succeeding should be 50/50. But if the guard sets the dc, then the Rogue succeeds 100% of the time. If the Rogue sets the dc, then the guard succeeds 100% of the time.

And that's why take 10 is a convenience for the player, but shouldn't be the default or even the optimal scenario. If you only have a +4 bonus, you probably shouldn't be taking 10 because in a typical scenario (like this one, where your target's bonus is probably similar to yours) you're going to fail half the time. Take 10 is for things like "can I just take 10 on my jump check? I only fail on a 4 or less, let's save the time rolling and not risk me failing to jump a 2' gap because of a bad roll," and "can I just take 10 on my Disguise check? I have a +4 modifier, I don't want to roll a 1 and give the guy a crappy disguise just because of a bad roll."

If you're worried about failing because your opponent may be better than you, don't take 10, make the roll. It takes the same amount of time in game whether you roll or take 10.

It's really no different than being a lazy player with a +9 Stealth rogue who thinks he can take 10 on a Stealth check past a guard because he thinks the guard is just some +2 Spot loser... except he doesn't know the guard is actually an important NPC with a +10 Spot. You take 10 when you believe an average roll will succeed; if it turns out that belief is wrong, you'll suffer the consequences.

And more clarification

Sean K Reynolds wrote:

The purpose of Take 10 is to allow you to avoid the swinginess of the d20 roll in completing a task that should be easy for you. A practiced climber (5 ranks in Climb) should never, ever fall when climbing a practice rock-climbing wall at a gym (DC 15) as long as he doesn't rush and isn't distracted by combat, trying to juggle, and so on. Take 10 means he doesn't have to worry about the randomness of rolling 1, 2, 3, or 4.

The rule is there to prevent weirdness from the fact that you can roll 1 on tasks you shouldn't fail at under normal circumstances.

I'm not an athlete, but I can easily to a standing broad jump of 5-6 feet, over and over again without fail. It doesn't matter if I'm jumping over a piece of tape on the floor or a deep pit... I can make that jump. With a running start, it's even easier. If I were an adventurer, a 5-foot-diameter pit would be a trivial obstacle. Why waste game time making everyone roll to jump over the pit? Why not let them Take 10 and get on to something relevant to the adventure that's actually a threat, like a trap, monster, or shady NPC?

Let your players Take 10 unless they're in combat or they're distracted by something other than the task at hand. It's just there to make the game proceed faster so you don't have big damn heroes failing to accomplish inconsequential things.

And finally:

Sean K Reynolds wrote:
Taking 10 requires only as much time as making one check.

Do yourself a favor and learn the correct rules for this mechanic. It'll save you a lot of headache if you ever play a PFS game or at a con where people will expect the proper rules to be used.


The very first quote of that post is EXACTLY why I do not like the take 10. I am a firm believer of Murphy's law. Anything CAN go wrong. Nothing in life is a 100 percent guarantee and I like playing that way. Besides...its a game...you should not care about flubbing up a single roll anyway. Its just a game. I like bringing a little (VERY LITTLE) bit of reality into my games.

Secondly...if you don't want to take 2 seconds to roll a dice...the same amount of time it takes to say "i am going to just take a 10 on this check" that is just a lazy gamer. A GM puts a lot of time into making a game, and you want to be lazy and just go meh on it. That is what I am hearing from that second quote.

Thirdly, once again you are asking about circumstances that I HAVE NO CLUE IF I AM WAS EVEN GOING TO PUT YOU PEOPLE THROUGH! It is VERY unfair to ask those sorts of questions when I don't even have a game layout ready for you to tell you "you don't need to worry about that" or not.

Forth, Murphy's Law...

Fifthly, you are right, someone who is TRAINED highly in something won't FAIL that task, but if they by some ungodly reason don't make the DC it would not be because sucks at that skill, its because something goes wrong. Who is to say that the practice rock wall isn't broken at a certain point, and he reaches for it, and that part of the rock wall breaks off?

Lastly, what you have presented, is a conflicting ideal of someone else who does not see fit to include this part of reality into the game. Personally, I feel that the game runs better this way. You people are the first that have EVER complained about this. Again, you said you already found someone to GM so I wish you all well.

I am not a Lawful Good GM. Simple as that. Certain things bug me, and you don't like whatever change I made. I bend the rules just enough to try to make everyone happy. It is obvious you do not want me as a GM.


What I just said is Hypocritical to the "Fumble" rule I enforce. I will not go about defending what I believe any more with you people. Either you agree with it, or you don't. By what I hear. YOU DON'T. I will not go out of my way to change how I play because I am bull-headed. The way I play makes perfect sense to me. And that is the last I will say about this.

Good day to you.

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