How much lead time is required for a PFS event?


Pathfinder Society


Pathfinder Lost Omens, Rulebook Subscriber

We were discussing doing a triple session of PFS over a long weekend, running the complete First Steps arc, and then another arc or two. I've heard Quest for Perfection is a good arc to play.

Given that the next long weekend is Easter, I'm wondering how much lead time is required to actually run PFS games. Both in terms of preparation and in terms of official polices.

Liberty's Edge 5/5

There is no official lead time necessary.

Basically the only thing limiting how short of a lead time you need, is how long you think it will take to fill out your table.

If you already have 6 players (actually minimum 4) and a GM committed, you could set it up right this second, and then start playing the next second.

The Exchange 4/5 5/5 *

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Keep in mind, prep time varies from GM to GM. Some do TONS of prep, some not so much. also, if you've run a scenario before, your prep time will likely be a lot less!


Pathfinder Lost Omens, Rulebook Subscriber

Thanks, that answered my main question. I think if I read the scenarios in advance and take good notes, and run 2 scenarios a day, with a 2 hour Lunch (and review) break between them, I can pull it off.

Seems like a good way to spend the Easter weekend.

4/5 *

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TheeGravedigger wrote:

Thanks, that answered my main question. I think if I read the scenarios in advance and take good notes, and run 2 scenarios a day, with a 2 hour Lunch (and review) break between them, I can pull it off.

Seems like a good way to spend the Easter weekend.

It does! In fact, if I weren't already doing a con that weekend, there's a good chance I'd be doing something similar. Have fun, and stay hydrated! Your voice will know you've been GMing that much. ;-)


Pathfinder Lost Omens, Rulebook Subscriber

Alright, I've announced that I'm giving it a shot to our local VGG community. I should also announce it to the regional list here on Paizo.

Sczarni 4/5

Generally I personally read the scenario through once without stopping. Then again with highlighers - one color for skill checks, one color for faction missions, one color for answers to questions I think will come up

then I skim it a third time for any spells or items I need to look up, or any obscure rules content (underwater rules/ poison / smoke/ cold weather) and skim the thread in the GM section on the board for that scenaro.

All in all, the first two read through usually take me 2 hours. Printing things and finding minis take me about another hour.

so it take me 3 hours if I have time.. I can usually cut it to 2 if I combine my first two read throughs, but I find I miss some minute detail that way...

That's me - I know people who can prep a game in 15-20 minutes

Scarab Sages 1/5

Earl Gendron wrote:
Generally I personally read the scenario through once without stopping. Then again with highlighers - one color for skill checks, one color for faction missions, one color for answers to questions I think will come up

A good idea.

I will have to start doing this.


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I like to do it by tasks.. Some of these things take very, very little time on some scenarios and lots on others. Here's my "punch list":

1) Read the scenario twice over so I have a rough idea of the plot.

2) Draw all the maps (usually on a blank flip-mat) for all the combats.

3) Draw all the maps (usually on a blank flip-mat) for all the RP sessions. Usually, there is a vague description of the room.. I do this so it's not "OH @#$% A MAP WE ARE IN COMBAT PLEASE LET ME BUFF EVEN THOUGH MY CHARACTER DOESN'T KNOW WE ARE IN COMBAT" from certain people at my table.

4) Find /all/ the monsters/BBEG, print the stat box seperately so I have a handy reference.

5) Make sure I have appropriate pawns/minis/colored Starburst/tokens/whatever for all the combats and RPs.

6) Research all the spells/abilities that will be used and print seperately.

7) Write down "voice acting" notes. (This guy talks like Morgan Freeman. This guy talks like Mark Hamill's Joker. etc.)

8) Print out all the handouts.

9) Print out all the faction missions.

10) Print out my session sheets.

11) Run through the scenario with a pregen. (I read this. What questions would I ask the GM? I try to grapple. Do I know the CMB? Somebody in this rp goes hostile. Do I know those stats?) I actually read this one out loud so I know it cold.

12) Make sure I have all the books, charts, dice, supplies, pens, whatever I might need.

13) Snacks.

*At the table*

14) Introduce everybody, give the general "product description" so people know what we're running, what tier, etc. so they can select the appropriate character.

15) Check all PC character sheets for legality and make sure I know what their abilities do and how they interact with BBEG, etc.

That's a rough punchlist by memory.

Usually takes me two/three hours depending on complexity of scenario and the tier (low tiers are easier, less abilities and complicated math).

Hope that helps.


Pathfinder Lost Omens, Rulebook Subscriber

Yes, the tips definitely help, thanks for some good ideas, especially the one about voice notes.

The Exchange 4/5 5/5 *

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber
Robert Duncan wrote:

I like to do it by tasks.. Some of these things take very, very little time on some scenarios and lots on others. Here's my "punch list":

*At the table*

14) Introduce everybody, give the general "product description" so people know what we're running, what tier, etc. so they can select the appropriate character.

15) Check all PC character sheets for legality and make sure I know what their abilities do and how they interact with BBEG, etc.

Hope that helps.

Wow, you check all sheets at the table every time? I rarely check sheets, but I have had some really odd builds offer to show me their sheets and how the numbers add up.

The Exchange 5/5

Grolick wrote:
Robert Duncan wrote:

I like to do it by tasks.. Some of these things take very, very little time on some scenarios and lots on others. Here's my "punch list":

*At the table*

14) Introduce everybody, give the general "product description" so people know what we're running, what tier, etc. so they can select the appropriate character.

15) Check all PC character sheets for legality and make sure I know what their abilities do and how they interact with BBEG, etc.

Hope that helps.

Wow, you check all sheets at the table every time? I rarely check sheets, but I have had some really odd builds offer to show me their sheets and how the numbers add up.

For the first time in a LONG time I had a judge ask to see all the players PC sheets. And have us go over "anything strange - like what would be in Additional Resources". Wow... He started around the table and 10 minutes or so later we were to me (last PC). I passed over the folder and said something like "this is going to take some time". I think he was wanting to be sure everyone had a paper sheet - I guess. And even the things we covered he didn't get, as we had to cover them again in the game when they got used.

I think it might be fun to take a slot at a Con sometime and just have someone review one or more of my PCs... kind of like showing off pictures of my grandkid! But during the game?

Yeah, we ran late. Way late, all the way to the hard stop, and didn't finish the adventure. Sigh. Kind of wish we'd used that "review" time for more gaming...

Dark Archive 3/5

Don't forget to also put your gameday up on the Geek and Sundry game locater for the 30th of this month for International Tabletop Day!

http://www.tabletopday.com/

Create an event and get it up there. Let's put a ton of awesome PFS games around the world on this thing as possible!

Sczarni 1/5

I would add:
Before you get to the table:

1) Many of the creatures have templates attached.

2) Build template added BBEGs

3) Quickly review the Mod on the GM section, making sure you built your templates correctly.

4) Use post-it or other sticky flags (if using physical books) or build a hyperlink page (if using PDFs or online PRD materials) for the things that gave you pause. Chances are a player will ask, and being able to instantly access the rule just makes life easier, and play quicker.

5) Be prepared to disappoint by bringing various errata with you. I have had a a decent number of Wildblooded/Crossblooded sorcerers get upset at me because I carry the ruling by Mike Brock, printed out, with me because I got tired of saying, "sorry, that isn't legal." For next session, I also have the no more bracers of Falcon's eye, because I know at least one of our players has the item, and I know he never, ever, ever believes me when I say, "that is not legal, sorry."

6) Be prepared to be wrong. I am wrong every day of my life, at least once, and I am ok with that. If there is a question, I encourage my players to call it to my attention. Generally a quick exercise of my Search-Fu can resolve the issue. I also compile a personal FAQ of issues that arise at the table. (ex. Wizard summons 1d3 Dire Bats to get the party across the chasm. Dire Bats have Str of 17, which means light load is up to 86 lbs. “Flying mounts can’t fly in medium or heavy barding.” Core Rule Book, Page 162.

“A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor. Carrying a light load does not encumber a character.” Core Rule Book, Page 169.)
===========================================================

After you review character sheets, ask the player for information you don't generally need or use. (Mounted Combat is the info I most often ask for.)

The Exchange 5/5

I like to read these threads and imagine how it is in other places, where you get days of prep time.... sigh. But it's getting better here in St. Louis! I got almost 2 hours prep time for my last game! yeah, we do it different here in St. Louis ;)

4/5 *

nosig wrote:
I like to read these threads and imagine how it is in other places, where you get days of prep time.... sigh. But it's getting better here in St. Louis! I got almost 2 hours prep time for my last game! yeah, we do it different here in St. Louis ;)

I don't think I've run a scenario yet that I spent less than 4 hours prepping, and usually more like 6-8. St. Louis would make my head a'splode. :)

Silver Crusade 2/5

Can we stop bashing St. Louis, please, it is totally off topic from the original poster.


I did Goblin Guild on my checklist in 90 minutes, Akinra's advice is also spot on. (I print each page of the book from my PDFs instead of bookmarking/hyperlinking in my home games, I use her way to do it if I'm at a con and don't have my duplex color laser printer with me)

The Exchange 5/5

Ill_Made_Knight wrote:
Can we stop bashing St. Louis, please, it is totally off topic from the original poster.

Not "bashing St. Louis", just pointing out that Andrew was correct in his statement: "If you already have 6 players (actually minimum 4) and a GM committed, you could set it up right this second, and then start playing the next second." Directly answering the OP.

We do it that way here (St. Louis) all the time. (or at least often).

Bragging about my town:

yeah, in a way it's kind of bragging. We got some great judges here - it takes a special bred that can pick up a scenario and run it with little or no prep time. A special skill set. Our judges are good! They can (and often do) run things "Cold" here. And it means we seat everyone at our game events 99% of the time. The only way you aren't getting in a game is if you have played EVERYTHING. I currently have only 3 scenarios I have not played (out of all PFS scenarios) - and I KNOW that if I go to the shop, there is a very good chance I will have a table I can sit at, that is running one of those scenarios and have a great game. All I have to do is say, "I need 2-16 , 3-17 or 4-04" and I know that 10 minutes later I'll be sitting at a table with other players ready to start one of those. Or maybe I'll judge something. No pre-sign up, no checking online days before to see if I can play one of the 2 or 3 someone else selected run weeks ago. Very convenient for the Player. And it breds different judge skills. So yeah, we do things different in St. Louis. And I'm kind of proud of that. (even if I do say sometime I like to "...imagine how it is in other places,... ".) I wouldn't trade it though.

It does also mean our venues are very full. People who might have been busy, but got their evening free KNOW they can come down to the shop and find a game. That's one of the reasons we have 6 tables 2 times a week (IMHO).

Liberty's Edge 4/5 5/5 ****

nosig wrote:


Yeah, we ran late. Way late, all the way to the hard stop, and didn't finish the adventure. Sigh. Kind of wish we'd used that "review" time for more gaming...

That is why locally most of the games are scheduled for an hour before the game really starts... so that GMs have time to set up, review characters, and the like.

On the other hand, I can see how frustrating that can be.

Off the top of my head, maybe I can offer a suggestion, based on what I've done with complicated characters of my own in home games...

As an addendum to the printed character sheet, add in pages which contain the cut-and-pasted descriptions of the various feats and other abilities.

Creating a "spell book" (either from one of the sites linked to from D20PSFRD... I know, sacrilege ;), or by creating it yourself with cut-and-paste from PDF books or the PRD). With this, you'll have a handy-dandy reference to use while playing, so that you don't have to dig through dozens of tomes, plus you could have a second copy to hand to the GM!

Dark Archive 4/5 5/5 ****

Here is a question...
How often do GMs question the load/encumbrance of characters?

Also, even though I always have trail rations on my characters, in 13 games I have not seen the need to actually use them.

Finally, on the question of load... if the scenario takes place in a town/city, do you assume that the characters are hauling around ALL of there stuff? Examples: Alchemists Kit/Lab, full spell books, food, bedroll?

Dark Archive

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Here is what I think GM should do before running a game, because it's really obvious, and much less fun, for the players when this doesn't happen.

1. Read the entire module ahead of time.
2. Print off the module. You will waste a ton of time if your are reading a mod off your computer or phone, most because it takes forever to flip back to reference another page.
3. Print out the full monster statistics on seperate pages. The modules don't always have full listing of monster stats. I tend to copy the stats from the adventure, or from the PRD, into word documents, each on a seperate page so I have plenty of room to make notes and track hitpoints.
4. Know how all the spells the spellcasters have work. Make notes for the spells you don't have memorized. Ranged, save DC, effects, duration. Looking up spells in the middle of the game is a dead giveaway that the GM didn't care enough to do any prep work.
5. Draw out the combat maps. A lot of modules use the flip maps, which saves a lot of time.
6. Have the minis for the bad guys picked out already.

This takes maybe an hour or two of prep work, but it makes the game run SOOO much more smoothly, and everyone, including you, will have more fun as a result.

Sovereign Court 4/5

Victor Zajic wrote:

Here is what I think GM should do before running a game, because it's really obvious, and much less fun, for the players when this doesn't happen.

[1 - 6]

This takes maybe an hour or two of prep work, but it makes the game run SOOO much more smoothly, and everyone, including you, will have more fun as a result.

This is pretty much exactly what I do to great success. Since I have the PDF of the Bestiaries, it makes it very convenient to print them off, but you could likely just as easily have the book open with post-its holding your place.

The minis for the bad guys are my weakness. After D&D 4e, I got spoiled on monster tokens or pogs or whatever you want to call them. It's great for discerning who's friend (miniatures) and who's foe (pogs), but the selection isn't extensive and it comes off kind of flat (pun only slightly intended).

As for maps, I rather enjoy drawing them out, even with my total lack of drawing skills. But that's partially because I don't have access to the flip mats or map tiles.

2/5

Robert Duncan wrote:

**Cool list**

I'll add several.

I look at each faction mission to see how it may disrupt or augment the main mission. What are the key clues I'm supposed to drop? Is it on the same track or a sidetrack? 1-5 minutes

If I think up a good NPC line (funny, creepy, etc.) I'll scribble it down.

For modules in unusual settings(non Varisia/tapestry/Absalom)I look through the Inner Sea World Guide to have flavor to share as PCs prepare or travel. 3-10 minutes

And though it takes time, I rewrite summaries of monster stats to as few pages as possible (1-2 usually), esp. if they're fighting together or could. I put optional buffs/misc. modifiers in brackets. This also helps as a memorization/familiarization tool so I'm not holding up combat.
10-30 minutes, but valuable in keeping combat smooth and dramatic.

If it's a densely populated map, I'll scribble a copy with notes in the rooms plus response time (if in module), i.e. "2 Bugbears, 1-3 rds to rm. 1." Sometimes PER bonus too. It's easier to see the flow of enemies that way. 5-15 minutes.

I also write a short note for each non-CRB spell in the module (range/duration mainly). 0-10 minutes.

Though I have yet to run a chase scene (whew), I'd look at a way to make it more 'alive' at each stage than the standard board game run through, and contemplate how PCs might move 'off board' with different tactics/spells. Time unknown. 10 min?

And because it's fun (though useful too), I walk through the placement and tactics of the villains vs. a balanced party, and sometimes imbalanced parties too if I sense there might be an issue (i.e. swarms vs. few casters party, or golems vs. heavy caster party).
If it's high level, then I think through common experienced PC tactics (Dim Door/TP entrance, all invisible party, all flying party, maneuver specialists, Silence/Tentacles/Walls, mega-buff assault, etc.)
Essentially, it's a big "What If" party in my head.
Time varies.

Cheers,
JMK

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