PFS and the Casual Player


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4/5 5/5

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Jiggy wrote:
Fromper wrote:
Besides, when was the last time you saw a GM ask before the session started, "Does anyone here have splash weapons?" to make sure they were prepared for swarms before it was too late?
Maybe that's what needs fixing?

With a table of new or inexperienced players, I'd have no problem with the Venture Captain (at the end of the mission briefing) saying something like:

"Alright Pathfinders, you know what you need to do. You have some time. Get into town and buy whatever you think you might need for this mission. You know. Splash weapons, weapon blanches... what's that? What are splash weapons?! Seriously? What are we teaching the new recruits these days?! Swarms! How are you going to deal with swarms? And what about ghosts and such? Your normal blades will slash right through them with hardly a scratch! You need to be prepared..."

1/5

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twice now I have seen it brought up in this thread about putting new players directly behind the wheel of level 7 pregens in a pfs session

why is that happening

that is a prime way to make someone (omg quotes) "new" or "casual" or "interchangeable terms that are not actually interchangeable yet are used that way" feel dumb and terrible while also making a self-fulfilling prophecy of predicting that they will make dumb moves and terrible decisions while methaphorically getting their faces beaten in just the most absolutely brutal ways

Silver Crusade 4/5

Jiggy wrote:
Fromper wrote:
Besides, when was the last time you saw a GM ask before the session started, "Does anyone here have splash weapons?" to make sure they were prepared for swarms before it was too late?
Maybe that's what needs fixing?

The scenario that made me think of that was actually from season 0. I played a level 1 PC in that older scenario a month or so ago, with a 7 player table of almost all level 1s, and there were not just swarms, but tough swarms. Half the table were newbies who didn't know about splash weapons, and I don't think the sorcerer had Burning Hands. I think I had 2 or 3 splash weapons (acid and alch fire, probably, but I don't remember exactly), and I ran out, along with a couple from other people, and the swarms were still alive. Luckily, my cleric was able to channel negative energy once (charisma 7) and rolled high on my 1d6 damage, which was enough to finally finish them off.

Like I said, there are some tier 1-2 scenarios that I just won't run with a party of level 1 newbies, and not just from season 4. This is why I'm upset that 2/3 of the First Steps scenarios are being retired before the replacements come out. I'm going to have to finally read and prepare to run Master of the Fallen Fortress alongside First Steps 1 as my "go to" adventures for level 1 newbies. Or just start bringing Frostfur Captives to every game day. :D

3/5 RPG Superstar 2013 Top 16

Jiggy wrote:
Fromper wrote:
Besides, when was the last time you saw a GM ask before the session started, "Does anyone here have splash weapons?" to make sure they were prepared for swarms before it was too late?
Maybe that's what needs fixing?

I actually did that this last weekend, when I was running "The Halls of Dwarven Lore" for my local group. It was the first time they had played anything other than 1-X tier, so I ran through the list of dangers they should watch out for: swarms, darkness, invisible opponents, water hazards, flying, and DR.

Still, after my advice, all they did was pick up a single scroll of glitterdust for the magus (although the two veteran players had potions of water breathing left over from another scenario).

4/5 5/5

Lamontius wrote:

twice now I have seen it brought up in this thread about putting new players directly behind the wheel of level 7 pregens in a pfs session

why is that happening

In the instances mentioned in this thread, it was due to the quirks of our local convention scheduling. The local PFS lodge had little control over who signed-up for which scenarios; it was all handled by the convention staff. New players either had to play the level 7 pregens or sit out the slot for which they had been given a ticket.

Liberty's Edge 5/5

Lamontius wrote:

twice now I have seen it brought up in this thread about putting new players directly behind the wheel of level 7 pregens in a pfs session

why is that happening

that is a prime way to make someone (omg quotes) "new" or "casual" or "interchangeable terms that are not actually interchangeable yet are used that way" feel dumb and terrible while also making a self-fulfilling prophecy of predicting that they will make dumb moves and terrible decisions while methaphorically getting their faces beaten in just the most absolutely brutal ways

I try to make sure this happens as little as possible. But sometimes, you have a game day all set up, and somebody new wants to play. There is a seat available. You explain to them the ramifications of them playing a high level pregen. You also explain that you have a game day 5 minutes away, the same day, same time, that will easily accommodate their level 1 character. They insist on playing at your game day, at that table for the 7-11. So instead of turning them away, you let them play.

Conventions, however, are the largest culprit of the high level pregen play for newbies. Someone new shows up to play at your Last Slot of the Con, with a generic, and the only table going off is 4 people eager to play the 7-11 they’d waited all con to play, and the GM has that scenario prepped… so you give those folks the level 7 pregens and hope that the GM has learned how to turn off ‘hard mode’ for newbies.

It isn’t ideal, and we try to avoid it when possible. But in the name of letting folks play, sometimes it is a necessary evil.

Liberty's Edge 2/5

I may be out of place, but I had an interesting experience in this area just last night. I am probably somewhere between a "casual" and "very serious" player.

I have played 7 PFS scenarios, although I'm in six others on the boards here. I've GM'd a hadnful of tbales on the boards. I expect myself to know the rules, and for my players ot help me when I don't.

I spend too much time on gaming, but only a small percentage of it on system mastery (more on building characters, playing the game, running games).

so last night I took my newly-level 3 ranger into The Blakros Matrimony. we got to the final fight and I did nothing valuable becuase of low die rolls. I missed both shots I took (foolishly thinking that with bless and inspire courage in place I'd hit with Rapid Shot at a +7). Then I rolled a 1 on a will save and ran away.

I was the only player with a cold iron weapon, and I was the lowest level player there. Our 5th level dwarf fighter with +1 weapon, +1 armor, and +1 shield didn't even have a 30 GP cold iron longsword to deal with a demon. He's played by a guy who does PFS twice per week and had RP'd since 1985.

I hate feeling trivialized at the table, especially when the only thing making the other players shine is better rolls or more GP. No, my ranger isn't optimized, but it's a darn sight from a broken build.

Does this make me a casual gamer? Or hardcore?

Sczarni 5/5 *

Alright, I'll brave these waters!

I think trying to define what a casual gamer is, is a waste of time. It comes down to the driving/speeder analogy, anyone going slower than you is a grandma and anyone going faster than you is a lunatic.

What we have are issues that are interconnected; GMs adjusting difficulty based on table composition, communication, character optimization level, player experience, and tactical acumen. We need to teach people, in a way that does not belittle them or lord our knowledge over them, how to work better as a group. Not everyone is a PFS Patton or Munchkin 30str/con Barbarian/magus, or is prepared for every situation. As a group we go out to handle the missions... This is a team game.

My two cents.

Full disclosure: I am what some would call a power gamer.

The Exchange 5/5

Derek Weil wrote:

I may be out of place, but I had an interesting experience in this area just last night. I am probably somewhere between a "casual" and "very serious" player.

I have played 7 PFS scenarios, although I'm in six others on the boards here. I've GM'd a hadnful of tbales on the boards. I expect myself to know the rules, and for my players ot help me when I don't.

I spend too much time on gaming, but only a small percentage of it on system mastery (more on building characters, playing the game, running games).

so last night I took my newly-level 3 ranger into The Blakros Matrimony. we got to the final fight and I did nothing valuable becuase of low die rolls. I missed both shots I took (foolishly thinking that with bless and inspire courage in place I'd hit with Rapid Shot at a +7). Then I rolled a 1 on a will save and ran away.

I was the only player with a cold iron weapon, and I was the lowest level player there. Our 5th level dwarf fighter with +1 weapon, +1 armor, and +1 shield didn't even have a 30 GP cold iron longsword to deal with a demon. He's played by a guy who does PFS twice per week and had RP'd since 1985.

I hate feeling trivialized at the table, especially when the only thing making the other players shine is better rolls or more GP. No, my ranger isn't optimized, but it's a darn sight from a broken build.

Does this make me a casual gamer? Or hardcore?

yep! Clearly an over-the-top Power-Gamer!

;)

Liberty's Edge 5/5

Derek Weil wrote:

I may be out of place, but I had an interesting experience in this area just last night. I am probably somewhere between a "casual" and "very serious" player.

I have played 7 PFS scenarios, although I'm in six others on the boards here. I've GM'd a hadnful of tbales on the boards. I expect myself to know the rules, and for my players ot help me when I don't.

I spend too much time on gaming, but only a small percentage of it on system mastery (more on building characters, playing the game, running games).

so last night I took my newly-level 3 ranger into The Blakros Matrimony. we got to the final fight and I did nothing valuable becuase of low die rolls. I missed both shots I took (foolishly thinking that with bless and inspire courage in place I'd hit with Rapid Shot at a +7). Then I rolled a 1 on a will save and ran away.

I was the only player with a cold iron weapon, and I was the lowest level player there. Our 5th level dwarf fighter with +1 weapon, +1 armor, and +1 shield didn't even have a 30 GP cold iron longsword to deal with a demon. He's played by a guy who does PFS twice per week and had RP'd since 1985.

I hate feeling trivialized at the table, especially when the only thing making the other players shine is better rolls or more GP. No, my ranger isn't optimized, but it's a darn sight from a broken build.

Does this make me a casual gamer? Or hardcore?

That's a good question.

I guess each of us can only really answer that for ourselves. We only really have the right to define ourselves anyways.

And that as long as we each do our best to respect the other players, be helpful in the name of teamwork as respectfully as we can, and let others play the way they want to play (short of allowing them to be disrespectful), then it should all work out.

If we approach the game in the name of teamwork, then newer players and those with less inclination to learn all the rules and options, can be educated in a friendly, non-confrontational way. Rather than telling them how their build and choices are all sub-optimal, when everyone is discussing what they have that can help with the perceived challenges (after the V-C briefing) and purchasing anything else they think might help, potential options can be made clear to these newer players. Why is cold iron good when going into a scenario named Fey Among Us? Could be a red herring, but on the off chance its foreshadowing, having at least a cold iron dagger would be prudent. A newer player may not know that. So you let them know the option, and then let them make the choice to spend the gold or not. Without derision should they choose no.

If we approach the game in the name of teamwork and friendship, then non-judgmental tactical suggestions during combat can be welcomed. If they appear to be making a sub-optimal choice or are struggling with what to do, rather than get upset and yell at them or whatever, tell them what some good options might be. Then let them make their choice. As a GM, I do this quite often, telling them what options they have, and what possible repercussions of said actions could be. Then I let them make their choice. Most often, they carry that advice into the next scenario.

The main issue is, some rude players expecting newer players to just do whatever they say, instead of letting them learn and experience the game. You know the whole give a man a fish or teach him to fish thing. So as ambassadors to the game, we really need to shut down the rudeness when we see it (sometimes bluntly is the only way to do it).

The secondary issue is, some GM’s don’t know when to turn things down a notch or two when running games for newer players. They go all out no matter who’s at the table. They are not helpful to newer players, and they try their hardest to kill the characters. I usually find this type of GM to be rare, thank goodness. But many GM’s don’t know that they have the right to turn things down a notch or that they are running all out. So that is also a teachable moment, letting them know where the gear shift is, and how to use it.

After this discussion, I don’t feel the issue is really about casual vs. non-casual players. But rather about a few bad, isolated situations that just happened to hit a particular player all in a row.

I feel Season 4 has some really brutal scenarios, but that those scenarios can be GM’d a notch or two below all out, and newer players can have fun at them. I also feel that Season 4 has some expectations of smart play, that was not necessary in earlier seasons so much. A lack of simple and cheap (Core Rulebook) preparation and a lack of simple, easy tactical decisions lead to more deaths in these scenarios than the actual difficulty of individual encounters. Don’t get me wrong, there are a few encounters that are just brutal. But then again, season 0 and season 2 and season 3 had a few of those as well. Season 4 might have a few more, but overall, I think Season 4 is not anti-casual player. It’s the players and hard-core GM’s who are creating an anti-casual atmosphere rather.

Liberty's Edge 5/5

Steven Huffstutler wrote:

Alright, I'll brave these waters!

I think trying to define what a casual gamer is, is a waste of time. It comes down to the driving/speeder analogy, anyone going slower than you is a grandma and anyone going faster than you is a lunatic.

What we have are issues that are interconnected; GMs adjusting difficulty based on table composition, communication, character optimization level, player experience, and tactical acumen. We need to teach people, in a way that does not belittle them or lord our knowledge over them, how to work better as a group. Not everyone is a PFS Patton or Munchkin 30str/con Barbarian/magus, or is prepared for every situation. As a group we go out to handle the missions... This is a team game.

My two cents.

Full disclosure: I am what some would call a power gamer.

Well said. Mirrors my thoughts in my latest post.

4/5 5/5

Steven Huffstutler wrote:
Not everyone ... is prepared for every situation. As a group we go out to handle the missions... This is a team game.

Exactly.

Andy considers himself a casual gamer. It sounds as if the groups with which he played Season 4 scenarios were well-prepared for their missions.
MisterSlanky considers himself a casual gamer. It sounds as if the groups with which he played Season 4 struggled.
Was Season 4 attractive to the casual gamer?
Will Season 5 be?
Yes.
And no, probably.


The Earl of Gray Park wrote:
Was Season 4 attractive to the casual gamer?

To me it wasn't, and I've always considered myself casual by my own definition even if I optimize here and there. Yes and no!

Liberty's Edge

The Earl of Gray Park wrote:

... With a table of new or inexperienced players, I'd have no problem with the Venture Captain (at the end of the mission briefing) saying something like:

"Alright Pathfinders, you know what you need to do. You have some time. Get into town and buy whatever you think you might need for this mission. You know. Splash weapons, weapon blanches... what's that? What are splash weapons?! Seriously? What are we teaching the new recruits these days?! Swarms! How are you going to deal with swarms? And what about ghosts and such? Your normal blades will slash right through them with hardly a scratch! You need to be prepared..."

I really like this. I wish I saw/heard something like this happen more often.

Liberty's Edge 2/5

My PFS Lavode De'Morcaine wrote:
The Earl of Gray Park wrote:

... With a table of new or inexperienced players, I'd have no problem with the Venture Captain (at the end of the mission briefing) saying something like:

"Alright Pathfinders, you know what you need to do. You have some time. Get into town and buy whatever you think you might need for this mission. You know. Splash weapons, weapon blanches... what's that? What are splash weapons?! Seriously? What are we teaching the new recruits these days?! Swarms! How are you going to deal with swarms? And what about ghosts and such? Your normal blades will slash right through them with hardly a scratch! You need to be prepared..."
I really like this. I wish I saw/heard something like this happen more often.

This makes total sense to me. Isn't part of the metaplot that you've just spent three years as a Pathfinder Trainee? And no one told you about DR and swarms? There's no need to be rude about it (depsite what it may have sounded like, I don't berate anyone unless they step into my archer's line of fire).

You know, depsite my friends making occasionally sub-optimal choices, they finished the BBEG off when a different party would not have. I like to be a team player, and I hate it when I don't pull my weight. But you know, that's going to happen. Dice happen (though I have a hard time with this). One time I'm one-shotting mooks, or finished the BBEG with a well-timed Greatxe hit, the next I'm useless. I'm still new to the game, but it's an idea I'm starting to get used to.

You are right Steven and Andrew - it's a team game, and I agree that we should do whatever we can to foster that attitude.

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

Thinking about all of this, and it all comes down to simple common courtesy.

A few additional points on the teachable moments:
New GMs are both a blessing and a curse... very often, they are doing their absolute best to run the game, which leaves them very little time to help out the greenhorns at their table. Most of the time, we break in the new GMs on the tier 1-5 scenarios (especially sub-tier 1-2), where there is the highest likelihood of being inexperienced PFS players. This can mean that the people that need the most help get missed by the GMs that are struggling themselves. Now, don't get me wrong, I am not blaming the GMs. However, it can really help to have an experienced player at the table in these situations.

Let's take, for example, Andrew's wife's first game as a GM. I had the pleasure of being part of this game, as did Andrew, Jiggy, Jiggy's wife, Andrew's previously mentioned friend (perhaps on a different thread), and my friend, Unklbuck. This was an ideal situation for her, as she didn't have to worry about players not being prepared, or not knowing the rules. In fact, I was 100% impressed by her standing by a ruling at the table when I tried to point out how it was supposed to be read. But, she did, and we moved on.

Had she had a table of novices, she may not have had as easy of a time. The same would be true if she were at table of "non-casual, hardcore" gamers, looking to exploit every little rule, every little misstep of the GM.

What am I trying to say, here?
Perhaps the best thing that an event coordinator can do would be to hand-pick a GMs first table. That's always the hardest one, as we all know. Even if you've been GMing for decades, for some reason it is different when you move into the realm of organized play. So, have an experienced player (who is also a GM you respect... perhaps even yourself) at the table, just to help out with the more mundane stuff, like filling out the tracking sheets, making sure the team has everything they need to survive (or even giving a once-over for new characters of first time players). Make sure the novice GM has a good first experience, so they come back and do it again.

Also, thank you, Andy. I very much appreciate what you've said about me in the above. I try very hard to be the kind of player that I want to game with! It means a lot coming from you. I have to say that you and Earl are among my favorites to see at a table, from either side of the screen.

5/5

Derek Weil wrote:
This makes total sense to me. Isn't part of the metaplot that you've just spent three years as a Pathfinder Trainee?

Not anymore. One of the devs--I think it was Mark--said that they were moving away from that, which is why that while Seekers of Secrets talked about it a lot, the Field Guide did not.

(I'm sure someone with more search-fu than I have could dig up the actual link to the actual quote from the actual dev. I'm way too lazy.)

4/5 *

Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

I can't claim to have a strong opinion on casual gamer vs. hardcore gamer; I personally don't find such labels especially helpful or productive, but to each his or her own.

This little line, however, got me upset:

Jiggy wrote:
I've also gotten GM eyerolls at those same PCs of mine.

Wow. I really hope that GM was someone with whom you're well acquainted. Cos, if not, I find that a huge breach of the implied trust players and GMs bring to a table. (And, frankly, even if it was, to an extent.)

It's not the GM's character, it's the player's. I don't see how a GM's perspective on any PC whose player isn't a) disrupting the game and/or b) ruining the rest of the table's fun should matter.

When I GM, I want my players to know what their PCs can do and how to do it within the ruleset. Full stop.

It's not my job to determine if she made the most optimal choice or not.
It's not my job to criticize his battlefield tactics during the game.
It's not my job to tell them they're having badwrongfun by building the PC they want to play that way.
It's certainly not my job to give a player at my table an eyeroll — or any equivalent gesture — over what a player has a PC built to do.

It's my job to give those players as enjoyable an experience as I can during the time they're at my table. If after, they want to ask, or I want to suggest something, there's nothing wrong with that. But that's after, not during.

Jiggy, I'm sorry you've had to deal with that sort of reaction from GMs.

4/5 5/5

pathar wrote:
Derek Weil wrote:
This makes total sense to me. Isn't part of the metaplot that you've just spent three years as a Pathfinder Trainee?

Not anymore. One of the devs--I think it was Mark--said that they were moving away from that, which is why that while Seekers of Secrets talked about it a lot, the Field Guide did not.

(I'm sure someone with more search-fu than I have could dig up the actual link to the actual quote from the actual dev. I'm way too lazy.)

This post in this thread, maybe?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

@Chris Rathunde - I think you took that line of mine as being more serious/a bigger deal than I meant it.

5/5

The Earl of Gray Park wrote:
pathar wrote:
Derek Weil wrote:
This makes total sense to me. Isn't part of the metaplot that you've just spent three years as a Pathfinder Trainee?

Not anymore. One of the devs--I think it was Mark--said that they were moving away from that, which is why that while Seekers of Secrets talked about it a lot, the Field Guide did not.

(I'm sure someone with more search-fu than I have could dig up the actual link to the actual quote from the actual dev. I'm way too lazy.)

This post in this thread, maybe?

Nope. It was quite a while ago. (I know, it's pretty vague. ;p)

Liberty's Edge 2/5

That's good to know, but a post in a messageboard thread, even from Paizo staff, isn't part of the Core Assumption. Maybe it'll be in (or obviously omitted from) the new Guide to Organized Play? I guess it's not really a big deal, but I like to explore the metaplot, so I was curious.

4/5

1 person marked this as a favorite.
Andrew Christian wrote:


So what is the definition of a casual player?

Rather than ask for the definition of a casual player, why don't we ask what assumptions scenarios should make about players?

For example:
Sub tier 1-2 scenarios EXPECT:
- Characters built to be as effective the level 1 pregens from the NPC codex. (That is, weaker than the iconics.)
- Players to be familiar with the contents of the Combat and Additional Rules chapters, the description of their character's class, and the intro to the skills chapter.
Sub tier 1-2 scenarios should TEACH players about:
- Basic tactics: Readied actions, delaying, flanking
- DR: What is is, how to bypass it?
- Swarms
- Skills such as climb, knowledges, diplomacy
Sub tier 1-2 scenarios should NOT:
- Kill a 10 con, 8 HP character in 1 hit.
- Kill a 14 con, 11 HP character in 2 hits more than 10% of the time. (First hit "reliably" knocks them to single digits and second hit has a "decent" probability of killing them outright.)
- Force characters to fail the scenario if they do not have Daylight or AoE or a way to deal with invisibility. (It's OK to have darkness and swarms, but provide a "Chekhov's Gun," make it avoidable, or make it part of the briefing if you do.)

Sub tier 4-5 (maybe 3-4) scenarios EXPECT:
- Characters to be as effective as the level 4 iconics. (A step above the NPC codex NPCs.)
- Players to be familiar with at least the table describing feats and the feat chains they are working on as well as the Magic section of the CRB.
- Be able to _implement_ basic tactics such as flanking, holding actions and delaying.
- Characters have 2 alchemist's fires worth of AoE each.
- Characters have a way to deal with DR 10/Slashing, bludgeoning, magic, and cold iron
- Characters have a way to deal with magical darkness
Subtier 4-5 scenarios should TEACH:
- How to deal with incorporeal and invisible opponents.
- How to deal with intelligent spellcasters and enemies.
- Sometimes you just have to run away. (And sometimes running away doesn't mean you're giving up.)
- Some enemies will hit reliably and hit hard.
- How to deal with save or dies, be it grapple + drowning or Dominate Person or whatever.
- More advanced tactics: Reach weapons + readied actions to get two attacks on someone charging you, strategic withdrawls, intimidate/dazzling display + casters, etc.
- Significant terrain impediments.
Sub tier 4-5 scenarios should NOT:
- Have enemies that can kill level 4 Valeros in one full attack plus one hit without being more likely to get killed by a party of Valeros, Kyra, Merisel and Ezren in 1 round. (I'm still bitter about large earth elementals in 3-4s. Attack, damage and AC/HP shouldn't all be high until at least 5-ish.)
- Have encounters that can ONLY be dealt with through flying.

And so on and so forth.

It seems like some people equate casual to no risk of death or failure. Others equate hardcore to certain death unless you have optimized to end encounters in 1 round. Focusing on what level of challenge, and what types of challenge ought to be more productive. I think season 4 does a good job with the challenge, but there are some things (enemies with high attack bonuses and hard hitting weapons, darkness) in the low level scenarios that pose too much risk for instant loss. Give the BBEG a polearm attacking at +15/+10 in subtier 4-5, sure (but put him in leather armor, not plate.) But change him to a pair of kukris or short swords in sub tier 1-2: He's still a scary opponent but even a crit won't kill a decently built character in 1 hit. If you're going to put an opponent with Darkness into a tier 1-2, let them find an oil of Daylight if they beat one of the earlier encounters.

Scarab Sages 4/5 **

Pathfinder Adventure, Adventure Path Subscriber

It's been repeatedly stated that experienced players should be ready and willing to provide constructive advice to newer players: it's the best way to up-skill the player base.

The one challenge I have with doing this is, there is a lot to teach and I don't know what to teach a player until it is too late. Before the game starts I could politely mention/discuss one thing without sounding like a patronizing jerk. But which thing is most important?

If I casually discuss the value of AoE vs. Swarms, and the mod has darkness effects - that doesn't help the party (or teach the player anything, he just learned I'm an idiot, talking about swarms when there's all this darkness going on).

Bottom line, it's a long, difficult process to up-skill players - and most of the learning comes from doing (and doing it the hard-way). Season 4 doesn't seem to offer a lot of leniency in that regard. Learning generally requires survival (as multiple PC death can drive new players away).

This is especially true for tables that have 2 or more "casual" players (definition TBD).

Long Rant on Table Size Dynamics:

rant spoiler:

In Season 0-3, adventures were designed for 4 players. So a six (or seven) player table with three-four "casual/weak/new" players can still reasonably succeed (because the remaining experienced three to four players can handle an adventure designed for four players, even if it is difficult).

In season 4, the game is designed for 6 players, with an option to "reduce" difficulty (not always well) for 4. The *worst* table you can be at is one with five players, one or two of which are "new/casual/weak". Now three or four "experienced" players need to handle a game designed for SIX.

I think this is the dynamic we're seeing. Tables that could previously handle a few new/casual/weak/etc. players (because the adventure was written for 4, and played by 6-7 people) no long can (because now they're written for 6 players played by 5-7 people).

Mathematically, that means those extra non-experienced players are essentially a liability to table success/TPK. They're adding difficulty (by taking you from a 4-player to a 6-player difficulty, or from low tier to high tier), without adding sufficient survival&success capability to match. In Season 0-3, Players #5,6, and 7 were gravy (they did not add to difficulty, so it didn't matter if they didn't add to survival capability).

Ideally, DMs know how to handle the difficulty knob. But I just don't see this enough. I have found on many occasions, the wisest course of action as a player is to play the low tier, unless you have serious strength at the high tier (a table of five PCs level 4,5,5,6,6 should not play tier 6-7 in SS4, but they could in SSN3). A five player table of 6-6-7-7-7 should be OK at tier 6-7 in SSN4.

1/5

Akerlof wrote:
Andrew Christian wrote:


So what is the definition of a casual player?

Rather than ask for the definition of a casual player, why don't we ask what assumptions scenarios should make about players?

For example:
Sub tier 1-2 scenarios EXPECT:
- Characters built to be as effective the level 1 pregens from the NPC codex. (That is, weaker than the iconics.)
- Players to be familiar with the contents of the Combat and Additional Rules chapters, the description of their character's class, and the intro to the skills chapter.
Sub tier 1-2 scenarios should TEACH players about:
- Basic tactics: Readied actions, delaying, flanking
- DR: What is is, how to bypass it?
- Swarms
- Skills such as climb, knowledges, diplomacy
Sub tier 1-2 scenarios should NOT:
- Kill a 10 con, 8 HP character in 1 hit.
- Kill a 14 con, 11 HP character in 2 hits more than 10% of the time. (First hit "reliably" knocks them to single digits and second hit has a "decent" probability of killing them outright.)
- Force characters to fail the scenario if they do not have Daylight or AoE or a way to deal with invisibility. (It's OK to have darkness and swarms, but provide a "Chekhov's Gun," make it avoidable, or make it part of the briefing if you do.)

I cannot highlight this enough. Sure, the boards always talk about being prepared for deeper darkness and swarms and stuff, but it usually doesn't show up in scenarios unless you'd be completely screwed if you can't deal with them. I wouldn't mind more intro scenarios that introduce it in such a way that the party could be like "oh hey! the VC warned us about this!" or "oh hey! maybe the X we got on the last floor could be good here" or "oh hey! We can't counter this, but maybe if we make use of X, Y, or Z here, we can mitigate it!". Sure, once you start getting into higher tier the gloves can come off, but at least give people a chance to encounter it and find a way around it, so they can learn how useful it would be to carry something to counter it but not feel like they're completely hosed.

Perhaps I'm just bitter about a certain early season scenario that had deeper darkness with no way around it unless you brought a specific counter:

Spoiler:
I'm looking at you, Darkest Vengeance. I think the most frustrating thing about it was that not only was there no way to reasonably circumvent things if you didn't have daylight spell or scroll (good luck figuring out the puzzle in like 5 rounds while the guy sneak attacked you in the dark for tons of damage) but also that it gave you a ton of items beforehand that you would have thought would work but didn't, given that the previous encounter with the dark folk had them shying away from the machine with the sunrods and aureolite. So you think you'd be able to use those, right? Nope.

When I played it, our party had to retreat and run back to town, then I had to blow 2 PP on a scroll of daylight, then come back--of course the guy we were sent to find was dead by then--and all the while the GM just kept saying "deeper darkness is a thing you can prepare for" ad nauseum, but fortunately I managed to explain to him later why that was incredibly frustrating. Glad that wasn't my first exposure to PFS, or else I would have quit for sure.

Shadow Lodge 5/5

2 people marked this as a favorite.
Andrew Christian wrote:

Mister Slanky considers himself a casual player. He's GM'd more than I have, was the V-C of my region for awhile, and so on and so forth.

Please do not label me something I never labeled myself. Please do not make definitions I did not make. Please do not make threads in my name misrepresenting the issue.

I am not a casual player. I am not a new player. That said, as VC I learned to champion their causes and I do have vested interest in watching them have fun.

That's all. I'm not even reading this thread.

Shadow Lodge

FanaticRat wrote:
*darkness rant*

Dear lord, deeper darkness is completely inappropriate for subtier 1-2. Fresh level one characters shouldn't risk wiping just because they don't have a specific counter for a specific level three spell right out of the gate.

Grand Lodge 2/5

I'm going to add my 2cp from the viewpoint of a decent power-gamer. I haven't made too many broken builds, but I make sure my characters are effective (though my two couple year old rogue characters are mediocre at best). I never had a character death until season 4, one from a bad table comp (3 5s, 2 6s in a 6-7 slot season 4), and the other simply because the designed fight was too hard (more on this later).

There seems to have been quite a few expectations made of what a character should be prepared for at each level. I think there are definitely casual players , who have character concepts prioritized far above effectiveness, who do not know of, or prepare for these expectations. The problem is there are definitely scenarios in the low tier range who punish players, and kill them, for not knowing these. There should always be supplied some way to handle these encounters supplied in the scenario. It might not be the most effective way, but it should be supplied. Finding some alchemist fires for swarms, some king of magic weapon for incorporeals, etc. (yes, I have encountered incorporeal creatures and negative level creatures in tier 1-2 scenarios/modules. I'm lucky good tactics and a scroll of magic weapon I bought saved the day) This supplying of items is what should teach players, not throwing them in and hoping they have it until higher levels.

First death:
We were in a 3-7 in the 3-4 tier. None of us had dark vision from out race (I was playing a Nagaji Battle Oracle I really liked. Not super optomized, but effective and could buff to be more ridiculous.). One of us had an oil of daylight, the rest had ioun torches or way finders. The optional encounter had a creature with at will darkness and dispel magic. We didn't stand a chance. Unlimited access to light powerful enough to counter darkness (AKA heightened continual flame or daylight) or either a dwarf/half-Orc or one of the alternate races that aren't core shouldn't be an expectation in any 3-4. My oracle died, and most of the others were almost dead before the GM realized to pull the encounter with it teleporting away

1-2 with an incorporeal:
Thornkeep 1 should NOT have an incorporeal. The ability to handle one at that level is a ridiculous expectation, and I watched at least two tables TPK for it, or for the wight that followed. I was playing my oracle (the same one that is deceased above) and was lucky enough to notice it, buff, and have a magic weapon scroll, bought at the beginning of the scenario. Standing 15 feet away with a readied action and an AOO doing near Mac damage on both was just enough to stop it. I remember one magic weapon being found in the scenario, a small weapon which might not have been found, and was a room that might not have even been encountered before the incorporeal fight, yet was the only way provided to defeat it.

Silver Crusade 2/5 *

With the faq rulings, you're going to see more darkness related deaths and TPKs. Especially at tables where the GMs know the rules for lighting and the PCs don't. Regular darkness is bad enough for tier 1-2, much less deeper darkness.

The incorporeal critter is bad as well.

Can't they just throw in some power attack and cleave at low levels and call it a scenario? I feel these schemes like darkness that authors put in are substitutes for tactically challenging encounters where the NPCs have decent ACs, combat feats, and damage outputs.

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

Another anecdote about the evolution of a player, and how it can be done right.

This specific player was playing his cleric at a table with me, Day of the Demon, with Andy Christian GMing, in fact. This player was still pretty new to Pathfinder in general, not to mention PFS. In fact, I helped him build the character when he first played it! That being said, he was getting a LOT of "friendly advice" throughout his career, up this point (I believe he was level 4 at this time).

Well, as fate would have it, we were struggling mightily against the "optional" encounter, and everyone at the table was giving him advice. Finally, he just said, "I am doing [x]!" I cannot recall exactly what "X" was (probably casting a cure spell on the pregen Samurai that had been hit over an over again, rather than channeling once more). As I recall, it was not what I was advocating (admittedly because my rogue had been hit very hard earlier in the fight by an AOO due to a botched Acrobatics roll...)

Even though it was not what I was advocating, I was proud of him at that moment... it was the first time that I saw him take a stand and play his character. He was able to gauge the situation, and make a choice; and we survived that encounter (if only just)!

So, there are a couple of lessons, here. First, teach and help when you can. Learn to back off "giving advice"... not everybody wants it all the time. Finally, appreciate it when a player starts maturing!

5/5 5/55/55/5

pathar wrote:
Derek Weil wrote:
This makes total sense to me. Isn't part of the metaplot that you've just spent three years as a Pathfinder Trainee?

Not anymore. One of the devs--I think it was Mark--said that they were moving away from that, which is why that while Seekers of Secrets talked about it a lot, the Field Guide did not.

(I'm sure someone with more search-fu than I have could dig up the actual link to the actual quote from the actual dev. I'm way too lazy.)

Searchfu

Liberty's Edge 2/5

Thanks for the link! Still, I feel like it wouldn't break the game for the GM to use the VC's to hand out helpful advice now and then. Maybe that's against the rules about running scenarios as written? As a PFS GM I'd like to know what's right.

5/5 5/55/55/5

Derek Weil wrote:
Thanks for the link! Still, I feel like it wouldn't break the game for the GM to use the VC's to hand out helpful advice now and then. Maybe that's against the rules about running scenarios as written? As a PFS GM I'd like to know what's right.

Often its a matter of knowledge: local or geography or nature that the characters are supposed to have.

Objections like that are part of the point of the shadow lodge.. hey, you're teleporting me to a mountain, WHY didn't you mention it STARTS at 8 thousand feet!?!?

Scarab Sages 5/5

Jiggy wrote:
Fromper wrote:
with nobody willing/able to teach them?
Where's the GM?

I have had too many GMs who appear to believe the game is a competition between themselves and the players.

With certain notable exceptions, most GMs I don't believe consider themselves player instructors - that might be telling people how to play their characters. Certainly that was not a role I considered as I start to GM.

Liberty's Edge

This is just me personally.

As a GM.
When I GM, I usually feel like I am too busy running the scenario and keeping track of all the NPC's to really give a player all that much in the way of advice.

Yes, if it jumps out at me that an inexperienced player is about to make a really bad choice I will try to coach them as to some of the other possibilities. If a player is sitting there with a really blank look on his face and has no clue what his possibilites are, I will give him some suggestions.

There are 3-5 other players at the table who have a lot more spare time than the GM.

Also, I don't know what is on all their character sheets or the details of their builds (unless of course it is the pregen).

If it was a table of complete noobs, things would be different. obviously I would have to help them a lot more (and I would hope it was one of the simple scenarios). But that has never happened to me personally. Every table has had at least half the players fairly experienced.

As a GM I am perfectly willing to help, I just don't think I am in the best position to help very much without really detracting from the entire session. I am also more than happy to work with someone either before or after the session.

----------------------------------------------------------------------

As player.
I have much more time and opportunity to help people out with advice or suggestions.

However unless someone asks for help, says they are new, or is obviously floundering, I tend to give very little advice.

Un-solicited advice seems to have about a 50% chance to gain an offended "I'll play my character so don't tell me what to do!" type of response.

I have helped several new people and carry around some sample PC's with build advice that they can take if they are interested.

I have seen some players with absolutely horrible builds, purchases, tactics, etc... But any suggestion is a nearly mortal insult.

example:

A few months ago, one of the players was complaining about the problems with being a heavy armor fighter. Really loud, can't keep up, can't swimb or climb, etc... I said, "Well you could get your next armor enhancement as the shadow enhancement, buy some levitate potions or scrolls, and a wand of long strider. Those would at least help with most of that stuff." The response was a very huffy, "I already have my purchases planned!" The guy actually won't sit at a table that I am at now just because of that little advice.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

I try to help new players both as a player and as a GM, but I often feel that advice from the GM comes off as a bit paternalistic and awkward. It's much more palatable coming from another player at the table.

1/5

SCPRedMage wrote:
FanaticRat wrote:
*darkness rant*
Dear lord, deeper darkness is completely inappropriate for subtier 1-2. Fresh level one characters shouldn't risk wiping just because they don't have a specific counter for a specific level three spell right out of the gate.

And people wonder why I have an irrational hatred of darkness to this day. I even start out pick up games with "Does anyone have any way yo deal with deeper darkness? I've got some scrolls of daylight here, and I can pick up some more stuff to give you guys if you don't have anything."

3/5 RPG Superstar 2013 Top 16

FanaticRat wrote:
"I've got some scrolls of daylight here..."

How are you planning on activating a scroll of daylight when you need it?

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

Scroll of Daylight is useless - you have to be able to read the scroll to use it.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

FanaticRat, I could be wrong, but I think the scenario from your story earlier was retired due to being too rough. Have there been any other situations where you had to deal with deeper darkness in subtier 1-2?

Liberty's Edge

I may try to put together a guide in the spirit of the class guides for PFS players.

I am probably not the optimal choice for this for a variety of reasons. But everyone seems to feel like more info is needed for inexperienced players. So I will give it a go.

I won’t have the time to begin for a few weeks. I will certainly start a thread to solicit piles-o-help. So if you folks want to start compiling things you think should be included, do so.


David Bowles wrote:

With the faq rulings, you're going to see more darkness related deaths and TPKs. Especially at tables where the GMs know the rules for lighting and the PCs don't. Regular darkness is bad enough for tier 1-2, much less deeper darkness.

The incorporeal critter is bad as well.

Can't they just throw in some power attack and cleave at low levels and call it a scenario? I feel these schemes like darkness that authors put in are substitutes for tactically challenging encounters where the NPCs have decent ACs, combat feats, and damage outputs.

It's probably worse when the GM thinks he knows the rules for lighting,but doesn't. Given the complexity and the remaining unanswered edge cases, that probably isn't too rare.

Other than darkvision bypassing it, which won't help most players, are there any ways to deal with regular Darkness that don't also handle Deeper Darkness?
Daylight covers both. I suppose a 3rd level Heightened Continual Flame would work against Darkness, but not Deeper, but who isn't going to hold out for the higher level version.

1/5

Oh yeah, I didn't realize that. I bought them on the advice of the gm to deal with the deeper darkness from the scenario I mentioned.

Well now I just have to wait until next level to switch out one of my spells for daylight. Man I hate everything. Wait, how would you use oil of daylight either if you can't find where it is in your pack?

3/5 RPG Superstar 2013 Top 16

FanaticRat wrote:

Oh yeah, I didn't realize that. I bought them on the advice of the gm to deal with the deeper darkness from the scenario I mentioned.

Well now I just have to wait until next level to switch out one of my spells for daylight. Man I hate everything. Wait, how would you use oil of daylight either if you can't find where it is in your pack?

A seasoned adventurer should know what pocket it's in, and be able to find it by touch.

1/5

Jiggy wrote:
FanaticRat, I could be wrong, but I think the scenario from your story earlier was retired due to being too rough. Have there been any other situations where you had to deal with deeper darkness in subtier 1-2?

None that I can recall. I do recall having to deal with regular darkness in

Spoiler:
Veteran's Vault, which is another low-tier scenario that infuriated me

on a different character, who unfortunately didn't have the money yet to buy such things. When it popped up, the party immediately retreated a room back so we could wait it out, but one of the characters (GM pregen Valeros, replacing a player's paladin that had gotten killed in the previous fight due to adventures in AoE sleep effects x 8) still got killed because they were ganged up on before they could properly react.

Maybe I just have bad luck.

4/5

Dhjika wrote:


With certain notable exceptions, most GMs I don't believe consider themselves player instructors - that might be telling people how to play their characters. Certainly that was not a role I considered as I start to GM.

One of the things you can do while you're GMing with players who don't seem very savvy at the table is explain the actions your NPCs are taking.

Don't say: "Rogue A moves here and readies, rogue B moves there, rogue A's ready goes off for x damage, Rogue B attacks for y damage."

Say: "The rogues both have enough movement to get into a flanking position against the barbarian without exposing themselves to Attacks of Opportunity. Rogue A is going to move this way, his last step is into a threatened square but he doesn't exit a threatened square so Big Bad Barb does not get an attack of opportunity. He could attack now, but if he can attack while flanking he'll get a +2 bonus to his attack roll and he'll do extra damage from sneak attack. Since there isn't anyone flanking right now, but one of his allies is moving next, he's going to ready an action to attack when he has a flank. Readied actions must be standard actions and they must have a specific condition defined to take place."
"Now it's Rogue B's turn, he moves this way to get into a flank with Rogue A without taking an AoO. That meets the ready condition for Rogue A, who takes his attack with a +2 bonus. Oh look, he hit the AC 8 Barbarian, now he gets his normal damage plus sneak attack. The readied action shifts him in the initiative order to right before the person he interrupted, in this case that's the same place he was before. Now Rogue B gets to attack with a +2 for flanking, hits, and gets to add his sneak attack damage since he's flanking. This is why barbarians have a high Con score, but I bet BBB's not going to be able to take much more of these sneak attacks."

It takes more time, but not as much as it typing it out makes it look. And it doesn't take any more of your attention than you're already paying on the fight, since you're just explaining your actions. Experienced players often catch on and start doing the same: "I'll move here and ready an action to attack when I have a flank, if you move to this square, we'll blow him up!"

A short while ago I heard Chris Mortika tell a brand new player "This is the GM, he's here to help you tell a story. Your job is to tell him what you want your character to do. His job is to figure out the rules of how to do it." That's an excellent way to get players actively asking for advice and talking out what they want their characters to do. This gives you a better understanding of what they're trying to do so your advice is focused on how to do what they want to do, rather than how to do what you think they should do. It also reminds you of those teachable moments because the new player is already asking you to explain them. (Of course, you're free to make hints on what's good or increadibly bad, but you should focus on what they want to do.)

It's really important to find out what the player wants to do before offering advice. I'm pretty aggressive about offering advice and I annoy my fiancee to no end because I often start pointing out the obvious, first order things. ("You have enough move to flank here," "That spell would be really handy," "Please God don't try to acrobatics through the enemy again while I have Shield Other up!") But she's often thinking about doing more than just the obvious or using something her character has that I forgot about. New players are always surprising me with unique and creative ideas, they think out of the box a lot because they haven't learned the standards that create the box yet. So, unsolicited advice might be annoying since it's something they've already considered, or because it's distracting them from what they really want to do. If they seem unsure, ask what they want to do first, them help them figure out how to do it. Luckily, I usually play with my fiancee so I get a kick under the table when I get too aggressive about giving other players advice. When I have my GM hat on I'm more focused on facilitating the players (instead of what I'm going to do to keep my character alive) so I remember to ask "Explain what you want to do and we'll figure out how to make it work."

1/5

RainyDayNinja wrote:
FanaticRat wrote:

Oh yeah, I didn't realize that. I bought them on the advice of the gm to deal with the deeper darkness from the scenario I mentioned.

Well now I just have to wait until next level to switch out one of my spells for daylight. Man I hate everything. Wait, how would you use oil of daylight either if you can't find where it is in your pack?

A seasoned adventurer should know what pocket it's in, and be able to find it by touch.

GMs will let you do that? Is that a rule? That seems like some table variation type stuff...maybe I could strap it to a belt or something, can you do that?

4/5

FanaticRat wrote:
RainyDayNinja wrote:
FanaticRat wrote:

Oh yeah, I didn't realize that. I bought them on the advice of the gm to deal with the deeper darkness from the scenario I mentioned.

Well now I just have to wait until next level to switch out one of my spells for daylight. Man I hate everything. Wait, how would you use oil of daylight either if you can't find where it is in your pack?

A seasoned adventurer should know what pocket it's in, and be able to find it by touch.
GMs will let you do that? Is that a rule? That seems like some table variation type stuff...maybe I could strap it to a belt or something, can you do that?

Handy Haversack is sure to work: Whatever you want is what's on top.

Bandoliers are also good, they go across your chest and can hold 8 items, you can wear two at a time.

I also note that my potion bottles are different shapes: Square for oil of Daylight, round for alchemist's fire, like a hip flask for oil of Cure Light Wounds. Never had anyone question me on it, though. (Of course, I haven't needed to pop an oil of Daylight yet, either.)

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

As a GM, I wouldn't bat an eyelash when you tell me that you're withdrawing an oil of daylight in darkness - I'd just be glad that somebody thought ahead to pick one up.


FanaticRat wrote:
RainyDayNinja wrote:
FanaticRat wrote:

Oh yeah, I didn't realize that. I bought them on the advice of the gm to deal with the deeper darkness from the scenario I mentioned.

Well now I just have to wait until next level to switch out one of my spells for daylight. Man I hate everything. Wait, how would you use oil of daylight either if you can't find where it is in your pack?

A seasoned adventurer should know what pocket it's in, and be able to find it by touch.
GMs will let you do that? Is that a rule? That seems like some table variation type stuff...maybe I could strap it to a belt or something, can you do that?

Is there a rule that says you can't find things in your pack if you can't see?

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