Why Were Certain Scenarios Retired?


Pathfinder Society

Shadow Lodge 4/5

I'm simply curious why certain scenarios have been retired as there is no explanation on the scenario page or in the comments. I would love to hear the reasoning and would also, for giggles, would love to hear any playthrough stories from other PFS peeps :)

5/5 *

As you know, they are all written for 3.5 and not Pathfinder. While most convert easily not all of them did.

Another important item, check out the average number of stars those scenarios have from reviews... Most of them were very poorly reviewed, so they are not missed.

Also this has been covered before, see this excellent post by Doug Miles

Grand Lodge

Also certain scenarios are grounded on things that have changed in the game world, such as the shutting down of two factions, and in the campaign itself as in the termination of faction missions as once existed.

Shadow Lodge

Sammy T wrote:
I'm simply curious why certain scenarios have been retired as there is no explanation on the scenario page or in the comments. I would love to hear the reasoning and would also, for giggles, would love to hear any playthrough stories from other PFS peeps :)

The 'First Steps' adventures were retired because they were based around introducing the characters to factions that were removed at the start of season 5.

Don't know about any of the others...

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

This post gives the reasons I remember being discussed for scenario retirement.

Add to that the final two parts of First Steps, now: Taja the Barbarian is likely correct. Two of the characters introduced in those adventures are no longer a part of the Society in Absalom. "Introducing" brand new PCs to NPCs that have been removed from the campaign would be a jarring experience.

Also, those two scenarios continued a "series" that was hard for a single PC to complete. Many players wanted to get a new PC all the way through all three parts, and doing so often proved difficult. The "level 1 only" part made it especially difficult, so often tables just wouldn't happen due to players trying to maneuver their PCs properly around a schedule.

Shadow Lodge 4/5

Awesome link, Drogon. Thanks!

Shadow Lodge 4/5

The second and third parts of First Steps were removed because it was determined that most people weren't playing all three parts. A 12 hour "introduction" was just too long. The prominent position of certain factoon leaders didn't help, but part 2 at least made just as much sense as it ever did (Amara Li is still a Venture-Captain, and presumably is still welcome to throw parties in Absalom.)

The Exchange 5/5 RPG Superstar 2010 Top 16

And it's still a terrific adventure. Even if you don't get a Chronicle for playing it, I recommend it above the strange and pedestrian First Steps 1.

Lantern Lodge 5/5 * Venture-Lieutenant, South Dakota—Rapid City

Indeed, it's a great intro dungeon crawl for all!

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Yep. I would have left it in favor of Part 1 (though I like the NPCs in Part 1 quite a bit).

Grand Lodge 4/5

Auntie Baldwin always gets a good reaction.

3/5

Maybe it's time to retire some other scenarios? There are definitely some that have lower ratings than the ones that have been retired. There's at least one Season 1 scenario that should go and I can think of at least one Season 3 that should good as well.

Shadow Lodge 4/5

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I think that retiring scenarios should be a last resort. I would rather see an effort made to revamp them, bring the rules up to date, and fix what made them "bad" in the first place. Retiring scenarios leads to fewer options as a GM and as a player.

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

I will pop in here to say at least one needs Retired as soon as possible.

Scenario number 4-04 King of the Storval Stairs needs to be removed from the field to avoid Party Kills, Bad Feelings and other things. It is a overly deadly scenario that bangs the party into one fight into another and a lot of GM mistakes involving the tactics.

Another one that gets suggested all the time is the Many Fortunes of Grand Master Torch.

1/5

thaX wrote:

I will pop in here to say at least one needs Retired as soon as possible.

Scenario number 4-04 King of the Storval Stairs needs to be removed from the field to avoid Party Kills, Bad Feelings and other things. It is a overly deadly scenario that bangs the party into one fight into another and a lot of GM mistakes involving the tactics.

Another one that gets suggested all the time is the Many Fortunes of Grand Master Torch.

Mistakes or willful ignorance of? The tactics for one fight in particular are written to be much more forgiving than it could be.

I have both played it and run it, both times had players go unconscious, but no actual deaths. I think it really depends on your party setup, I had a sorcerer with a

Spoiler:
confusion
spell that trivialized most of this scenario when I played it. It was a good grind that my table all claimed to enjoy when I ran it. It is just a shame the old faction missions do not apply any more, the desire for some players to rush into a lion's den at one point no longer exists.

I see no reason to retire it.

5/5 *

thaX wrote:
Scenario number 4-04 King of the Storval Stairs needs to be removed from the field to avoid Party Kills, Bad Feelings and other things.

My party died in that scenario (no TPK due to my awesome diplomacy), but we got away.

I still think this is one of the best scenarios in season 4, and will run it any day.

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

Let's just say that some of the monsters ran out of arrows...

Shadow Lodge 4/5

We should also retire The Waking Rune and The Elven Entanglement because my character died in those ones. Port Godless may need to be retired too, after I play it on Sunday.

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

Yeah.. funny.

The Elven Entanglement just needs a different opening enemy, one not so big.

Grand Lodge 4/5

Our cleric only died because the dice somehow confirmed a crit against his 38 AC. The first encounter is fine. You should read some of the reports from other tables, like plane shifting it to the Abyss or animating its corpse as a steamroller for the rest of the scenario.

Silver Crusade 5/5

I think it is an extremely bad idea to retire scenarios. I remember when those season 0 scenarios were going to be retired. There was a rush to try and play them before they got retired. People realized that was potential XP that was going away. Once they were retired a bottle neck was created.

With people champing at the bit for more scenarios, It hardly seems a good idea to retire more scenarios.

I do understand for campaign reasons removing First steps part 2 and 3, but I

would have preferred to keep them in.

Just my two cents.

Sovereign Court 4/5 5/5 ** RPG Superstar 2014 Top 32

There are some poor scenarios, especially in Season 0. Some of them can be improved - Among the Living can be made to be a lot of fun if you play up the roleplaying well in the first bit. Unfortuntaely, if you don't, it doesn't make sense why you're there and what you're doing. Some of the Season 0 scenarios don't lend themselves well to this, either. The Many Fortunes of Grandmaster Torch is probably the most egregious of these, however, because the tactics and actions that the NPCs take entirely eliminates any real opportunity for roleplay. Immediately upon entering each scene, the team needs to roll initiative. Unless the GM exercises some leeway that I don't feel is allowed a PFS GM, the scenario is rather awful.

I've recommended in the past that there be some non-mechanical, fan-created and campaign-staff-endorsed alternate storylines for these adventures, but unfortunately, I doubt that will happen.

Silver Crusade 4/5

Yeah, I really didn't like Many Fortunes of Grandmaster Torch. That one was just awful, from a plot perspective. Given recent events, now it's even worse.

4/5

Netopalis wrote:

There are some poor scenarios, especially in Season 0. Some of them can be improved - Among the Living can be made to be a lot of fun if you play up the roleplaying well in the first bit. Unfortuntaely, if you don't, it doesn't make sense why you're there and what you're doing. Some of the Season 0 scenarios don't lend themselves well to this, either. The Many Fortunes of Grandmaster Torch is probably the most egregious of these, however, because the tactics and actions that the NPCs take entirely eliminates any real opportunity for roleplay. Immediately upon entering each scene, the team needs to roll initiative. Unless the GM exercises some leeway that I don't feel is allowed a PFS GM, the scenario is rather awful.

I've recommended in the past that there be some non-mechanical, fan-created and campaign-staff-endorsed alternate storylines for these adventures, but unfortunately, I doubt that will happen.

My review of Many Fortunes makes it clear how much I dislike the scenario, but if you want to hear some small story adjustments I made when I ran it to allow the characters to not be murdering hobos, PM me. There's still no way to fix "that's the price of honesty" without changing the scenario in an illegal way, but everything else I was able to avoid simply via the allowed means. Granted, it still wasn't a great scenario, but players were able to not be murder hobos (important for the Silver Crusade inquisitor who would have just walked from the mission otherwise).

2/5

Mark Seifter wrote:
Netopalis wrote:

There are some poor scenarios, especially in Season 0. Some of them can be improved - Among the Living can be made to be a lot of fun if you play up the roleplaying well in the first bit. Unfortuntaely, if you don't, it doesn't make sense why you're there and what you're doing. Some of the Season 0 scenarios don't lend themselves well to this, either. The Many Fortunes of Grandmaster Torch is probably the most egregious of these, however, because the tactics and actions that the NPCs take entirely eliminates any real opportunity for roleplay. Immediately upon entering each scene, the team needs to roll initiative. Unless the GM exercises some leeway that I don't feel is allowed a PFS GM, the scenario is rather awful.

I've recommended in the past that there be some non-mechanical, fan-created and campaign-staff-endorsed alternate storylines for these adventures, but unfortunately, I doubt that will happen.

My review of Many Fortunes makes it clear how much I dislike the scenario, but if you want to hear some small story adjustments I made when I ran it to allow the characters to not be murdering hobos, PM me. There's still no way to fix "that's the price of honesty" without changing the scenario in an illegal way, but everything else I was able to avoid simply via the allowed means. Granted, it still wasn't a great scenario, but players were able to not be murder hobos (important for the Silver Crusade inquisitor who would have just walked from the mission otherwise).

Most of the season 0 mods have so little word count that I assumed you were supposed to put more role playing in between the scenes than there is stated. It reminded me of some of the old 2nd adventures in that respect, which may give a touch of back story on npcs and that's it. I've ran that mod twice and it was a lot of fun both times.

But yes, if you sit there and don't add anything in role playing-wise, then most of those 10 page mods are going to suck.

Silver Crusade 4/5

It's not the word count that's the problem with Many Fortunes of Grandmaster Torch. It's the plot.

The mission is literally "Go be muggers". Any lawful aligned character who doesn't walk away and refuse to play the scenario after Grandmaster Torch tells them what he wants them to do gets an alignment infraction. I know the Society isn't exactly a squeaky clean organization under normal circumstances, but this one's just a whole lot more blatant about stealing from random people in the middle of a major city, with nothing to even pretend to justify it.

This is the one and only PFS scenario I've ever played that I would refuse to ever GM or put on a game day schedule in the future. I'm treating it as retired, even if Paizo isn't.

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Fromper wrote:

It's not the word count that's the problem with Many Fortunes of Grandmaster Torch. It's the plot.

The mission is literally "Go be muggers". Any lawful aligned character who doesn't walk away and refuse to play the scenario after Grandmaster Torch tells them what he wants them to do gets an alignment infraction. I know the Society isn't exactly a squeaky clean organization under normal circumstances, but this one's just a whole lot more blatant about stealing from random people in the middle of a major city, with nothing to even pretend to justify it.

This is the one and only PFS scenario I've ever played that I would refuse to ever GM or put on a game day schedule in the future. I'm treating it as retired, even if Paizo isn't.

I'm the same way. I won't review it because I can't give it zero stars.

4/5

Fromper wrote:

It's not the word count that's the problem with Many Fortunes of Grandmaster Torch. It's the plot.

The mission is literally "Go be muggers". Any lawful aligned character who doesn't walk away and refuse to play the scenario after Grandmaster Torch tells them what he wants them to do gets an alignment infraction. I know the Society isn't exactly a squeaky clean organization under normal circumstances, but this one's just a whole lot more blatant about stealing from random people in the middle of a major city, with nothing to even pretend to justify it.

This is the one and only PFS scenario I've ever played that I would refuse to ever GM or put on a game day schedule in the future. I'm treating it as retired, even if Paizo isn't.

The scenario makes it extraordinarily difficult to do so, but when I ran it, thanks to lucky ordering of where they went and management on my end, the PCs managed to use Diplomacy to convince some of the buyers that they were in danger from the items. They still wound up participating in all of the encounters as written, they missed the extra gold for not being horrible people, and they did have to sleight of hand it from one person, but they never lay a hand on any of the buyers.

2/5

Fromper wrote:

It's not the word count that's the problem with Many Fortunes of Grandmaster Torch. It's the plot.

The mission is literally "Go be muggers". Any lawful aligned character who doesn't walk away and refuse to play the scenario after Grandmaster Torch tells them what he wants them to do gets an alignment infraction. I know the Society isn't exactly a squeaky clean organization under normal circumstances, but this one's just a whole lot more blatant about stealing from random people in the middle of a major city, with nothing to even pretend to justify it.

This is the one and only PFS scenario I've ever played that I would refuse to ever GM or put on a game day schedule in the future. I'm treating it as retired, even if Paizo isn't.

It's an 11 page mod, so a lot is not clearly stated.

It's clearly stolen merchandise from the Osirion embassy. From the background, I always read it as "To gain the goodwill of Osirion, which we need to mount expeditions in Osirion," which I was told by a VO was the goal of much of season 0/1.

However, I just looked and you're right that it doesn't state what the pathfinders are planning to do with the statues or why they are interested in them. Judging from the Osirion mission, I don't think I was wrong about author intention though.

I would vote for simply adding the sentence "To gain the goodwill of Osirion, which we need to mount expeditions in Osirion" instead of retiring a scenario.

Silver Crusade 4/5

Furious Kender wrote:


It's clearly stolen merchandise from the Osirion embassy.

Yeah, but the Pathfinders aren't stealing it back from people who involved in that theft. We're stealing it back from their buyers, who may have believed they were engaging in legitimate commerce in buying these things. We don't know enough about our targets to know if they're good or bad people. We just know we're supposed to steal something from them that they bought, and might not know was stolen.

I don't remember all the details, so maybe there's more to it than that, but my recollection is that the main mission was "Go be muggers", and I was really glad I wasn't playing a lawful or good character that session.

4/5

Fromper wrote:
Furious Kender wrote:


It's clearly stolen merchandise from the Osirion embassy.

Yeah, but the Pathfinders aren't stealing it back from people who involved in that theft. We're stealing it back from their buyers, who may have believed they were engaging in legitimate commerce in buying these things. We don't know enough about our targets to know if they're good or bad people. We just know we're supposed to steal something from them that they bought, and might not know was stolen.

I don't remember all the details, so maybe there's more to it than that, but my recollection is that the main mission was "Go be muggers", and I was really glad I wasn't playing a lawful or good character that session.

You're right. These items were smuggled out of Osirion to begin with, and when obtained are not going to be returned to Osirion (when I played this, we didn't understand the briefing well enough and nearly failed the main mission due to saying too much to the Osirian embassy, since we assumed we were returning to Osirion).

2/5

Mark Seifter wrote:
Fromper wrote:
Furious Kender wrote:


It's clearly stolen merchandise from the Osirion embassy.

Yeah, but the Pathfinders aren't stealing it back from people who involved in that theft. We're stealing it back from their buyers, who may have believed they were engaging in legitimate commerce in buying these things. We don't know enough about our targets to know if they're good or bad people. We just know we're supposed to steal something from them that they bought, and might not know was stolen.

I don't remember all the details, so maybe there's more to it than that, but my recollection is that the main mission was "Go be muggers", and I was really glad I wasn't playing a lawful or good character that session.

You're right. These items were smuggled out of Osirion to begin with, and when obtained are not going to be returned to Osirion (when I played this, we didn't understand the briefing well enough and nearly failed the main mission due to saying too much to the Osirian embassy, since we assumed we were returning to Osirion).

I just read the scenario again and it says NOTHING about where the statues are going or what the pathfinder society wants to do with them. They could have gone to the museum, to the osirion embassy, or some vault in the society. Thus, if you nearly failed the main mission due to saying too much to the Osirian embassy, that was your GM's call.

I read the mission the same way your party did, and that is how I ran it.

4/5

Furious Kender wrote:
Mark Seifter wrote:
Fromper wrote:
Furious Kender wrote:


It's clearly stolen merchandise from the Osirion embassy.

Yeah, but the Pathfinders aren't stealing it back from people who involved in that theft. We're stealing it back from their buyers, who may have believed they were engaging in legitimate commerce in buying these things. We don't know enough about our targets to know if they're good or bad people. We just know we're supposed to steal something from them that they bought, and might not know was stolen.

I don't remember all the details, so maybe there's more to it than that, but my recollection is that the main mission was "Go be muggers", and I was really glad I wasn't playing a lawful or good character that session.

You're right. These items were smuggled out of Osirion to begin with, and when obtained are not going to be returned to Osirion (when I played this, we didn't understand the briefing well enough and nearly failed the main mission due to saying too much to the Osirian embassy, since we assumed we were returning to Osirion).

I just read the scenario again and it says NOTHING about where the statues are going or what the pathfinder society wants to do with them. They could have gone to the museum, to the osirion embassy, or some vault in the society. Thus, if you nearly failed the main mission due to saying too much to the Osirian embassy, that was your GM's call.

I read the mission the same way your party did, and that is how I ran it.

The main mission was to get the statuettes to the Venture Captain (who implies that she wants them not to "move beyond our grasp", so I'm with the GM with the seeming intent of the reading--other portions talk about Torch using the Society's desire for the items to get what he wants, which doesn't make sense if they are going to just return it anyway). The Osirian embassy people we spoke with wanted us to give it to them instead, since it was stolen from them. The GM said that if we had done that, we would have failed the main mission. Since the characters doing the Osirion mission were actually Grand Lodge, there wasn't a problem, but a true Osirion character might have caused one unknowingly.

When I ran it, this wasn't an issue as we didn't focus on the Osirian authorities (with no one doing the Osirion mission), and I made sure to make it clear that they were to return them to the VC, plus up-played the dangers to make it seem they would be safest under the PFS's lock and key.

1/5

Massive thread hijack in progress...please take the 'non-retired' MFGT discussion to another thread so as not to waste other's time checking and rechecking this thread for on topic discussion.

Thank you.

3/5 5/5

This sounds like it could have been written as a 'two-different outcomes' scenario depending on whether you cooperated with the Osirion authorities or gave the artifacts to the PFS.

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