Lack of Decorum from Characters / Players During Mission Briefings


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I know this was a thread a couple months ago but there was no good consensus on it, and do I not care to necro the thread.

This problem comes up with GM Torch the most, but also with Sheila Heidmarch and Drendle Drang, to name a few others.

It's a little fun to, out of character and not during a mission, poke fun at iconic NPC; I assume most people take part in this. As a GM, though, what are several good ways to handle players who either in or out of character, openly argue with, malign, threaten, dismiss, et al, venture captains or vital NPCs during the scenario?

For what I believe is spoiler-free information if you read the blurb for 3-26, I ran Mantis' Prey a bit ago. About half the table overtly wished harm on GM Torch, offering to assassinate him before Red Mantis could get to GM Torch; these things were said to the VC and in the presence of Torch himself. When they failed the mission, the consensus for the players/characters who showed nothing but consistent disrespect for every NPC encountered in 3-26, was "Oh man, we lost out on gold and prestige. Too bad this counted as 1xp, too." They cared naught for GM Torch's death, which is unfortunate, and more about paying for the necessary spells or the loss of resources due to their failure. Some mission failures can, I imagine, feel inconsequential, but failure to save Torch has a legitimate consequence.

I have a hard time believing that any Pathfinder would demonstrate such uncouth behavior, but I have a harder time believing VCs would hire them for such cases.

I've tried the causal NPC response to deflect the question ("That hasn't yet come to pass," "You don't know all the details," "It was the only way I could reach you," et cetera) but that only fuels their wildly inappropriate comments.

I've reminded people of the "Don't Be a Jerk" rule, which works for an entire 10 seconds before things return to the way they were before I tried to reign things in.

What are some punitive measures I can/should take for players who continue to act with appalling disgrace even after reminding them of the "don't be an a--hat" rule?

Thanks

Grand Lodge 4/5 5/55/5 ***

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If the players openly display disdain towards the VC or primary NPC, even vocalizing death threats, bodily hard, or threatening to intentionally fail a mission, feel free to end the session. Think about it for a second, would an important, even iconic, NPC tolerate such behavior? Of course not. Would a VC send them on an important mission? Doubtful.

Of course, that is an extreme reaction and should be reserved for times when the players persist despite numerous warnings.

Also, keep in mind that the trend with some of the VCs may warrant such behavior. It is no secret that the perception of Sheila Heidmarch is she cares very little, if at all, for the agents whom she sends out. That may not be how she really feels, but it is the impression everyone has gotten based on her actions.

In earlier season scenarios, it was common for the VC to make a derogatory comment towards the PCs. something like, "We have a very important mission and need the best agents available. Well, I guess you'll have to do." Say that often enough and players will begin to treat the NPC/VC as a jerk and you'll get the comments you describe.

Grand Lodge 4/5

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Pathfinder Adventure, Rulebook Subscriber

I always employ the classic "are you sure you want to do that?" in such cases.

1/5

this is referred to as metagaming in most circles, the players using out of character knowledge at the game table. With the way the scenarios can be run it is hard to keep the players inline. You could i suppose look over there chronicle sheets to see if they have worked for any of them before.

However they are still high ranking members of the society and got there because of skill or political maneuverings. They are dangerous enemies to make in a organization which basically can have then teleported into a brick wall on "accident"

Put a bit of fear in them, and they will cease... also this tends to ruin the story for newer players. Point that out ahead of time to the veterans... and they will likely stay quiet.

Silver Crusade 5/5 5/5 **

With Torch there is likely another factor happening.

Spoiler:

Many players were seriously peeved at Torch's actions in Rivalry's End

Its hard to keep track of which characters feel peeved at which NPCs and hard to remember that some adventures are "flashbacks"

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Many fortunes spoiler:
In rivalries end??? The first time the PC's ever meet GMT, he has just killed the contact they were sent to find, and then sets them up to owe him a favor!

Personally, I think all the GMT scenarios should be retired, as all they do is make the PC's hate GMT and reduces their desire to accomplish the mission.


pauljathome wrote:

With Torch there is likely another factor happening.

** spoiler omitted **

Its hard to keep track of which characters feel peeved at which NPCs and hard to remember that some adventures are "flashbacks"

That happened 6 months ago; regardless, players should direct their hostilities toward GM Torch when he appears in scenarios after season 4.

Moreover, their behaviors were not befitting of players or of PCs, and actively wishing harm on someone seeking sanctuary is rotten to the core. When playing scenarios out of order (as is often the case), players (these were veteran players, and new players are the exception) know that they need to exercise a certain level of suspension of disbelief. I doubt anyone going through Cultists' Kill/Feast of Sigils/Words of the Ancients says "Oh well Krune wakes up anyway, so why bother completing the mission?"

GM Torch is only the subject of this example because he's the most recent; the blatant disrespect is the issue I'd like addressed and focused on.

Bob Jonquet" wrote:
In earlier season scenarios, it was common for the VC to make a derogatory comment towards the PCs. something like, "We have a very important mission and need the best agents available. Well, I guess you'll have to do." Say that often enough and players will begin to treat the NPC/VC as a jerk and you'll get the comments you describe

I noticed that trend in the early and low level scenarios. Those derogatory comments from the VCs seem to have tapered. PCs/players aren't just making a one-liner like the VCs would do, they're taking out their meta-game hostilities (under the guise of a joke) and ruining the experience for other players (as has been the case more than once) while acting/saying things that would have actual people fired or possibly arrested if we said such things to our employers and superiors. I don't care if the VC is GM Torch, Sheila Heidmarch, Kreighton Shaine, Aram Zey, Amara Li, or anyone else; the behavior is reprehensible and teaches new players that being disrespectful to the GM, the other players at the table, and the VC handing out the mission is acceptable because "one of my characters had a bad day because of that NPC one time three seasons in the future."

Asking "Did you really say that" doesn't seem to curb the players' behaviors. Instead I've gotten, "My character doesn't, but I do," or "No, of course not," only for the comments to resurface moments later.

Silver Crusade 5/5

Just forthe record, just in case there are people looking at downerbeautiful's post and thinking, "It can't be that bad." Yes, yes it was. I was playing in that scenario, and the players in question were mercilessly haranguing the VC, Torch, and a random sage that was under Torch's employ. It just wasn't fun sitting at the table, the other PC's ruined it for me. As a player, is there something I can do when this situation arises?

Silver Crusade

UndeadMitch wrote:
Just forthe record, just in case there are people looking at downerbeautiful's post and thinking, "It can't be that bad." Yes, yes it was. I was playing in that scenario, and the players in question were mercilessly haranguing the VC, Torch, and a random sage that was under Torch's employ. It just wasn't fun sitting at the table, the other PC's ruined it for me. As a player, is there something I can do when this situation arises?

I'm suddenly remembering that bit from Army of Darkness where Ash backs away from the other people bound for execution pointing and saying "I don't even know these @#$%!&*s!"

Non-PFS game, I'd just have NPCs react like people actually would and give the PCs that aren't being self-destructive have a chance to get in the clear. Don't know if PFS makes collateral damage harder to avoid there.

Silver Crusade

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And man...as a Shattered Star GM, it's really sad to see how Sheila Heidmarch is portrayed/percieved in PFS. :(

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

yeah, I think a lot of the contempt players have for the VC is the fact that most of the VCs are very poorly written.

Compare the briefing for the Confirmation to the briefing for Among the Gods. I hope that this will largely be fixed as the writing improves.

1/5

Undead Mitch, ask the GM to step in or say to the table... that you would like to go through the scenario without the bias which they currently have. Tell them your not comfortable with the Meta-gaming, most players hate being called that.

If it continues ask the GM to contact the VL/VC and let your feelings be heard. There is no reason which you should be made to feel uncomfortable or have the game ruined for you.

I am sorry that you experienced that, i know in my area we save the bashing for out of game time... lol, and talk for hours about the beefs we have. That is fine, but not during the game... it shortens the game block also.

Liberty's Edge

My tengu character's first mission was The Many Fortunes of Grandmaster Torch. He's hated him since, and has said that to his face on multiple occasions... and has expressed his hatred to many other NPCs as well. He hasn't even heard of what happened in Rivalry's End yet. Torch was just never a likeable character. (Nor is my tengu known for his discretion or even temper.)

I feel like the only "gruff/mean" VC that works well is Ambrus Valsin. He's a bit of an ass, but not so much so that it's obnoxious. He's just efficient and incredibly competent.


Aw man, Drendle Drang is cool. The other VC are condescending a@&+%*#s or totally uptight, but Drendle is always mellow. Probably because he's high all the time. (Seriously, look at his pictures. Dude is high as a kite in every single one).

Shadow Lodge 4/5

It probably isn't that the players are metagaming and that the various NPC's have had plenty of occasions to act like jerks, and then constantly come back asking for help.

There's also the possibility that it's the DM (I'm not saying you specifically to anyone), that is metagaming and ruining the players fun, expecting the players to follow the railroad to the "T".

I think there is also this issue that some people look at the NPC's like they have some actual authority over the characters, which I'm not sure is true. Particularly if the player's characters are themselves nobles, or things along those lines. Heidmarch for instance, is noted as being a petty, (minor) noble that only became so for marrying. By all rights, just about any character with a Title is either equal to or superior to her, and as a noble she would both know this and as someone trying her darnedest to gain prestige and allies, very much wan to respect etiquette.

On the other hand, (I think both are sort of unwritten truths), I tend to view the NPC's as people that are asking the player's for help, and while it might be something that is mutually beneficial, (very metagaming right there, as not every mission is chronicle worthy), the NPC is needing something and the PC's can help them do it, at risk to themselves and 50/50 that they themselves will not actually get anything from it.

Also keep in mind that while the various NPC's are in a position because they have (usually) earned it, (again see Heidmarch), they did so by making friends and allies, by giving the various PC's purpose, motivation, and direction, not by being the toxic and incredibly incompetent leaders/specialists they usually come off as (in the actual scenarios).

Shadow Lodge 4/5

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These things can usually be handled in game.

You can have the NPCs respond to the players actions directly. If a Pathfnder was being so very difficult in the briefing it would be reasonable for the Venture Captain to:
1. Question their dedication to the society and the mission that the society is sending them on
2. To threaten to not send them on this mission if their behavior doesn't change. If their behavior doesn't change give the PC a chronicle with 0 gold/xp and no item/boon access.
3. Read the PCs the riot act.

In character actions should have in character consequences. Ask yourself what would a PC do if treated like this?

Now depending on the table you might want to give the table a warning that they are in danger of failing/being kicked off the mission. Again this depends on the table.

Silver Crusade 5/5 5/5 **

UndeadMitch wrote:
Just forthe record, just in case there are people looking at downerbeautiful's post and thinking, "It can't be that bad." Yes, yes it was. I was playing in that scenario, and the players in question were mercilessly haranguing the VC, Torch, and a random sage that was under Torch's employ. It just wasn't fun sitting at the table, the other PC's ruined it for me. As a player, is there something I can do when this situation arises?

In my experience a simple "uh, guys, could you please tone it down" often works wonders. The other players hopefully didn't realize they'd gone over the top.

To the OP - you've interpreted this as lack of respect to the GM. Hopefully it was NOT that but was lack of respect to the NPC. And the solution to that is to have the NPC react appropriately. I've had NPC's leave and not give out key information. If things got really egregious (and after at least one less than subtle warning) I'd have the mission fail.

But if you're right and it was the GM and other players they weren't respecting then the only real recourse s to invoke the "don't be a jerk" rules.

Sovereign Court 4/5

Personally, I agree with Sir Jonquet: If they continue to react to the VC in a hostile manner, either end the scenario or boot those players.

However, while the VC's can be pricks to the adventurers, consider this.

1) The VC's are your superiors. Whether you like how they talk to you or not, there is still an amount of respect or, at the very least, propriety to be shown.
2) So far as I've seen, the VC's only mistreat or scoff at the lower level PC's (or, at least, in low-level scenarios). Indeed, as the levels progress, the VC's give out more important missions and even, if come cases, give flat out compliments.

Also, slightly off topic, I like Heidmarch. She's the most cordial of the VC's that I've seen. If there's one VC I'd like to take a long walk off a short spiked pit trap, it's Brackett.

Brackett:
"Here's your briefing, any questions? That was a rhetorical question! Details are on a need to know basis, and you don't have clearance! Now get out of my face, I have more important things to say. Oh, and thanks for saving my life and all *mumble grumble*..."

4/5

The VC (GM) can always stop the briefing, remind the PCs that their presence is voluntary, and give them the opportunity to sit this one out if the mission is not to their liking.

If they continue, the VC (GM) can tell them that the Society no longer requires their services at this time.

*

Just have the VC walk out without sharing any information...then have the PC's wonder how they are going to fulfill their mission without knowing anything about it. Smart PC's will have their characters find the VC, apologize, and get the mission details. If not...0 XP, 0 prestige chronicle sheet...record them as playing it so they cannot do it again and send them home.

Shadow Lodge 4/5

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Unklbuck wrote:
Just have the VC walk out without sharing any information...then have the PC's wonder how they are going to fulfill their mission without knowing anything about it.

So, how's that any different than what normally happens?

:)

The Exchange 5/5 RPG Superstar 2010 Top 16

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Let's distinguish between a couple of similar situations:

* Three or four jerks at a table, with two or three players who want to play.
vs
* All six players are being doofuses.

I have few problem with the "0 XP, 0 prestige, 0 gold" solution for the second category, but it seems unfair to hand a "you lose" Chronicle to people just because they sat down at the wrong table.

PFS Coordinator: "What are you going to do for the next four hours?"
Innocent Player: "Find another game system."

--

* Players who want to pay attention, but who are playing "screww the authority" characters.
vs.
* Players who are trying to be disruptive.

The ideal situation is to get the players fired up about playing PFS and focused on success. The first type might already be there. Having the in-game Venture Captain put them on potato-peeling duty for the next month might just be the right response. They get to register their iconoclasm, and then the party gets down to bugbear-bashing and treasure-swiping.

The second type might wake up if we punish them for childish behavior, but maybe not.

GM: "Drengle Drang sighs, puts away his papers, and excuses you. The adventure is over. Give me a minute and I'll pass out your Chronicles."
Disruptive Player 1: "I paid $2 for ten minutes of nothing?! This GM sucks!"
Disruptive Player 2: "Hurry! Let's talk to the the coordinator to get in on another group!"

It might be better to STOP THE GAME and level with them.

1/5

DM Beckett wrote:

It probably isn't that the players are metagaming and that the various NPC's have had plenty of occasions to act like jerks, and then constantly come back asking for help.

There's also the possibility that it's the DM (I'm not saying you specifically to anyone), that is metagaming and ruining the players fun, expecting the players to follow the railroad to the "T".

I think there is also this issue that some people look at the NPC's like they have some actual authority over the characters, which I'm not sure is true. Particularly if the player's characters are themselves nobles, or things along those lines. Heidmarch for instance, is noted as being a petty, (minor) noble that only became so for marrying. By all rights, just about any character with a Title is either equal to or superior to her, and as a noble she would both know this and as someone trying her darnedest to gain prestige and allies, very much wan to respect etiquette.

I ran into this. I was doing some mission where the VC had sent us to assist some local ruler. We help the ruler with some internal problem and the Society gets some ancient text. PC's get nothing by way of reward or assistance. My character figured there was something we weren't being told. I started using Guidance and Sense Motive every time the NPC answered a question. The GM started metagaming and had the NPC start screaming at me to not use my Jade Wayfinder in his presence. So I called the GMs bluff. I told the NPC that he was the one who needed help and if he didn't let us do things our way, he was more than welcome to solve his problems himself.

The GM had to relent. But it was clear he was trying to strong arm me as a player. PFS allows for a lot of metagaming on both sides of the screen when it comes to character behavior. There's also a lot of player behavior that would never be tolerated if it weren't for the PFS set up.


In response to UndeadMitch: Bear with me here as I draw a parallel. On the "Sexist at the Table" thread, someone brought up a pretty good point. Men seem more likely to censor themselves of another male says, "Hey, your chauvinism is unacceptable" because another "bro" is calling them out. If some female says the same thing, then she's being overly sensitive. (I don't care to discuss the validity of that statement; it's irrelevant here.) I think the same could be said for disruptive players. If the GM says, "Hey, your behavior is unacceptable" then clearly only the GM is bothered by the inappropriate behavior, and we all know the GM just wants to kill PCs anyway, so who cares? If another player speaks up, then I think it would have a greater impact on those being bothersome. It lets players know that their actions impact the entire table, and may get them back into the adventuring party spirit as opposed to the me vs. the GM attitude.

I think many of you raised several good points/methods of countering bad behaviors at the table, thank you. I don't expect that every mission briefing or encounter with an NPC should be a formal, sterile experience, but there should be a certain professional air about the meeting. Disliking someone or having several less than stellar experiences with a recurring NPC is fine, and I have no issue with a character expressing disdain for said NPC, but when that disdain crosses the line into threats and overt hostility all while ruining the encounter for others, then that behavior must be stopped. Also, we've had an influx of new players, and I would hate for those new players to adopt this appalling habit even before they hit higher levels when they may have established a certain rapport with particular NPCs.

For Mr. Mortika, it pained me to look into the eyes of three of the six players and see that they were having a miserable time; I felt awful for them and empathized with their experience as I wasn't having fun, either. Sending the problematic players away with a worthless cert or having them shape-up would have, I'd like to believe, made a substantial difference. I'd rather have three players upset with me because I rebuked them and sent them away with Oxp/pp/gp certs than have three players upset with me because they suffered through an insufferable table.

Scarab Sages 5/5

downerbeautiful wrote:

I know this was a thread a couple months ago but there was no good consensus on it, and do I not care to necro the thread.

This problem comes up with GM Torch the most, but also with Sheila Heidmarch and Drendle Drang, to name a few others.

There is a character locally who has managed to create a character with disguise in the high 30s and bluff to match (and get into the 40s even). He walks around as Venture Captain Kreighton Shaine. He says he is that person.

It would seem to me that this is even more disrespectful to the leadership of the Pathfinder Society - than simple mocking - but his numbers checked out when I asked to see how (some obscure prestige class was involved).

As a GM how should one handle such a character (if we have one - I am sure others do it as well).

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

From the impression I got of Kreighton Shaine from the confirmation, I'm not sure he wouldn't be flattered and a little bit amused.

Shadow Lodge 4/5

Dhjika wrote:
downerbeautiful wrote:

I know this was a thread a couple months ago but there was no good consensus on it, and do I not care to necro the thread.

This problem comes up with GM Torch the most, but also with Sheila Heidmarch and Drendle Drang, to name a few others.

There is a character locally who has managed to create a character with disguise in the high 30s and bluff to match (and get into the 40s even). He walks around as Venture Captain Kreighton Shaine. He says he is that person.

It would seem to me that this is even more disrespectful to the leadership of the Pathfinder Society - than simple mocking - but his numbers checked out when I asked to see how (some obscure prestige class was involved).

As a GM how should one handle such a character (if we have one - I am sure others do it as well).

I'd say let them have fun with it, (but not really get any special power or authority) and if they get caught, legit, then they get caught and might need to come up with something pretty quick. At the same time, keep in mind that the game needs to go on.

Sovereign Court 4/5 **

Pathfinder Rulebook Subscriber
FLite wrote:

** spoiler omitted **

Personally, I think all the GMT scenarios should be retired, as all they do is make the PC's hate GMT and reduces their desire to accomplish the mission.

That's not the 1st time we meet him. He's in Silent Tide, #001

Shadow Lodge 4/5

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Yah, I think that a lot of the issues with that character, (which is incredibly pertinent to the discussion involving the other named NPC's) is that it feels like different people (both writers and DM's) just didn't know how to do him (in accordance with other material).

This leads a lot of different people getting very different (sometimes more accurate than others) experiences with them. The only fairly good experience I have ever had with Sheila Heidmarch was in The Night Marches of Kalkamedes. Every other time she has acted like an unlikable twit, that I have been part of, and also presented (mostly) as needing my help urgently one again. That's the kind of thing that ruins the game and mood for me (as a player), and honestly, a DM trying to say "well she's your boss (huh?) and you just gotta sit there and take it or no gamming for you" honestly makes me want to look for the door (out of PFS entirely) more than think "yah, I am the one being a jerk and should shape up, and just ignore all the in-game history and metagame instead."

Now, one thing to keep in mind is that I am NOT advocating being a jerk, ruining the other players fun by acting out, or causing an issue that derails the game. I am talking about not acting like a automaton character that worships and serves a given named NPC just because. I think also that people mistake exactly what sort of authority these NPC's have. According to the books, it seems to imply that the various named NPC's earn their position, either by being retired "experts" in an area, or more likely by being connected, being excellent accountants, and a knack for getting people to do what needs to be done. What it does not say anywhere I can find, is that they have any power to tell people what to do, or to back it up, short of excommunicating them from the PFS (which I think actually might be above them too most of the time).

When it describes their duties, it also implies that they assign tasks out to an unofficial pool of agents, but again, no indication of power or authority over them.

Looking back at the Rules of the society, it says that there is only an unofficial heiarchy, and there are only 3 rules, Explore, Cooperate, and Report, (at which point it is the Named NPC's job to report up), and one of the places they do have some power. If they don't like agents, they are probably going to put them on the garbage missions, and hold off an reporting up as much as they can get away with it.

The PFS organization itself, though, is simply a loose grouping of individuals with a common goal in mind, and the named NPC's are generally just enablers and functionaries who need the agents as much as the agents need them, and generally it is mutually beneficial.

Scarab Sages 5/5

I rather like Torchie...

And my response to his...

spoilers for Rivilrys End:

GMT says:“My endless thanks to each of you, Pathfinders, for your loyal service.”
To any Shadow Lodge faction PCs, he adds, “And particular thanks to you, for trusting in me and diligently helping me burrow my way back into the good graces of the Decemvirate.”
Without pausing he concludes, “But now I’ve finally got something to hold over the Decemvirate, so I’m striking out on my own.”

Some of the PCs in the room seemed to think this leads to "... We'd better take him down!" ? What? Is the Pathfinder Society one of those organizations that you can't just "walk away from"? "What, you think we can just let you walk away? Knowing what you know? The only way out of this organization is in a body bag...."

Not me. My response was "can I get invited to the retirement dinner?"

I hope to encounter Torchie at some future time, and look forward to aiding him when we meet again...

Katisha has been "carrying a torch for GMT" from the first time she met him (in First Steps part III).

Shadow Lodge 4/5

That would have been more along my response as well. The whole Rivalry's End was both very off and forced, and my <DM Credit> character still saying he is a active member of the "True Lodge. The Shadow Lodge, that actually cares about it's members and those that are not as well.".

Probably better if you don't get be ranting about Rivalry's End ha ha ha :)

Scarab Sages 5/5

DM Beckett wrote:
That would have been more along my response as well. The whole Rivalry's End was both very off and forced, and my <DM Credit> character still saying he is a active member of the "True Lodge. The Shadow Lodge, that actually cares about it's members and those that are not as well.".

... after all, he's the only VC I can recall ever saying "thanks", and in fact he says “My endless thanks to each of you, Pathfinders, for your loyal service” - he even said thanks to the persons not in his faction!

and besides - I think he's Hot! ;P


For DM Beckett, I've noticed a lot of discrepancy in Aram Zey's personality between writers. I've only had one VC who was unnecessarily gruff, but that hardly changed the outcome of the mission, and he didn't leave enough impression on me to recall his name.

Katisha wrote:
I rather like Torchie...

You and my partner's Shadow Lodge character should hook up. Torch is "his homeboy," even after Rivalry's End. That character makes my head hurt whenever he talks about "Torch! He said he had unfinished plans!"

5/5 5/55/55/5

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It might be how i ran him but with our groups Torch came across as the sanest man in the society... despite giving out mission briefings while in a tub and leading the shadow lodge in a rousing team building exercise of "rubber ducky" chorus. Teamster union boss. Will ignore disruptive members as "tools of the deciemverate" and talk to the people who WANT to help their fellow pathfinders.

Kreighten Shane= Dumbledore on weed. Will stop and stare at some random object the rude person has for a few minutes and then pick right up where he left off.

Amrose Valsin= The drill sergeant that's training you hard now so you'll live through the battle. Will go full on R. Lee Ermey and talk over them. "DO YOU W A N T to die recruit? Do you want to be holding the lifeless body of your comrades in your arms?!?"

Janira= Team mom. (pack your potion of cure light wounds AND tell the party where it is so they can pour it down your throat in case of emergency)

Aram Zey= House. With fireballs. If characters get uppity he'll stop the mission briefing and let natural selection run its course.

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

BigNorseWolf wrote:

Kreighten Shane= Dumbledore on weed. Will stop and stare at some random object the rude person has for a few minutes and then pick right up where he left off.

Amrose Valsin= The drill sergeant that's training you hard now so you'll live through the battle. Will go full on R. Lee Ermey and talk over them. "DO YOU W A N T to die recruit? Do you want to be holding the lifeless body of your comrades in your arms?!?"

Janira= Team mom. (pack your potion of cure light wounds AND tell the party where it is so they can pour it down your throat in case of emergency)

Aram Zey= House. With fireballs. If characters get uppity he'll stop the mission briefing and let natural selection run its course.

BNW - I really like these characterizations... I believe I will use them when I run The Confirmation tomorrow (and in the future).

Scarab Sages 4/5

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Chris Mortika wrote:

Let's distinguish between a couple of similar situations:

* Three or four jerks at a table, with two or three players who want to play.
vs
* All six players are being doofuses.

I have few problem with the "0 XP, 0 prestige, 0 gold" solution for the second category, but it seems unfair to hand a "you lose" Chronicle to people just because they sat down at the wrong table.

PFS Coordinator: "What are you going to do for the next four hours?"
Innocent Player: "Find another game system."

--

* Players who want to pay attention, but who are playing "screww the authority" characters.
vs.
* Players who are trying to be disruptive.

The ideal situation is to get the players fired up about playing PFS and focused on success. The first type might already be there. Having the in-game Venture Captain put them on potato-peeling duty for the next month might just be the right response. They get to register their iconoclasm, and then the party gets down to bugbear-bashing and treasure-swiping.

The second type might wake up if we punish them for childish behavior, but maybe not.

GM: "Drengle Drang sighs, puts away his papers, and excuses you. The adventure is over. Give me a minute and I'll pass out your Chronicles."
Disruptive Player 1: "I paid $2 for ten minutes of nothing?! This GM sucks!"
Disruptive Player 2: "Hurry! Let's talk to the the coordinator to get in on another group!"

It might be better to STOP THE GAME and level with them.

Just a note from the other side of this. I have had basically the opposite experience. Forcing players to "play" with one or more people being intentionally disruptive/jerkish. The Jerk, even if he tones its down bit, rarely makes the game an enjoyable experience and the other players at the table come away with a horrible PFS experience. While the Jerk is enabled (after all he got the attention he wanted, didn't get kicked, and was still able to be a jerk, just a bot less of one), and will surely return because he knows he can get away with it. I have not ended a scenario at the briefing and the one time I probably should have resulted in a couple of new players I have not seen again, even after apologizing for the game session and the rude player. (I was flat out told, "That was the worst gaming experience I've ever had.") I don't know if ending the session with goose eggs for rewards would have done the trick to "save" the players, but it would have given them a better impression of a society game, and the typical society players.

If they pay to play, refund the players that were the cause (or credit them for the next game day, if the $ is a big issue). An open game policy (i.e. anyone can join) or players paying to play, give them no special "rights" to play, as far as I am concerned I, as the coordinator, or GM, can refuse to seat anyone I choose at my event or table. I do not have to give second or third chances to ban a player, even though I do, I have the ultimate say, it is my event. They can report me all they like, if I do something jerkish as the GM/Coordinator I may not be a GM/VO any longer, just as they won't be a player (at my events) any longer.
I do agree that the best thing to would be to stop the game and let the players know your intention before simply passing out 0'ed chronicles. I hope GM's would not do this type of drastic action with out multiple warnings and good communication of intent. Regardless of what happens after that, all the players will know what caused it, who caused it, and that PFS does not tolerate it.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
downerbeautiful wrote:
Katisha wrote:
I rather like Torchie...
You and my partner's Shadow Lodge character should hook up. Torch is "his homeboy," even after Rivalry's End. That character makes my head hurt whenever he talks about "Torch! He said he had unfinished plans!"

My Life Oracle would have been happy to let him go if he hadn't sicced the boys on the party. My Paladin might have had more objection to it.

Liberty's Edge 4/5

"Ah, I see. I didn't realize you felt that way. Then I shall find another group of Pathfinders to take on the mission. Thank you." At which point the dissenters can run it with other characters or run an entirely different mission. Ambrus Valsin may be somewhat less polite in his response, but the result would be the same.

Remind them that a CHA 7 character does have the option to shut up.

Oddy enough I recently had an in-character reason to give the VC a hard time. Osprey had just left the character on the top of a mountain after getting the item he sent him to retrieve. The next mission he asked for a "personal favour" that would also benefit the society. I had no problem giving him a hard time before accepting the mission and I explained to the GM why I was giving Osprey a hard time.

BTW it takes real skill to fail The Mantis' Prey. The Red Mantis tactics are horrendously bad for the most part.

Shadow Lodge 4/5

Just ran The Wardstone Patrol today, for a party of characters who were not endowed with the best social graces. After berating the central NPC for most of the session the end was hardly unsurprising.

Sovereign Court 4/5

It wasn't that we had no social skills, it's the fact that no one even bothered to try. That's what got my goat. (And I didn't want to feel like I was leading with GM knowledge. Maybe I shoulda...) Once again my GM knowledge keeps me from 2 Prestige, hahaha.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

I would not have held it against you, but I think it was fair that they played their characters and got what they earned.

Although if Kelly hadn't been AFK when they were throwing him over his horse things may have gone differently.

Grand Lodge 4/5

EricMcG wrote:

"Ah, I see. I didn't realize you felt that way. Then I shall find another group of Pathfinders to take on the mission. Thank you." At which point the dissenters can run it with other characters or run an entirely different mission. Ambrus Valsin may be somewhat less polite in his response, but the result would be the same.

Remind them that a CHA 7 character does have the option to shut up.

Oddy enough I recently had an in-character reason to give the VC a hard time. Osprey had just left the character on the top of a mountain after getting the item he sent him to retrieve. The next mission he asked for a "personal favour" that would also benefit the society. I had no problem giving him a hard time before accepting the mission and I explained to the GM why I was giving Osprey a hard time.

BTW it takes real skill to fail The Mantis' Prey. The Red Mantis tactics are horrendously bad for the most part.

The Red Mantis tactics work amazingly well when the GM doesn't know how to use the powers for one of the opponents properly. And doesn't follow his listed, non-invalidated, tactics.

Spoiler:
Two use, once per round, 50% chance of no damage is a lot less than full round, 7 use, 50% damage reduction. "I didn't understand Ethereal."

Not to mention the GM also hurrying us past the Stone to Flesh potions, when half our party was turned to stone.

This scenario is on my GM Star replay list, to see what the actual scenario is supposed to be.

Lantern Lodge 5/5

EricMcG wrote:
BTW it takes real skill to fail The Mantis' Prey. The Red Mantis tactics are horrendously bad for the most part.

Offtopic:
Tactics don't matter if the party gets "save or petrified" and rolls poor saves. The two bards and a horse carried the statues back to town and the delay gave the Mantis enough time to change location. Ambush failed, fission mailed.
Grand Lodge 5/5 ****

Unklbuck wrote:
Just have the VC walk out without sharing any information...then have the PC's wonder how they are going to fulfill their mission without knowing anything about it. Smart PC's will have their characters find the VC, apologize, and get the mission details. If not...0 XP, 0 prestige chronicle sheet...record them as playing it so they cannot do it again and send them home.

I had a related situation once. As GM it can be dangerous to leave the sandbox - but this one turned out well in the end.

I was GMing The Slave pits of Absalom. The VC was pretty abrasive - so I played her (?) that way. The group of players didn't pay much attention in/out of character. So the VC asked - any more questions? None - okay - and left.

The group realized outside they didn't know:
A) where to go
B) what exactly to do

Too proud to go back they tried their half information to try doing diplomacy checks and wander the streets if Absalom. They even got to the Harbour where they asked the Harbour master for a list of ships leaving.

Guess they had at least remembered some information - or got it from a mission.

I used the Game Master Guide to create a list of 20 ship named including the correct one. They were close to enter a random ship to Cheliax when the group decided to go back to the VC. We had role played for approx 1 hour real time at this stage and I would have written a chronicle 0XP, 0PA.

In game time that must have been a few hours. So the first question of the VC was - have you done your mission. Followed by an explosion to learn they hadn't even started. I rubbed it on that every encounter that followed and the group was late was because of them wasting time (actually as written makes a lot of sense if they wasted a few valuable hours - but hey - not me to tell them they were back on the rails).

The whole scenario ended well and

A) the players listen since
B) they had lots of fun and discussed it for a while

I should add - it was a home environment. I knew the players and sending them home was not a matter of them having travelled hours and now losing out.

Would I recommend it?

I don't think so. In between I assumed it would end rather in tears as ending as a good evening. And it just started innocently enough.

Dark Archive 5/5

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Pathfinder Adventure, Adventure Path, Maps Subscriber
Talon89 wrote:
Undead Mitch, ask the GM to step in or say to the table... that you would like to go through the scenario without the bias which they currently have. Tell them your not comfortable with the Meta-gaming, most players hate being called that.

Upfront: I'm tired and a bit rambly, but this thread is putting a lot of onus on the players (and some of them deserve it, sure)... I've got another angle that I think could use to be discussed.

Jerk behavior can start with the author. Conversation assumed to happen before the adventure starts:

VC: "Get on the boat, we'll brief you right before you have to start the mission. The voyage will be several days, but I won't tell you a thing until the day you're doing stuff."

PCs: "Oh, OK. So we shouldn't do anything to adjust what we're bringing, or preparing in our spells, to make sure your special secret mission succeeds, huh?"

VC: Nope, you don't need to know anything until then.

And this is supposed to NOT wind up in PCs calling the VCs on failing the third tenet?

Because the VCs are Pathfinders as well, so they need to Cooperate so they have Exploration to Report.

I've dealt with a couple of couldn't be bothered to listen to the briefing tables as a GM. They're kinda funny to watch. We tend to schedule players likely to ignore the briefing together for limiting the possible splash damage. I still think that the best thing to do if you want the players NOT to react to the patterns of behavior their PCs might have observed with venture officers might be to prepare the content of the VC briefings with a more .... team-player tone FROM THE VC, and point out before you start (when you do any your-table-runs-like-this things like initiative cards, player introductions, etc) that you try to run the VCs as more professional than they have tended to be written, so please try running with the adventure instead of against it as a starting point....

It's a thought. I'm still mulling how much I like or dislike it as it increases the likelihood of varying-perception in the players who experience different GMs running different NPCs with different interpretations, but...

Damn, as a GM the VCs kinda piss me off. They can't be so abusive to the Pathfinders working for them and expect good results long term, so I've had to interpret that as some (many) of the VCs actually WANT their agents to die.

Sheila surely seems that way in PFS.

5/5 5/55/55/5

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One adventure has the PC's taking a Jaunt through the Hin Jo tapestry. Arem Zey is 1) Sending the pathfinders on what he thinks is a purely ceremonial mission (Gasp!... its not!) 2) Specifically stated as being tired, strung out, and extra cranky from warping the literal fabric of reality to transport adventurers around all day.

There's some very excellent role play between the characters getting ready and shuffling around, exchanging barbs with Aram, who's gritting his teeth because he has the tapestry open... for... a... long... time.

So he "accidentally" drops the party off about 15 feet over a bog, outside a Bistro. Half the party starts prestidigitating itself clean, a few others (not realizing they're off course) Try talking to the elves.

"Take me to your leader!

The elf points a biscoti at another elf at the table "My boss is right there"

" Take us to the general!

".. what, because we're all elves we know each other?"

Do not annoy the man responsible for re arranging your molecules.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

3 people marked this as a favorite.

I think some of the early authors tended to write the VC like police sergeants in 1980s police dramas. The type where the rogue cop who always pisses off his boss turns out to be man to save the day.

Of course, this tends to rub off on the players, who start playing the rogue cop...

1/5

You will notice that the lower level the characters are, the less respect they get. Some of the VC's are battle seasoned veterans whom figure that now hold the reins, and its time to toughen up the young lads/lasses so they can survive.

Yes, i know... they work to break the pc's down, but through continuous play you will see that a few work to build them back up. Read the end of the scenario, most are thankful and pour praise upon the characters... others, less so.

I agree with FLite, but instead of 1980's... its more of a military point of view. The young unknowing kid, whom walks off the bus at basic.

1/5

TetsujinOni wrote:

VC: "Get on the boat, we'll brief you right before you have to start the mission. The voyage will be several days, but I won't tell you a thing until the day you're doing stuff."

PCs: "Oh, OK. So we shouldn't do anything to adjust what we're bringing, or preparing in our spells, to make sure your special secret mission succeeds, huh?"

VC: Nope, you don't need to know anything until then.

Yeah, I was on that same boat.

I've had a big problem with this in some missions. In fact, I had to call out a GM who I really enjoy on one of these occassions. The NPC's are manning a fort in Mendev and when we made our K checks, we got very little. So I flat out told the GM that these guys have been fighting demons for weeks if not months and they can't describe a single battle?

I completely agree that more than a few of the scenarios abuse the fact that the PC's won't say "sod off" to the VC. And you're 100% right, I've taken note of this tactic and used it to leverage NPC's right back when the GM starts trying to play the NPC's like jerks.

"You want my help or not?"

Scarab Sages 2/5

DM Beckett wrote:
The only fairly good experience I have ever had with Sheila Heidmarch was in The Night Marches of Kalkamedes. Every other time she has acted like an unlikable twit, that I have been part of, and also presented (mostly) as needing my help urgently one again.

Whereas in Shattered Star she's basically mr Giles from Buffy. She does not appear very much in PFS before season 4. This is actually explained in Shattered Star as well. The Varisian lodge (in Magnimar) is quite a new lodge. It's basically her house. It's new - as in she finally got permission from her superiors to set up a lodge in Varisia, and she's struggling to get off the ground. She did not have much authority in earlier seasons and was just occassionally (about 2 or 3 times) able to grab pathfinders for a mission before some other more influential venture captain sent them off to do something.

In season four she becomes more influential and is able to relax a bit. I believe it was supposed to be her season but I'm not so sure. I still believe the "deep husky voice" mentioned in her npc writeup (and ignored by many gm's) might be an in joke at the fact that she was being played by so many male GM's that year :).

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