Deviating from box-text?


Pathfinder Society


So Hey I know that in PFS the rule is run as written, I was just wondering what peoples opinions are with how strict this rule is when it comes to box text?

Maybe I have been doing it wrong, but in some scenarios I tend to stick close to the text but not quote it verbatim. I can see the positive of this as being able to deliver the text more naturally and go with the flow of player interruptions. The negative is obviously the chance you might leave important info out and the fact you should be running as written.

So what are people's opinions, or is there no discussion, I just shouldn't be improvving at all?

The Exchange 5/5

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Feel free to improve it. Often I find the text supplied awkward to read aloud. It doesn't change the mechanics of the game, it only enhances it. Go nuts.

Edit: Something I do differently if I have time is to take the player with the most upstanding PC (Charismatic/Lawful/Leader-like) aside from the table and have the VC talk to him/her one-on-one. This PC is told they are the leader of the expedition and they need to gather a team. They get the briefing, then they are given the names and last known locations of the currently unassigned Pathfinder agents (the other PCs). Then they get to go on a scavenger hunt to find the others in the city. It allows each player to describe how their PC spends their off-time, and promotes role-play between players as the 'leader' gathers a growing group of oddballs. Sometimes it is hilarious when the actual player has zero attention span and forgets what the mission was after all the role-playing starts. "I think it was in Magnimar. Or was it Korvosa? Kaer Maga? Ahh, crap, I gotta go back to the Grand Lodge again!" This is why it's useful to write up the mission briefing as a handout, no matter how you paraphrase it.

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

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I think most scenarios say to read or paraphrase the box text. At least they used to, or many have.


Most of the (few) I have run usually just say "read the following aloud to get the adventure started" but yeah I feel the same as Doug myself, the text can often be slightly awkward to read aloud.

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

IMO, in most cases if you just read the boxed text, the players are more inclined to drift off, especially if its a lengthy read. And since you are looking at the paper (no eye contact) the player may not listen as well. As long as you get all the important info out, there is really no reason you cannot ad lib a bit. As Eric said, you can paraphrase the text without violating anything. Feel free to experiment with your presentation. This can be especially helpful during older seasons where the VC's kind of be jerks towards the PCs.

Scarab Sages 5/5

My favorite is when you read an intricate room description full of detail then you have to follow it up with 'oh, and a bunch of monsters rush you the second you open the door'. In other words, I'd definitely recommend tying the inhabitants of the room into the description.

Grand Lodge

Eric Clingenpeel wrote:
I think most scenarios say to read or paraphrase the box text. At least they used to, or many have.

They still do.

Silver Crusade 3/5

I'm pretty sure Mike Brock is not going to come abseiling in through the windows with the PFS swat team for not reading the flavour text. :)

5/5 5/55/5 *** Venture-Captain, Germany—Hamburg

In local games, I am actually forced to deviate from the boxed text. Because I'm located in Germany, I run my local games in German, and when translating, you often can't translate word by word. ^^

(Also, when running First Steps 1, I sometimes skip the last part of Guaril Karela's introduction, especially when some of the characters are paladins or at least act like paladins.)


FallofCamelot wrote:
I'm pretty sure Mike Brock is not going to come abseiling in through the windows with the PFS swat team for not reading the flavour text. :)

But this is what I truly fear will happen :o

Liberty's Edge 2/5 *

Feel free to adlib in stuff if people interrupt you during the box text either IC or OOC.

5/5 5/55/55/5

Usually it says "read or paraphrase the following"

If you go off script be VERY sure to go re read the extra success/ faction missions and be sure that that information is in your ad libbing.

The openings are too long to read aloud. They spam way too many names for the player to learn and keep strait on the fly and seem to introduce too many npcs and places for no discernable reason.

For online games I usually hand out the prepared statement as a reference and then wing the rest

Shadow Lodge 3/5

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Adlibbing is fine as long as long as the important info is always kept in.

I get around the too-long/drift-off aspect of it in online games by copy/pasting the block text as well as reading it out (slowly) to make sure players have the best chance of picking up everything they need.

The rule of thumb is do whatever works.

3/5

I always try and add to the falvor text when I can. I try to incorporate things about the characters into it. "With you elven keen sight" "You paladin powers give a bad tingle at the touch of the mist"

I also emphasis the points that would cost the hidden prestige point.

WHen I was Dming bloodcove after several bad rolls and worst decsionds the PC knew from my emphasis at the start they failed their faction mission.

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber

Flavour is cool, the other time you need to change box text is depending on how the PC's approach the situation.

Normally you walk through a door etc... and the box text describes the room from that point of view. but if they use; Gloves of Reconnaissance, Clairvoyance, or peer through a sky-light in the ceiling they may gain different information.

Sovereign Court 4/5

I often change the wording for various reasons.

1) It describes things people can't see.

Example wrote:
Before you is a room fully cloaked in darkness. Even the strongest light sources cannot penetrate. Within, there is a large oaken table with splotches of blood about, and its eight wooden chairs pushed against the furthest reaches of the grand room some hundred feet in the inky black.
2) It describes an item that is fully unimportant.
Actually a certain scenario wrote:
Sitting on the table is an empty glass tumbler.

3) It's just too damn long!

Grand Lodge 4/5

I always paraphrase the boxed text whenever possible. Lots of the text is dry, and doesn't leave much room for PCs to interact with.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

A few bits of advice:

1 - Read the big box text ahead of time. I assume most GMs do this when the read through the scenario as they prep it. Just reading through it in your head once or twice will help it flow better.

2 - Here's a easy trick to keep the players from drifting off.
Get up out of your chair, when reading from the pages. If you are moving around a bit the players will tend to pay more attention.

One of my pet peeves as a player is when the GM is hiding behind his screen or reading into the table.

3 - If the players don't typically take notes then ask one of them to do so. I also give them a quick synopsis after the mission brief.

4 - Definitly add in the creatures to the room descriptions, it makes a major difference. Nothing worse than reading the room description and having all the players announce what their doing and then having to say "oh by the way, there's a huge dragon in here that you didn't notice".

Hope this helps.

Shadow Lodge

Doug Miles wrote:
Edit: Something I do differently if I have time is to take the player with the most upstanding PC (Charismatic/Lawful/Leader-like) aside from the table and have the VC talk to him/her one-on-one. This PC is told they are the leader of the expedition and they need to gather a team. They get the briefing, then they are given the names and last known locations of the currently unassigned Pathfinder agents (the other PCs). Then they get to go on a scavenger hunt to find the others in the city. It allows each player to describe how their PC spends their off-time, and promotes role-play between players as the 'leader' gathers a growing group of oddballs. Sometimes it is hilarious when the actual player has zero attention span and forgets what the mission was after all the role-playing starts. "I think it was in Magnimar. Or was it Korvosa? Kaer Maga? Ahh, crap, I gotta go back to the Grand Lodge again!" This is why it's useful to write up the mission briefing as a handout, no matter how you paraphrase it.

That's great for RP and all (and I mean that; awesome RP idea), but I can tell you right now I'd be annoyed with it, seeing as it precludes the "lesser" agents from getting a chance to ask the VC and any other NPCs involved with the briefing any questions, seeing as they don't get to go to it.

Not to mention the idea of promoting one random player into a supposed position of authority over the others leaves a bad taste in my mouth.

Liberty's Edge 2/5 *

SCPRedMage: However this normally happens anyway. Ill often see 1-2 people on a table of 6 taking notes. 3-4 generally dont bother writing anything down.

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

Good advice, here. I'd like to add a couple of "corrections"

RCW wrote:

A few bits of advice:

1 - Read the big box text ahead of time out loud. I assume most GMs do this when the read through the scenario as they prep it. Just reading through it out loud once or twice will help it flow better.

Maybe reading in your head does it for you, but I have found that my style of reading to myself does not do a good job prepping me to speak. If I read the block out loud, in my GMing voice, I am able to potentially catch typos and other errors better. It also prevents me from just skimming over the box text. Take notes as necessary (mark up in the margin, etc).

Then, read through the text under the box, to see what was missed. Often times, there is critical stuff you'll need to describe below

RCW wrote:


2 - Here's a easy trick to keep the players from drifting off.
Get up out of your chair, when reading from the pages. If you are moving around a bit the players will tend to pay more attention.

Just getting up raises their attention, I would agree. I'd also say, try to find a "narrator's voice"... something where tone is a little more, um, "official". Pace your words differently (think of how different orators will speak, in ways to catch your attention. Bill Clinton, Jesse Jackson, and Barack Obama all have distinctive speaking paces... and they use them to get, and keep, your attention). Above all, avoid reading in a monotone. Nothing will kill attention more than monotone.

RCW wrote:


4 - Definitly add in the creatures to the room descriptions, it makes a major difference. Nothing worse than reading the room description and having all the players announce what their doing and then having to say "oh by the way, there's a huge dragon in here that you didn't notice".

The joke in my home game is that the GM will read the box text, and then finish by saying, "...and the most noticeable feature in the room is..."

Another thing is when you have a map, point out feature as you are describing them. This can help people figure out what's going on... as well as keep there attention. RCW has pointed out already that a more active GM can keep the attention of the players.

RCW wrote:


Hope this helps.

So do I!

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber

Use your voice when doing box text.

You may only have the one accent (bad) but it can also help if you look at an NPC and give them a famous actors accent. (Osprey is an example that sticks in my mind).

But you could always try Sean Connery, Robert Deniro etc...?

The key to doing a voices isn't all down to how 'good' you are - it's the effort an energy you put into your performance.

Shadow Lodge

Matthew Pittard wrote:
SCPRedMage: However this normally happens anyway. Ill often see 1-2 people on a table of 6 taking notes. 3-4 generally dont bother writing anything down.

There's a very large difference between players not being engaged during the mission briefing, and not being allowed to interact with the NPCs giving said briefing, simply because the GM doesn't think your character would make as good of a "leader" than someone else.

Again, I think it's an awesome RP idea, but prioritizing one PC over the others leaves a bad taste in my mouth; it strikes me as similar to demoting the rest to "supporting cast members".

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