Dropping 12+ level support: huh? Someone clue me in


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The Exchange 5/5

what's "... the E6/P6 route..."?


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nosig wrote:
what's "... the E6/P6 route..."?

E6 is a type of gameplay/set of houserules where you stop at level six and continue to earn feats and rewards rather than more levels. Ideally it avoids issues that occur at higher level play, with casters gaining more world breaking power, more rocket tag, etc.

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

Yeah, I have to admit that after a year and a half of organizing PFS play in my area, we are just now hitting the point that we can run 7-11s. I'd still like there to be some high level (7-11) support just because you need awesome, epic PFS scenarios like the Walking Rune out there, but the 12+ area is ok for now. Between several modules, some APs, the new Emerald Spire Superdungeon, and EotT, there's some good stuff to work though and I'm STILL waiting to taste it.

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

LazarX wrote:
Drogon wrote:


Again, however: I feel like high level play is something that players aspire to. It's one of the reasons players get involved in the game (usually), and needs to be something that is out there for a goal. If it's not there, people will be disappointed. Having goals and aspirations is very important in anyone's life, even if it's just for a game.

it's not as common an aspiration as you might think. V Michael Lazar for instance, my spouse, and one of our 5 star GMs, prefers low level play. where you have the risk and drama of high risk gaming without the rocket tag that seems to be a mainstay of high level play. One of our running jokes is at the time he discovered that he'd earned three levels on his Living City character and forgot to apply them.

High level play tends to concentrate on brute power, and it tends to shift emphasis away from roleplaying which can be another factor in why the comfort level tends to drop for some players who find their sweet spot in the middle. It's also why some very good players prefer the E6/P6 route.

The Pathfinder community includes a myriad variety of types and many are looking to get different things at different priorities. Juggling all these varying tastes is the key thing to making those tough marketing decisions where a wrong guess is a very expensive one.

That's why I said "usually." (-;

Happily, those who fit into the "I like low level play" mode fit very easily into the "I want to start new characters" group and the "I need a new character to continue playing" group, etc.

Meaning: low level play is easy to support. And incredibly important. So important, I think, that I'm actually concerned about Paizo's current lineup of 1st level modules (not PFS, but Paizo Publishing). Dragon's Demand, Thornkeep, Murder's Mark, and a couple of AP volumes are all that are currently available without trying to hunt down rarities. That's bad.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
MrSin wrote:
nosig wrote:
what's "... the E6/P6 route..."?
E6 is a type of gameplay/set of houserules where you stop at level six and continue to earn feats and rewards rather than more levels. Ideally it avoids issues that occur at higher level play, with casters gaining more world breaking power, more rocket tag, etc.

I would say that it defers them. Eventually you get to a point where the sheer number of feats can bring it's own problems.

The Exchange 5/5

MrSin wrote:
nosig wrote:
what's "... the E6/P6 route..."?
E6 is a type of gameplay/set of houserules where you stop at level six and continue to earn feats and rewards rather than more levels. Ideally it avoids issues that occur at higher level play, with casters gaining more world breaking power, more rocket tag, etc.

wow... I like this! I like it alot... got to read more on this.

THanks!


LazarX wrote:
MrSin wrote:
nosig wrote:
what's "... the E6/P6 route..."?
E6 is a type of gameplay/set of houserules where you stop at level six and continue to earn feats and rewards rather than more levels. Ideally it avoids issues that occur at higher level play, with casters gaining more world breaking power, more rocket tag, etc.
I would say that it defers them. Eventually you get to a point where the sheer number of feats can bring it's own problems.

Didn't say its perfect, just pointing to where and what it is. Ideally, you raise the effective APL overtime to increase the difficulty, and you make some changes to feats. E6 may not be for everyone, but it is something some people prefer, just as some people prefer savage worlds or Legend.

There's also an E8.

5/5

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Drogon wrote:
Now, a year later, there is a new post by Mike Brock in another thread wherein he states that the total reporting is still under 100 for Part One.

Hmm, I've done 5 and played 1, so that's like 6%! woo!

5/5 5/55/5

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Part of the issue with Eyes of the 10 is it’s hard to get the same players and a GM scheduled to play for 24 to 28 hours worth of time slots. They have to be played in order and that’s an issue with scheduling them.

If it was approached maybe there were 3 different level 12 tier scenarios that could be played in any order and then 1 final tier 13 that could only be played after the level 12’s were played I think you would get a lot more people playing them.

Scarab Sages 3/5

roysier wrote:

Part of the issue with Eyes of the 10 is it’s hard to get the same players and a GM scheduled to play for 24 to 28 hours worth of time slots. They have to be played in order and that’s an issue with scheduling them.

If it was approached maybe there were 3 different level 12 tier scenarios that could be played in any order and then 1 final tier 13 that could only be played after the level 12’s were played I think you would get a lot more people playing them.

This. Because the only 12+ play is in modules that take several nights to run (and really only enough content for one character) we end up constricting the play on it. We typically have 30 or so players in the shop, a third of whom are regulars with 12+ characters. But we've only run Eyes of the Ten once six months ago.

There are enough people to seat a 12-15 scenario (if one existed) regularly, but because we have to plan for five straight sessions, and to be sure to bring exactly the only character who will ever get to play ... that adds a threshold of play such that they never end up happening.

So yes, there is definitely much less high level play than lower levels, and I understand there isn't much focus on it. But the particular way that 12+ play is offered further constricts how often it happens.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
MrSin wrote:
LazarX wrote:
MrSin wrote:
nosig wrote:
what's "... the E6/P6 route..."?
E6 is a type of gameplay/set of houserules where you stop at level six and continue to earn feats and rewards rather than more levels. Ideally it avoids issues that occur at higher level play, with casters gaining more world breaking power, more rocket tag, etc.
I would say that it defers them. Eventually you get to a point where the sheer number of feats can bring it's own problems.

Didn't say its perfect, just pointing to where and what it is. Ideally, you raise the effective APL overtime to increase the difficulty, and you make some changes to feats. E6 may not be for everyone, but it is something some people prefer, just as some people prefer savage worlds or Legend.

There's also an E8.

And an E10 plus rumors of an E20. :)

Sovereign Court 2/5

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roysier wrote:

Part of the issue with Eyes of the 10 is it’s hard to get the same players and a GM scheduled to play for 24 to 28 hours worth of time slots. They have to be played in order and that’s an issue with scheduling them.

If it was approached maybe there were 3 different level 12 tier scenarios that could be played in any order and then 1 final tier 13 that could only be played after the level 12’s were played I think you would get a lot more people playing them.

Module play is harder to schedule during game days because they don't fit within the normal 5 hour time slot, and it's difficult to guarantee a consistent turn out. As a result, they're basically delegated to PFS home games. EotT has the same problem because it's a 4 part scenario and nobody wants to miss one of the parts.

The reason why there isn't a lot of high level play is because the campaign isn't producing high level scenarios that are easy to schedule. And because there's no high level content that is easy to schedule, the 12+ content gets played less, giving the illusion that there is no demand. It's a vicious cycle.

The demand is made invisible by the lack of supply, and by the reliance of the reporting tool as a metric of what people want to play.

Would the campaign consider producing a 5 hour seeker scenario as a test?

----

Edit:

It's hard to argue with the number of high level tables at GenCon.

How many high level tables were at Paizo con?

Edit 2:

I should clarify that I don't think there's more demand for 12+ scenarios than, say 1-5, 3-7, 5-9

Liberty's Edge 3/5

BigDTBone wrote:
Matthew Pittard wrote:

From a business stand point like Drogon said above, and draw it to an economic angle, it does not make financial sense to sink more resources into one percent of your market. You have X number of resources, the more you put into that 1 percent of the market, the less you have to satisfy the 99 other percent.

Until that percentage go to about 15 percent, I dont think Id pay much attention to that total.

Chevrolet doesn't make the Corvette to sell Corvettes, they make the Corvette to sell the Impala and the Silverado.

As an automotive company, GM's hey day was 40 years ago. Inferring any company should follow their business practices is misguided, at best.

Grand Lodge

It's unfortunate that there is so little demand for 12+ content but it must be true. I signed up for the Eyes of the Ten at Origins next month thinking the slot would fill up instantaneously when Event registration went live, but the single slot for all 4 parts is currently only half full.

Liberty's Edge 3/5

nosig wrote:
MrSin wrote:
nosig wrote:
what's "... the E6/P6 route..."?
E6 is a type of gameplay/set of houserules where you stop at level six and continue to earn feats and rewards rather than more levels. Ideally it avoids issues that occur at higher level play, with casters gaining more world breaking power, more rocket tag, etc.

wow... I like this! I like it alot... got to read more on this.

THanks!

ditto!

Grand Lodge 4/5

Drogon wrote:

Now, a year later, there is a new post by Mike Brock in another thread wherein he states that the total reporting is still under 100 for Part One. There are 50,000+ players actively playing PFS. If only 500-700 of them have played through Part One (let alone Parts 2 through 4) the percentage of Seeker play is tiny. Assuming 700 have played it (the maximum) and assuming 50,000 players (the minimum, I think) that means that 1.4% of play is Seeker.

So, it turns out I'm (mostly) right. I can breath easily again. (-:

I hope I don't tighten your chest again by pointing out that Eyes is not the only way to get to and play Seeker level content. :) We'd need reporting data for those modules that include 12th level in their range.

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

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TriOmegaZero wrote:
Drogon wrote:

Now, a year later, there is a new post by Mike Brock in another thread wherein he states that the total reporting is still under 100 for Part One. There are 50,000+ players actively playing PFS. If only 500-700 of them have played through Part One (let alone Parts 2 through 4) the percentage of Seeker play is tiny. Assuming 700 have played it (the maximum) and assuming 50,000 players (the minimum, I think) that means that 1.4% of play is Seeker.

So, it turns out I'm (mostly) right. I can breath easily again. (-:

I hope I don't tighten your chest again by pointing out that Eyes is not the only way to get to and play Seeker level content. :) We'd need reporting data for those modules that include 12th level in their range.

Not at all. I completely agree with that position: everything should be reported, all the time. That data is incredibly important to Paizo, and not giving it to them is a huge failing on the part of organizers, players, and GMs who want more content.

Of course, you're likely pointing out that the number is higher than 1.4% if you account for AP and module play. You're likely right, except that the AP and module play will also broaden the number of reported/unreported games. I think the spread that Mike pointed out is still mostly intact.

Play and report more to prove him wrong, everyone. Then you'll see more content for what you like.

Shadow Lodge 4/5 5/5 *

Pathfinder Rulebook Subscriber

Well let's see..

I personally have a 12th, 11th (x2), 10th,9th, 7th (2), 6th, 4th (x2), 3rd (x2) and a couple 1st (credit babies for later)

I know that here in Jax we have an Eyes of the Ten group going on, three of us VOs had been holding our seeker candidates for one specific group (which doesn't look to gell in so.. I don't know if my 12th will ever make it) and two MORE groups rapidly closing in on 12th.

So, by September we could (Potentially) look at 3 EOTT groups and I believe James said there was a home group of high level players in the area who only do Cons.

Also, I can't recall the number of times I've heard 'I can't way to play my 10th+ PC in <insert special/interactive/whatever at <suchnsuch Con>'. I know I WAS looking forward to doing that next year @ Megacon.

Shadow Lodge 4/5

Happily (or sadly), I guess I'm with the few folks who play higher level stuff on a semi-regular basis.

Since the beginning of the year I've GM'd:
Ruby Phoenix (L10-12)
Academy of Secrets (L12-14)
Siege of the Diamond City (L12-13)

And plan to GM:
Ruby Phoenix (again)
TBD Sanctioned AP for L13-15

Since the beginning of the year I've played:
Skull and Shackles parts 4, 5 & 6 (campaign mode, L10+)
Academy of Secrets (L14 Monk)
Siege of the Diamond City (L15 Oracle)
Tomb of the Iron Medusa (L15 Oracle)

And hope to play:
TBD Sanctioned AP/mod for L14-16
TBD Sanctioned AP/mod for L15-17

Our FLGS routinely has a 7-11 table every week, ran EoTT in the spring, will run it again in June and hopefully once more in the fall.

Among the other reasons already mentioned for the pyramid-shape of players (scheduling, numbers, casual player drop out) is also the case that you may make a character, level them up to 4-7 and then realize you don't really like how they play. If you're lucky, you can salvage the character with PP and a rebuild, if not, you've burnt scenarios on a lost cause and will have to start again on another character, meaning you consume twice as many lower level scenarios as you do high level scenarios.

However, as an avid MMO player, I know playing high tier PFS is comparable to being a hardcore raider--you are a very small (but invested) percent of the entire player population and you should not expect the Devs to cater to you.

*

roysier wrote:

...

If it was approached maybe there were 3 different level 12 tier scenarios that could be played in any order and then 1 final tier 13 that could only be played after the level 12’s were played I think you would get a lot more people playing them.

I like this suggestion. Seeker Steps anyone? Maybe even available for replay in the way First Steps was (just a thought, no actual delving into that idea yet :). Give it to the most trusted authors who need the least amount of developing and limit the 90% of critters to already existing art.

EoT for one of our groups took nearly three months to complete, they mostly met on the regular game day, but added a few home games as well. People just could not get that many games with the same people together at the same time.

Keep in mind I have been playing since season two and my highest character is only level 9. My experience is not representative. :)

Liberty's Edge 5/5 **

I know there's a few super high level characters out there.

Myself and a few others did a series of modules to push us to 19th.

5/5 5/55/55/5

Drogon wrote:
Not at all. I completely agree with that position: everything should be reported, all the time

Just tell them to mine the NSA's data :)

5/5 5/55/5

What’s crazy about this only being reported 100 times is I know of 6 instances in Nor Cal that this has been run within the last year and 2 more scheduled later this year. Jerry C. ran it for a South Bay Group, David L. ran it for a east bay group, Stephen K. ran it for a SF group, Will J. ran it for a Sacramento group, and Eric B. is running it for a Sacramento group and it was also run at Black Diamond games in Concord a few months back.

It’s on the schedule to be run at Endgame in Oakland later this year and another South Bay group is putting together a team to play it.

4/5 ****

Will J. also ran it at KublaCon last year and I ran it at KublaCon the year before.

3/5

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I think the moral of this story is: REPORT! Show Paizo that we want more high level content. Paizo can better serve our needs if they know what content we are consuming.

Then again, my thoughts presume that most / many eyes runs aren't getting reported ...

4/5

Silbeg wrote:

That statistic seems a little off to me, but that may be because we are scewed locally. There are quite a number of higher level games going on in the Twin Cities, including as many as three tables of Eyes in the waiting, with my table going on currently (we are halfway through).

However, I wonder if that is because our excellent VOs and organizers do a lot to foster play at all levels. Most game days have multiple tables, and allow for play across a variety of tiers.

Well, you can play, what, a minimum of 3 days a week (twice on Saturday) and up to 6 now in MSP? At one of the 9? stores running PFS? That's amazing (I miss it!), but probably not representative of most PFS around the world. Also, I think it's only been in the last year or so that they've been running level 7+ stuff regularly. I remember in late 2012-early 2013 FFG was the place for "high level" play on Sundays and weren't they running 3-7s more often than 5-9s with very, very few 7-11s?

So even in the MSP area with tons of game days and tons and tons of regular players, regular high level play is a relatively recent thing.

Up here in Fargo we've been running at least 1 game a week for the past 10 months, and only in the last couple of weeks have gotten to the point where I'm confident that I can schedule a level 5+ table and have a reasonable chance that it will get filled. I've got, maybe, 6 or 7 players with level 5+ characters, though a lot of them have focused on one character exclusively so they have a 5 or a 6 and then, maybe, a 1. That doesn't give me a lot of flexibility in scheduling, and makes it hard to get new players up into the higher tier while still providing opportunities for the highest level players to play. We're finally getting to the point where 3 tables at a time are happening, so hopefully we'll start having a more even distribution of level ranges.

I really want to get to even the top levels of normal play, but the vast majority of games I schedule and run will be level 4 and below. They have to be for the PFS scene here to survive, much less grow.

3/5

Michael Brock wrote:
Soluzar wrote:
Drogon wrote:
1% of the total games played in PFS are Tier 7-11.
Under normal circumstances I would agree. However, go to the specials and look at how many 7-11 tables there are. Look at the Seeker tables in the specials that allow it.

So Let's take every table of every event run at level 12+ (if you remove PaizoCon and Gen Con, you have, at most, 2-4 tables at the largest gaming cons of 150+ tables) What do you think the percentage of the 64,000 playerbase it entails? Let me give you a hint....it's very, Very small.

If the high level of play is there, don't tell us, show us through reporting. It had nothing to do with laziness. It has everything to do with running 5 tables, 30 players (at Gen Con 2013), through content that took 2-3 weeks to develop solely for level 12+ play. Let that sink in for a second. Out of 140 tables we scheduled at Gen Con for seeker tier (12+), we had 5 tables of players. That's it

This is where reporting numbers can be misleading. How many of the 150+ GMs and HQ volunteers at the Gen Con special could have played a level 12+? I could have. How many later played a seeker table at a local convention?

Look at the Eye's of Ten. I've been trying to play Eye's of Ten since GenCon 2012. It's hard to get a group of 5 to 7 people to match their schedules to run EoT over several weeks/weekends. Local small conventions are a good choice in terms of time, but organizers don't want to offer EoT because it will monopolize 6 to 8 of their GMs for most of the convention. Offer it at GenCon and you have very few takers. It would cost $20 to $30 to play EoT at a local small con, but at GenCon that's more like $110 and all the time away from the other great things a GenCon.

The crux of the problem seems to be that the players of our high level PCs are also our main core of GMs. Players have high level PCs, want to play them but are recruited to GM.

3/5

Eyes of the Ten reporting is a terrible way of gauging interest in 12+ play, simply because of all the arbitrary restrictions involved with playing it.

We cannot distinguish whether the Eyes numbers are due to lack of interest or due to the arbitrary restrictions.

To gauge accurately, a 12+ scenario (not module, with its own set of scheduling restrictions) would be needed. Then we would have a clearer picture.

-Matt

5/5

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I'd be up for writing a tier 12-16 scenario.

The only problem is that to make it interesting, it really needs to be a double-length scenario. At those levels, there's very little you can do (combat wise) in 4 hours. For the tier 14-15 specials, it took a highly prepared GM and highly prepared players to experience even half of the possible things to do.

So if we want a couple of combats plus great story and NPC interaction and some PC investigation and problem solving, it really needs to be an 8-10 hour scenario.

I think it makes it easier to schedule than Eyes, but still more restrictive than a normal 4 hour romp through the sewers.

3/5

Kyle Baird wrote:
At those levels, there's very little you can do (combat wise) in 4 hours.

If combat length is a problem, this figurative scenario wouldn't have to have more than one fight in it. Or any, if the team feels that one is too many. Just saying.

-Matt

4/5

Kyle Baird wrote:

I'd be up for writing a tier 12-16 scenario.

The only problem is that to make it interesting, it really needs to be a double-length scenario. At those levels, there's very little you can do (combat wise) in 4 hours. For the tier 14-15 specials, it took a highly prepared GM and highly prepared players to experience even half of the possible things to do.

So if we want a couple of combats plus great story and NPC interaction and some PC investigation and problem solving, it really needs to be an 8-10 hour scenario.

I think it makes it easier to schedule than Eyes, but still more restrictive than a normal 4 hour romp through the sewers.

Thats why I love online play! Sure, it'd take me 6-8 hours to prep at this level, but you can still run high stuff in 4-5 hours.

Shadow Lodge 4/5

Kyle Baird wrote:
I'd be up for writing a tier 12-16 scenario.

Too bad any eligible characters were probably killed in your other scenarios.

Dark Archive 2/5

Sammy T wrote:
Kyle Baird wrote:
I'd be up for writing a tier 12-16 scenario.
Too bad any eligible characters were probably killed in your other scenarios.

Spoiler:

Step 1. Encounter Dragon
Step 2. Use Bone Shatter on Dragon
Step 3. Erase from Time myself after being grappled by unamused, fatigued dragon
???
PROFIT

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

2 people marked this as a favorite.
HerpOracle wrote:
Sammy T wrote:
Kyle Baird wrote:
I'd be up for writing a tier 12-16 scenario.
Too bad any eligible characters were probably killed in your other scenarios.
** spoiler omitted **

Spoiler:

4. Come back to combat 5 rounds into the future
5. Find dragon defeated by the rest of the party
6. PROFIT!!

FTFY.

5/5

Mattastrophic wrote:
Kyle Baird wrote:
At those levels, there's very little you can do (combat wise) in 4 hours.

If combat length is a problem, this figurative scenario wouldn't have to have more than one fight in it. Or any, if the team feels that one is too many. Just saying.

-Matt

I find that some players who claim they'd enjoy a scenario with zero combat encounters are actually players who push the extreme ends of powergaming and use their professed love of roleplaying as a cover. Scenarios are meant to be designed for the average PFS player/character, not those at the extremes whatever they may be.

/tangent

Dark Archive 2/5

As far as I have seen, Erase From Time one shots all BBEGs.

5/5

1 person marked this as a favorite.
Professor Herp wrote:
Sammy T wrote:
Kyle Baird wrote:
I'd be up for writing a tier 12-16 scenario.
Too bad any eligible characters were probably killed in your other scenarios.
** spoiler omitted **

Honestly, much like Requiem, scenarios designed specifically for high-level characters should be more focused on intrigue with a side helping of combat. It's a chance to play a character that has a lot of emotional investment and scenarios should draw on that emotion and help players develop their characters even more.

**OR**

Step 1. Encounter a mythical Care Baird.
Step 2. Cry
Step 3. Continue to cry while it drinks your tears.
Step 4. Head to the local tavern and enjoy a beer with the creature.
Step 5. Convince the creature to drink horrible concoctions.
Step 6. Steal creature's loot while it pukes in the corner. (aka PROFIT!)

3/5

Kyle Baird wrote:
Honestly, much like Requiem, scenarios designed specifically for high-level characters should be more focused on intrigue with a side helping of combat. It's a chance to play a character that has a lot of emotional investment and scenarios should draw on that emotion and help players develop their characters even more.

That was basically my point above. That "side helping" can be a single combat, or even a non-required combat. Sweet.

-Matt

Grand Lodge 4/5 Global Organized Play Coordinator

Swiftbrook wrote:


It would cost $20 to $30 to play EoT at a local small con, but at GenCon that's more like $110 and all the time away from the other great things a GenCon.

$6 per ticket for five time slots does not equate to $110, not even close.

Grand Lodge 4/5 Global Organized Play Coordinator

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Acedio wrote:


Module play is harder to schedule during game days because they don't fit within the normal 5 hour time slot, and it's difficult to guarantee a consistent turn out. As a result, they're basically delegated to PFS home games. EotT has the same problem because it's a 4 part scenario and nobody wants to miss one of the parts.

The reason why there isn't a lot of high level play is because the campaign isn't producing high level scenarios that are easy to schedule. And because there's no high level content that is easy to schedule, the 12+ content gets played less, giving the illusion that there is no demand. It's a vicious cycle.

The demand is made invisible by the lack of supply, and by the reliance of the reporting tool as a metric of what people want to play.

Would the campaign consider producing a 5 hour seeker scenario as a test?

----

Edit:

It's hard to argue with the number of high level tables at GenCon.

How many high level tables were at Paizo con?

Edit 2:

I should clarify that I don't think there's more demand for 12+ scenarios than, say 1-5, 3-7, 5-9

There aren't many adventures for 12+ that could be run in the five hour time slot. One combat can last 60-90 minutes alone.

3/5

Michael Brock wrote:
There aren't many adventures for 12+ that could be run in the five hour time slot. One combat can last 60-90 minutes alone.

There were plenty of Living Greyhawk scenarios which supported APLs 12-16. It's certainly doable.

And as I mentioned before, such a scenario could have one combat and be an excellent 12+ scenario.

-Matt

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Michael Brock wrote:
Swiftbrook wrote:


It would cost $20 to $30 to play EoT at a local small con, but at GenCon that's more like $110 and all the time away from the other great things a GenCon.
$6 per ticket for five time slots does not equate to $110, not even close.

You can't buy those five slots unless you also buy admission to the Con itself. You have to factor in that ticket price as well. And that's assuming you're not paying for a room, food, or travel.

3/5

Michael Brock wrote:
Swiftbrook wrote:


It would cost $20 to $30 to play EoT at a local small con, but at GenCon that's more like $110 and all the time away from the other great things a GenCon.
$6 per ticket for five time slots does not equate to $110, not even close.

I was including the cost of a badge in my estimate.

4-day GenCon badge $70
5 GenCon slots $30
Total $100. error 9%

Local con 4-day badge $25
Local con 5 slots: included

Liberty's Edge 5/5

I don't think including the cost of going to Gen Con in your cost to play a 5 slot series is valid, if you would have gone to Gen Con anyways.

5/5 *****

It very much depends on the characters. High level combat can run extremely quickly if your group is on the upper end of the scale, sometimes barely more than a round.

On the other hand if you are a group with, say, a Ranger/Wizard, Bard/Rogue, Duellist and defence focused Monk it could take several days to get past the first vaguely challenging fight.

Dark Archive

The actual cost of the badge is $77 (total $107), so you are not off by that much.

Dark Archive 3/5

Rocket Tag!

It speeds things up a lot.


Kyle Baird wrote:
Mattastrophic wrote:
Kyle Baird wrote:
At those levels, there's very little you can do (combat wise) in 4 hours.

If combat length is a problem, this figurative scenario wouldn't have to have more than one fight in it. Or any, if the team feels that one is too many. Just saying.

-Matt

I find that some players who claim they'd enjoy a scenario with zero combat encounters are actually players who push the extreme ends of powergaming and use their professed love of roleplaying as a cover. Scenarios are meant to be designed for the average PFS player/character, not those at the extremes whatever they may be.

/tangent

Hmm. Write two scenarios, one with only one combat or even no combats, the other wall to wall fighting. The first is a roleplay scenario that sets up the events of the second, but made such that you could play one without the other.

That way everyone gets something. :)

-j

Lantern Lodge 3/5

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Kyle Baird wrote:

I'd be up for writing a tier 12-16 scenario.

The only problem is that to make it interesting, it really needs to be a double-length scenario. At those levels, there's very little you can do (combat wise) in 4 hours. For the tier 14-15 specials, it took a highly prepared GM and highly prepared players to experience even half of the possible things to do.

So if we want a couple of combats plus great story and NPC interaction and some PC investigation and problem solving, it really needs to be an 8-10 hour scenario.

I think it makes it easier to schedule than Eyes, but still more restrictive than a normal 4 hour romp through the sewers.

I find that at this level of play the vast majority of PC investigation needs are solved magically, and in fairly short order. There are of course exceptions though, but overall I agree with your assessment. Trying to cram a high level scenario into a 4-5 hour slot would most likely be doing the author's work and the adventure game play itself a disservice.

If something like this were to be taken into consideration, I personally think it would be excellent to model them around a double-length feature (8-10 hour standard), but leave the XP for completion at 1 point, and with similar gold gain. Keeps the PC progression in pace with other scenarios, and also gives seekers more opportunity to play their favorite characters without "leveling out".

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