Rotating Gms, and PC Bandits


Pathfinder First Edition General Discussion


So; select members of our gaming group would like to assemble a campaign where the groups are Bandits, pillaging and robbing and such.
A few of the key elements are to be:

15 point build, core races only.
Team of 3 players, with one GM. The GM rotates in his own planned events after the one before him finishes. Kind of like Episodes in our bandit group's life.

No PC Magic; No casters, or SU/SP abilities for any players, and access to magic items is limited to rare finds, with each any every magic item being a significant piece of an era past.

We're also grappling with the idea of No Magic WORLD, as though all non-itemized magic was removed (Though I keep arguing that monsters with Supernatural/SP or spellcasting ought to stay, otherwise our game is pretty boring...)
However, this game would be occuring in Golarion. I'm concerned about the ripples that go through the world if we say; Magic is gone.

Which is why I ask you fans of Golarion, what do you think the world would be like with no more magic; I'll consider your responses as either fuel for or against the idea, depending on how it turns out.

In addition; we're concerned about the game getting stale, being just bandits. Any ideas for our game to go from thugs to Princes of Crime? I'd love to hear them.


One, why not just play trapper rangers or straight up rogues?

Two... Golarion would pretty much completely crumble if non-itemized magic went poof. Nex, Qadira, Geb, Cheliax, I'm sure there's more... All are completely and totally reliant on magic.

If you were to do this, I'd say just homebrew up a world.

Three, observe the Leadership feat, and perhaps some of the downtime and kingdom building rules of Ultimate Campaign. Nothing like going from a roving band of muugging-hobos to running your own Shadow Syndicate with an entire KINGDOM as it's front.

just my two copper.

Edit: Also... No PC magic? Better have back up characters... A lot of them.


Pathfinder Lost Omens Subscriber

why no magic? i can understand full and 2/3 casters, but i mean a ranger's magic is almost not magic. then there's alchemists.

I also say just go full homebrew, pick some time era and country and then pretend all the known world is like that.


I believe the group census was to get rid of the 'mystical super hero' thing. Martial being the foundation for us being more clever, and more vulnerable, as the game continues.

With that being said: our chosen location for the campaign to begin is Brevoy. Any ideas on where we could move on from, if we wanted further areas to explore, and exploit?

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