Lower participation in PFS


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3/5

Nefreet wrote:
Andrew Christian wrote:
it is a bit frustrating to hear folks constantly talk about Season 6 as a tech season. So far, we've had 9 scenarios where only 3 are tech.
But the first three scenarios were tech. The Guide is tech. Tech PCs were introduced. The Season started with tech.

Those first three scenarios set a negative tone for me...The Silver Mount Collection in particular. However I did have a good experience with Slave Ships of Absalom...mostly because the game was run by its author. But for the most part I do intend to steer clear of Season 6.

Silver Crusade 5/5 5/5 **

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David Neilson wrote:

. Not a huge fan of the tech guide's rules about technologist, but it is a minor concern.

For me, the technologist feat WAS a significant concern.

I wanted to play a sort of technology oriented character. A character who understood normal tech (ie, a high knowledge engineering). But I was dissuaded when I found I'd have to waste a feat that did NOT match the character and buy a splat book I had zero interest in and, even then, she would only be useful in an unknown number of scenarios.

I think the whole technology thing was seriously mishandled.

I'm active enough on the boards to realize it was a minor glitch in a season that I am currently liking but I'm not at all surprised that others got turned off and didn't realize the issue was mostly irrelevant

Sczarni 5/5 5/55/5 ***

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Deane Beman (abbreviated) wrote:
Nefreet wrote:
Andrew Christian wrote:
it is a bit frustrating to hear folks constantly talk about Season 6 as a tech season. So far, we've had 9 scenarios where only 3 are tech.
But the first three scenarios were tech. The Guide is tech. Tech PCs were introduced. The Season started with tech.
Those first three scenarios set a negative tone for me...The Silver Mount Collection in particular...for the most part I do intend to steer clear of Season 6.

I think this sums up the thinking of a lot of people.

Whatever research went into planning for Season 6, and which scenarios were released when, and how they were released, just fell short.

I'm interested in how Paizo can overcome this "anti-tech/anti-Season 6" sentiment.

Is it best to just continue with the Season as planned, and let time heal this wound?

Or does it need to be addressed directly, and the path of the Season changed?

4/5

Well I hope not too much change. At some point I want to at least run into an Annhilator.

1/5

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Deane Beman wrote:
Nefreet wrote:
Andrew Christian wrote:
it is a bit frustrating to hear folks constantly talk about Season 6 as a tech season. So far, we've had 9 scenarios where only 3 are tech.
But the first three scenarios were tech. The Guide is tech. Tech PCs were introduced. The Season started with tech.
Those first three scenarios set a negative tone for me...The Silver Mount Collection in particular. However I did have a good experience with Slave Ships of Absalom...mostly because the game was run by its author. But for the most part I do intend to steer clear of Season 6.

The SMC set a REALLY bad tone for the season. I dang near TPK'ed the group I ran it for. They had to run after freeing the boy (Yes, they made all of the freeking rolls to free him but couldn't kill the nigh invincible boss)

The other problem is that gearmen are just flat out under CR'ed. It makes me hesitate to even play season 6s because gearmen before level 7-8+ are pretty much definitely going to be able to kill a PC on a lucky roll and are statistically favored to win a fight 1v4 against a standard party of 4.

Spoiler:

Which is to say 2 of them against a level 3 group as the first encounter is in no way fair, reasonable, or something I expect without warning.

1/5 *

It's never been about the tech for me. But the gearsmen robots are an exampleof the problem. They are excessively tough for their encounter level. If you put them against PC's who are equipt to handle the challenge, then fine, but SMC is a 3-$. If you spend not a single GP prior to hitting level 4, you can barely afford an adamantine weapon beforelayong your first level 3 scenario. This has nothing to do with the fact that they are robots, call them golems or any other flavor of construct and they are still too tough for the encounter levels where they appear.

1/5

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For me the problem with PFS is that the players create characters that over-power the adventures.
The number of overpowered combinations I see in characters is such that I no longer have a desire to GM or to play the organized play system.

Whether I'm GM or player, I'm always an afterthought in some over-powered character's epic saga of him against the rules.

I am angry and resentful at Paizo for enabling it.

1/5

heliodorus04 wrote:

For me the problem with PFS is that the players create characters that over-power the adventures.

The number of overpowered combinations I see in characters is such that I no longer have a desire to GM or to play the organized play system.

Whether I'm GM or player, I'm always an afterthought in some over-powered character's epic saga of him against the rules.

I am angry and resentful at Paizo for enabling it.

Overpowered is completely subjective.

I once had a group tell me my barbarian was OP for having 18 str, power attack, and a reach weapon. It required zero questionable rules and I only used APG for other rules until ACG released the new rage power attack feat. Gargrim is about as basic as your dwarf barbarian can get.

I had another group where my druid wasn't even close to the top end of the curve in the game and no one whined about power level.

Silver Crusade 2/5 *

The scenarios vary so wildly in difficulty that its hard to set an "overpowered" bar for PFS.


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I think a vocal minority screamed 'we want harder mods' while the silent majority thought everything was ok. The vocal minority won and some of the silent majority may have voted with their feet after the first few mods this year. If you take your role-playing PCs vs your roll-playing PCs there's a good chance you'll get wiped.

1/5

Fred Strauss wrote:
I think a vocal minority screamed 'we want harder mods' while the silent majority thought everything was ok. The vocal minority won and some of the silent majority may have voted with their feet after the first few mods this year.

Participation in PFS has increased. People did in fact vote with their feet but not the way you want it to be.


Undone wrote:
Fred Strauss wrote:
I think a vocal minority screamed 'we want harder mods' while the silent majority thought everything was ok. The vocal minority won and some of the silent majority may have voted with their feet after the first few mods this year.
Participation in PFS has increased. People did in fact vote with their feet but not the way you want it to be.

They why does this thread EXIST?

Silver Crusade 2/5 *

Fred Strauss wrote:

I think a vocal minority screamed 'we want harder mods' while the silent majority thought everything was ok. The vocal minority won and some of the silent majority may have voted with their feet after the first few mods this year. If you take your role-playing PCs vs your roll-playing PCs there's a good chance you'll get wiped.

The mods are harder, but not THAT much harder, except for a few. There are plenty of season 4+ cakewalks.


Undone wrote:
Fred Strauss wrote:
I think a vocal minority screamed 'we want harder mods' while the silent majority thought everything was ok. The vocal minority won and some of the silent majority may have voted with their feet after the first few mods this year.
Participation in PFS has increased. People did in fact vote with their feet but not the way you want it to be.

Do we have stats for that? Cause that's sort of what this thread is about and I haven't seen any. Some people saying it's down in their local area, some saying it's up.

1/5

Fred Strauss wrote:
Undone wrote:
Fred Strauss wrote:
I think a vocal minority screamed 'we want harder mods' while the silent majority thought everything was ok. The vocal minority won and some of the silent majority may have voted with their feet after the first few mods this year.
Participation in PFS has increased. People did in fact vote with their feet but not the way you want it to be.
They why does this thread EXIST?

Average increase subject to general variance. One area goes up 4 one area goes down 2. Area down 2 sees a net decrease area 1 sees a huge increase. Average goes up.

Quote:
The mods are harder, but not THAT much harder, except for a few. There are plenty of season 4+ cakewalks.

Several of the season 5-6's are TPK worthy for the average party.


Undone wrote:
Fred Strauss wrote:
Undone wrote:
Fred Strauss wrote:
I think a vocal minority screamed 'we want harder mods' while the silent majority thought everything was ok. The vocal minority won and some of the silent majority may have voted with their feet after the first few mods this year.
Participation in PFS has increased. People did in fact vote with their feet but not the way you want it to be.
They why does this thread EXIST?
Average increase subject to general variance. One area goes up 4 one area goes down 2. Area down 2 sees a net decrease area 1 sees a huge increase. Average goes up.

Again, do you have data? Or are you just going by gut feel?

It's certainly possible. It seems judging by comments here that some areas have gone up and others are down, but I haven't seen enough to quantify it.

Silver Crusade 2/5 *

Here in Columbus, our games are still booked out for weeks.

Verdant Wheel 4/5

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Here in Brazil we think our character are really bellow other countries average (near iconic power level) as few players can afford many books (or even has time to read them), but we finished both Trial by Machine or The Silvermount Collection without greater difficulty. People are more flustered by the change in factions (key players were Sczarni) than the sci-fi stuff.
My players really liked The Paths we Choose.

Dark Archive 4/5

I have not seen any overpowering threat in any of the Season 6 mods I have played/run, I still run the same sorts of PC's I ran in previous seasons (Dragon Disciples, Fighter/Rogues, Str based Monks, Eldritch Knights).

Nothing so far has caused me to worry about my PC's safety, I am still quite confident front lining with an AC16 Fighter/Wizard (thats with Mage Armor on).

I havent played the Tech scenarios yet, as I am enjoying my tech through the Iron Gods AP I am playing in, I dont want any knowledge of technology to skew my views on the AP.

I am also quite surprised at out fast the Emerald Spire levels are (one level was over in 30 minutes due to us apparently not being murder hobos).

5/5

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Personally, where I'm at (DC/Nova) we're not doing too bad. We are still getting new players. Also our regular game nights are still going on and still filling up. Frequently, there have been a lot of requests for additional GM support.

That being said, I personally think Season 6 is a stinker. I'm not one of those "Get your damn tech out of my fantasy" types. The overall theme of it has turned off a lot of players. In addition I think the backlash may have affected some of the releases. We're not really getting any idea of what the metaplot is supposed to look like. Worst of all the tech scenarios have been a disaster, especially for low level parties. The abilities involved, like hardness make this too hard on low level parties. IMO The Silver Mount Collection and especially Trial By Machine should be removed from play. I don't have an issue with robots in the 5-9 bracket. But in the 1-5 tier it's just too damn much, the 5-9 tier should be ready for it by then. Overall, I think Season 6 is going to end up limping past the finish line for Season 7.

Also, please get John Compton some help. It seems to me the guy must have a mountain of sanctioning work left to be done. No, I'm not putting him down. I really do think he's stuck under a pile of work that just got a whole lot bigger based on the changes that were announced. Speaking of which....

There was word of some changes that came down a couple of weeks ago. There was some clarification of what some of the changes were but there is still a lot left out there that needs to be addressed.

Grand Lodge 4/5 Global Organized Play Coordinator

Soluzar wrote:


There was word of some changes that came down a couple of weeks ago. There was some clarification of what some of the changes were but there is still a lot left out there that needs to be addressed.

Such as? Looking to compare what you think needs to be addressed to the list I've already built.

1/5

thejeff wrote:

Again, do you have data? Or are you just going by gut feel?

It's certainly possible. It seems judging by comments here that some areas have gone up and others are down, but I haven't seen enough to quantify it.

I've no way to prove it but we've got a dozen players in the last two months and have gone from 1 to 2 tables in our weekly games to 2-3.

Some areas will go up and some will go down I suspect in rural/lower pop areas it goes down and in city areas it goes up.

Shadow Lodge 3/5

I know a few people I used to play with on a weekly basis are near-completely dissuaded by the requirement for the Technologist feat (or Improvisation feat from the ARG, apparently), and they're all aware that a lot of season 6 won't be tech-related, but it doesn't matter - they've already decided it's not worth the effort to even risk it.

They're not all players that will check and jump on every "good" scenario - they simply get lazier about the idea of investing in the game altogether. Little things bank up - even the faction mission changes, which have been in place for 2 odd years now.

When I played Trial By Machine, the first scenario many of us had played with tech, we all knew and didn't really like the idea of not being able to identify technology, but we had good attitudes and ran with it. We roleplayed around it - and ended up really enjoying it anyway. We had a GM that made the TPK encounter less destructive thanks to our tactics (which I'm sure a lot of GMs would miss considering the way he did it).

1/5 *

We've had an increase in tables here as well, but we have been running older scenarios. Actually, I think the majority in this area are in he "Keep your scifi out of my fantasy" crowd, or else, like myself, got turned off by the early scenarios in season six.

Shadow Lodge 1/5 *

I haven't played a scenario involving tech yet. I am planning on making a Savage Technologist solely because of the dexterity bonus in rage and the concept of a barbarian switch-hitter. Tech does not pose a massive problem for whether I play or not. If someone could give me advice about the barbarian (on a thread called Savage Technologist PFS or PFS Savage Technologist) that would be much appreciated.

1/5

medtec28 wrote:
We've had an increase in tables here as well, but we have been running older scenarios. Actually, I think the majority in this area are in he "Keep your scifi out of my fantasy" crowd, or else, like myself, got turned off by the early scenarios in season six.

My problems with season 6 have nothing to do with the tech. It has to do with 6-02 which is simply a poorly thought out low tier adventure. It's designed for characters more optimized than even I have a taste for and if the group lacks something or makes one poor roll it's extremely likely someone get's killed.

6-01 is nothing special and on the tough side but is definitely completed with a reasonable group. This is an example of what you should not do.

6-02 is something that feels like it was designed to kill you. In fact it was designed to kill you before a single turn was taken by the PC's.

6-03 was great and actually fit the tech in without being overwhelming. This was a great benchmark for what the tech adventures should be.

6-05 is the only non tech season 6 I've played and I'll be honest it was good, not great but good. GM'ing it was more fun than playing it.

1/5 *

Undone wrote:

My problems with season 6 have nothing to do with the tech. It has to do with 6-02 which is simply a poorly thought out low tier adventure. It's designed for characters more optimized than even I have a taste for and if the group lacks something or makes one poor roll it's extremely likely someone get's killed.

6-01 is nothing special and on the tough side but is definitely completed with a reasonable group. This is an example of what you should not do.

6-02 is something that feels like it was designed to kill you. In fact it was designed to kill you before a single turn was taken by the PC's.

6-03 was great and actually fit the tech in without being overwhelming. This was a great benchmark for what the tech adventures should be.

6-05 is the only non tech season 6 I've played and I'll be honest it was good, not great but good. GM'ing it was more fun than playing it.

I whole heartedly agree. I have only played trial and Silver mountain, and decided that those adventures were not written for players like me. I actually enjoyed the Tech aspects of Trial.

It seems that few people agree with me that SMC was too tough for a level 3 party. that, not he tech, is what I am boycotting about season 6.

The Exchange 4/5

the two scenarios that I have played in season six have been a blast

6-03 had a certain hardness to it but hey with so many people complaining about how easy pfs is that's not a bad thing

6-04 was great as well especially since our party was 2 barbs a swash (me) and a druid and none of us had any relevant know skills also fun final boss (and good gm)

I am staunchly in the keep the tech out of my fantasy group but as far as I have seen it really hasn't been forced upon us. yeah a forced feat is kinda annoying but is this really the first time you had no ideal what you were hitting.

the one thing that I have noticed that has the most people miffed about season six is the new factions.

in short season six is still too young for me to render my final judgment and I am more than willing to give it time.

as for lower participation it may just be the time of the year and release of the new fad I'm sure when spring/summer break comes there will be an boost of people as usual.

Edit: also Pfs locally seems to be about the same here

Grand Lodge

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The PFS games in my area have increased so much, you have to book a week ahead.

Many have moved over into home games, so they can still play.

I prefer the place I play, as they serve beer, and ice cream.

4/5

Funnily of the scenarios mentioned 06-05 was the one I saw a player just flat have his character die in. THough for 06-02 I am not sure I can speak on it, as a person had the technologist feat at my table. Though, my understanding is the horrible thing did not actually need one.

5/5

There are several factors that have affected matters locally. They are, in isolation, little things, but it adds up to a less flattering experience:

  • The Technologist feat ruling was a Bad Idea, from day one.
  • The addition of so many new rules (ACG: 10 base classes, 104 archetypes; Occult Adventures: another 6 classes) have made it impossible to keep up with.
  • The faction changes do not appear to have resonated with the local community: the reaction is either apathy or disapproval.
  • Newer scenarios are harder to run, even after considerable preparation.
  • In publications, several proofreading oversights can make reading a scenario jarring (little things like NPCs pronouns changing gender mid-scenario).
  • Locally speaking, there seems to be a concerted push towards powergaming, and a 'GM vs player' attitude, which is harming new player retention.

For some players and GMs, these factors compound, making them less enthusiastic.

Silver Crusade 2/5 *

The technologist feat, for what it's worth, only lets you use items you find during an adventure and roll knowledge on robots. The only knowledge you really need for robots is swinging adamantine.

4/5

To be fair Occult Adventures is not really coming out until next year, admittedly the play test coming on the heels of the ACG is a bit fatiguing.

It is actually rather nice that for the most part the ACG clases already fit well into the framework of Pathfinder. I think if you are used to Inquistors you will not be overly put off by the Hunter, or the War Priest. Until higher level the Bloodrager feels a lot like a barbarian.

I do not know how to work around a GM versus player mentality.

Silver Crusade 2/5 *

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The way is deal with that is be friendly and not adversarial as the GM. I frequently laugh along with my players at the some of the absurdly easy fights from early seasons and I don't care if my NPCs get crushed. Interestingly, players have been less interested in crushing NPCs since I have displayed no concern for it.

I also try to rule in the player's favor whenever it's possible. If the players know that I'm not going to try to "get them", then they are less likely to bring their 150 DPR PCs.

Lastly, I encourage solid builds, but try to steer players away from overpowering builds. If everyone is solid, then almost every scenario runs just fine.

3/5

David Bowles wrote:
The technologist feat, for what it's worth, only lets you use items you find during an adventure and roll knowledge on robots. The only knowledge you really need for robots is swinging adamantine.

I hope that people are aware of the fact that this implementation and the few technologic item you find on chronicles are also due to the very vocal part of people on the board who were crying about no Tech in fantasy and similar things...

Shadow Lodge 4/5

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From very early on, even just the apg, there was too many class variations to know all of them by heart. But so what? That's why players are required to bring the rules for their character to the game. As a GM you are supposed to look over each players' character before the game. I know most GMs don't, but to skip the part where you look at the PCs and find out how they each work, then to complain you don't know how they work... kinda your own fault there.

I personally like the glut of options. As a home game you get to pick and choose what you want, so extra options are always nice, but don't have to be used. For pfs it's fun to get to try out all the different options. The occult classes coming so close on the heels of the acg was a surprise, I still haven't made an acg character.

As for amount of players, its the holidays, I have no idea about overall participation, but things usually drop off now and pick back up in the spring.

4/5

David Bowles wrote:

The way is deal with that is be friendly and not adversarial as the GM. I frequently laugh along with my players at the some of the absurdly easy fights from early seasons and I don't care if my NPCs get crushed. Interestingly, players have been less interested in crushing NPCs since I have displayed no concern for it.

I also try to rule in the player's favor whenever it's possible. If the players know that I'm not going to try to "get them", then they are less likely to bring their 150 DPR PCs.

Lastly, I encourage solid builds, but try to steer players away from overpowering builds. If everyone is solid, then almost every scenario runs just fine.

Well yes, but that is not being an adversarial GM. I do not personally think I am, but I suppose that is more a player call. I meant that there are few ways to stop other people from not being adversarial.

Scarab Sages

Undone wrote:
thejeff wrote:

Again, do you have data? Or are you just going by gut feel?

It's certainly possible. It seems judging by comments here that some areas have gone up and others are down, but I haven't seen enough to quantify it.

I've no way to prove it but we've got a dozen players in the last two months and have gone from 1 to 2 tables in our weekly games to 2-3.

Some areas will go up and some will go down I suspect in rural/lower pop areas it goes down and in city areas it goes up.

While we had the monthly Vegas Game Day, PFS play was consistent in Las Vegas, which I would consider a 'city area'. For Vegas Game Day, we consistently had 3-4 tables of PFS play. After Vegas Game Day closed its doors in December 2013 (one year ago), PFS play pretty much dried up. I agree that various posters have reported ups and downs in PFS participation, and I don't dispute the campaign coordinator's assertion that PFS play is up overall. However, I can't help but notice a dramatic increase in PFS play on the international level based on the posts of various Venture Captains outside of the United States.

So there is overall growth, but the next question is this: is there dropping participation in the United States? If there is dropping participation in the United States, and there is increasing participation outside of the United States, then what is the difference?


Locally here is easy to get players but often people have to go home because no DMs. I will go a few more times but if it doesn't change I will just stop going.

Liberty's Edge 5/5

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gnoams wrote:
From very early on, even just the apg, there was too many class variations to know all of them by heart. But so what? That's why players are required to bring the rules for their character to the game. As a GM you are supposed to look over each players' character before the game. I know most GMs don't, but to skip the part where you look at the PCs and find out how they each work, then to complain you don't know how they work... kinda your own fault there.

Hmm. Not realistic.

Looking over all the various characters, and looking up how they work, is going to take longer the more different things they are. If a GM really is going to do this, then there goes the first hour of your four-hour slot. A second hour goes if the GM really does the chronicle sheet audit that's recommended (at least at higher tiers).

The fact is that the expectations can't really be expectations, because they are inconsistent with practice.

In practice, the only way a GM is going to be familiar with how all of the characters work is if she already has a good idea about most of it, and only has to learn one or two new things. That's the reality of the situation. In principle, yeah, sure, the way it's written, right at the beginning of the game you can insta-learn whatever is being used by your players. In practice, the stuff you don't know already, you won't really know.

Liberty's Edge

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I'm not an organizer for our area, but I have noticed a few things.

The time of year is just busy for a lot of people. But I think this year is a bit lower game count than the 2 preceding years.

Some bad miscommunications about the season 6 tech. But I haven't seen as much as I would have expected based on what I read on the boards.

A few people have complained about having nothing left to play. But most seem willing to sit at a table for no credit just to take part in a game and have fun. (I know I am.)

But the biggest problem I see in our area is few people willing to GM. I know I get quite irritated at some of the guys complaining about the lack of tables or the quality of the GM's, when they have never taken a turn on the other side of the screen.

No, I don't enjoy GM'ing quite as much as being a player. But it isn't that bad. I try to take my turn when my schedule allows me to have something prep'd and know I will have time to get on the schedule. Yes, that also means I've run most of the ones I have prep'd multiple times without getting GM credit. So what?
I know of at least a couple people that have quit because they felt like they could never be a player since they were the only ones willing to GM.

We do have a couple of GM's in our area that are frankly not very good. But if you don't like it, try doing something about it and run some yourself rather than just b%&#+ing behind their backs.
I am well aware I'm not the perfect GM. I don't know every rule and spell in all bajillion books. The comments I overhear from some of these guys has nearly got me to quit PFS a couple of times. So far the compliments and appreciation from others have managed to counteract the insults. But at least I'm trying (and I like to think slowly improving).

I would really like to see more people willing to take a turn in our area.

Dark Archive 2/5

My PFS Lavode De'Morcaine wrote:

A few people have complained about having nothing left to play. But most seem willing to sit at a table for no credit just to take part in a game and have fun. (I know I am.)

That's now rather limited, alas (like I said, I wind up having to go home).

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

My PFS Lavode De'Morcaine wrote:
The time of year is just busy for a lot of people.

I can back this up. I have been doing organized play in some flavor in my area for the past 9 years and the holiday season always has slow attendance. This year does not appear to be any different.

Liberty's Edge

Poimandres wrote:
My PFS Lavode De'Morcaine wrote:

A few people have complained about having nothing left to play. But most seem willing to sit at a table for no credit just to take part in a game and have fun. (I know I am.)

That's now rather limited, alas (like I said, I wind up having to go home).

Do you have enough experience with the game to try and run a table yourself? Some of the scenarios are really not that difficult for the GM.


I started playing Pathfinder this year after having played AD&D way back in high school, and more recently, D&D 4e. I have played at a few conventions and local game stores/events. And see other former 4e players there. I bought the Core Rule Book, APG, ARG and Ultimate Combat books and invested in HeroLab. I am impressed by how much PFS public play is organized here in Houston, TX. I am also impressed by how organized Society play is with registering characters online; rewarding DMs; and the amount of adventures published.

Like any other RPG, the quality of play is dependent on the GM and players. I had my worst experience with a GM at one event, he was the exception. Most GMs try to help the players enjoy the game.

I am struck by the confusion on rules, even for experienced players. Experienced players and DMs always disagree during the game on rules. These aren't contentious disagreements or arguments, just confusion over the rules. For example, I corrected an experienced player who was using Acrobatics skill to move past an enemy & avoid an attack of opportunity even though his the character was encumbered by medium armor. This just happened to be something I had read in the Core Rule book. To me, the rules in Pathfinder (may be true for all of 3rd edition--I never played any of it) are too complex. That combined with the enormous number of classes, races, etc. make it intimidating to GM.

I'm glad PFS puts restrictions on races allowed. I wish they restricted the classes more also.

There do seem to be a small layer of players whose main enjoyment is beating the rules/power gaming and who have zero interest in role playing or work as a team. The default behavior I've seen at Pathfinder tables for skill challenges is to role a d20 and give the GM a number "23 on Perception" or "18 Diplomacy". I prefer to tell the GM what my character is doing ("I'm listening at the door and examining the lock") and then have the GM tell me if I need to roll a skill check. Especially, in social skill challenges players roll one type of skill check that doesn't match their characters actions (roll Diplomacy after saying something that's intimidating to NPC). It seems to be accepted practice here.

I think Pathfinder would work better at a home campaign where players can become familiar with each others characters and power gamers & role players can find their respective groups. Guess that applies to any edition of D&D. I haven't played an AP yet, but I assume the story/plot is much better in those than in public play adventures.

For public play, I will try out D&D 5e Expeditions or whatever it's called. I'm not excited about the Dragon/Tiamut story arc or the lack of adventures but I like the simpler rule set. So for now, I'll keep my feet in both camps and see how things develop. I won't play Encounters because that format is horrible. Pathfinder Society Organized public play is leaps and bounds ahead of Encounters (based on my 4e days).

Liberty's Edge 5/5

<i>To me, the rules in Pathfinder (may be true for all of 3rd edition--I never played any of it) are too complex. That combined with the enormous number of classes, races, etc. make it intimidating to GM.</i>

It's all of 3e, really. It's a pretty rules-heavy game and pretty fiddily in lots of places.

Liberty's Edge 5/5

rknop wrote:

<i>To me, the rules in Pathfinder (may be true for all of 3rd edition--I never played any of it) are too complex. That combined with the enormous number of classes, races, etc. make it intimidating to GM.</i>

It's all of 3e, really. It's a pretty rules-heavy game and pretty fiddily in lots of places.

The bottom line is, the rules system was never intended to be run as strictly RAW. There is no way that the rules can cover every situation, and indeed I think Gygax once said that the GM is meant to interpret things as best fit their game. Thus Rule Zero.

In this case, running a campaign that's strictly RAW causes lots of those fiddly bits to become highlighted and exacerbated.

But its ok, because as long as our social contract with one another includes the GM trying to be fair and use common sense and the players not trying to eke every last ounce of power out of the gray areas of the rules, then we shouldn't have to worry too much about whether some obscure rule is being used 100% correctly or not.

Silver Crusade 2/5 *

Good 'ol Gygax. I do so wish this hobby was invented by someone else.

Paizo Employee 4/5 Developer

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Season 6 Metaplot in a nutshell (some early season spoilers):

Upon exploring the dwarven sky citadel Jormurdun, the Pathfinder Society recovered a strange relic and learned that it was but one of five pieces of the Jormurdun dwarves’ greatest treasure: the Sky Key. Agents in the citadel learned that in Jormurdun’s dying days, the last king split the Sky Key among his surviving heirs and sent them into the world to settle somewhere safer, hoping that the key would one day inspire them to return and retake their ancestral home. Instead, it appears that the heirs went their separate ways, and now the Society must track these dwarves while following millennia-old clues to piece together the strange artifact. These events coincide with several smaller subplots, including a conflict with the Technic League, the disappearance of a venture-captain in the Mwangi Expanse, and many agents’ return to ancient sites long neglected in favor of grand campaigns in Varisia and Mendev.

In short: We’re piecing together the Sky Key by collecting its disparate components, taking some time to explore the Mwangi Expanse, and getting back to exploring ancient sites all across the Inner Sea region.


RedDwarf wrote:

...

There do seem to be a small layer of players whose main enjoyment is beating the rules/power gaming and who have zero interest in role playing or work as a team. The default behavior I've seen at Pathfinder tables for skill challenges is to role a d20 and give the GM a number "23 on Perception" or "18 Diplomacy". I prefer to tell the GM what my character is doing ("I'm listening at the door and examining the lock") and then have the GM tell me if I need to roll a skill check. Especially, in social skill challenges players roll one type of skill check that doesn't match their characters actions (roll Diplomacy after saying something that's intimidating to NPC). It seems to be accepted practice here.

I think Pathfinder would work better at a home campaign where players can become familiar with each others characters and power gamers & role players can find their respective groups. Guess that applies to any edition of D&D. I haven't played an AP yet, but I assume the story/plot is much better in those than in public play adventures.
...

Yes and no, kinda sorta, and depends on the GM/group. How's that for precise.

Sometimes on skill checks when I GM, I will ask for more details. Where are you looking? Are you trying to bribe or convince with that diplomacy check? Etc... Some respond well to that and start providing more details than I could want. Some resent it and I stop asking. You get that with organized play.

Yes, PF works better in a home game. Everyone can agree on rulings used in common. Hopefully everyone has a similar or at least gets used to each others style of play.

The storyline in PFS is actually better than I expected. IF you play the mini-arcs in order. Most people don't get that opportunity since they are just signing up for whatever random table is available.
That is why I personally try to run a complete mini-arc in order when I am GM'ing. I'm currently running the 3 scenario "Among the X" set. I will pick a different set after those are done.

RedDwarf wrote:
... To me, the rules in Pathfinder (may be true for all of 3rd edition--I never played any of it) are too complex. That combined with the enormous number of classes, races, etc. make it intimidating to GM. ...

It is a matter of taste. I tend to get bored with systems that are too simple. Also it really isn't as bad to GM as it seems at first. The scenarios are pretty detailed. You just spend some time looking up the specific creatures, spells, and class abilities mentioned in the scenario.

You don't have to be an expert on alchemists, for example. You just have to know that this one alchemist throws bombs that do 3d6 fire damage, will be running across the ceiling with spider climb, and has a poisoned dagger if he gets the opportunity to use it.

Plus almost every player is trustworthy to help you out when you don't know something. "Yeah he can try to trip the alchemist with his whip to make him fall of the ceiling. He rolls CMB check to try and beat the alchemists CMD." Very rarely will one of them try to put something over on you. And even if they try, usually another player will stop them.

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