Game Rules / Mechanics vs. Setting Lore in PFS


Pathfinder Society

Scarab Sages 4/5 5/55/5 *

Hello Paizonians. In my time as a PFS GM I have run across a few questions about game mechanics and lore not matching up. Every time I bring them up in character I get flak for it, so I want to see if I am missing something. Here goes:

1. Players cannot craft items in PFS. One time I said in character, "We Pathfinders have no crafts of our own to sell because we're not allowed to make stuff," and one of the players said he would bombard me with dice. I don't think the GM was too keen on me saying this either, but if my character had tried to actually make an item, he would not have been able to do so. Is there ever an in-universe explanation for this rule?

2. Oh no, not this again: evil Pathfinders. I hear that evil Pathfinder agents exist in-universe but cannot be played. Can my PFS character kill an evil Pathfinder NPC because the higher-ups in the Society would want that person "reported as dead" for going evil? I would be a whole lot less miffed about this whole thing if ALL evil were disallowed within the Society, not just for PCs.

3. Players cannot PvP but can still be dominated to attack each other. Why can I not, as the BBEG, cast spells on Pathfinders to make them attack each other, leave the area, and write a letter to their Venture-Captain saying that they engaged in PvP and should be reported as dead? Some enemies of the Society have to be intelligent enough to think of that strategy.

Shadow Lodge 4/5

1) If you need a motivation or backstory for why your PC can't craft an item, it is he simply chose to focus his talents elsewhere and lacks the temperament/skills/ability to do so.

2) The PFS society is a neutral organization with agents of all alignments. You cannot attack/kill a creature who's minding its own business, let alone a fellow pathfinder, simply for being evil.

3) The VC would simply investigate the claim, interview the pathfinders and determine magic was the cause for their (involuntary) hostile actions.

Finally, bringing up OOC rules restrictions IC in a knowing manner is a bit meta and not always appreciated as it can be a bit immersion breaking for others. YMMV depend on your table mates.

Grand Lodge

1.You're complaining about campaign rules. If you had any experience with network play, you know that there simply is no pratical way to moderate crafting in a game whose players are in the five digits.

2. Actions always have consequences. If you've got Paladins slaughtering commoners for no other reason than "I say they're evil" then said Paladin has problems.

3. This is known as a "Dick Judge Move". Also known as a Judge being a Bad MetaPlayer move. NPC's do not get to write letters to Mike Brock.

Scarab Sages 4/5 5/55/5 *

LazarX wrote:
1.You're complaining about campaign rules. If you had any experience with network play, you know that there simply is no pratical way to moderate crafting in a game whose players are in the five digits.

I'm not against the rule itself. However, I have not seen an in-universe explanation for it.

LazarX wrote:
3. This is known as a "Dick Judge Move". Also known as a Judge being a Bad MetaPlayer move. NPC's do not get to write letters to Mike Brock.

Oops, I should have been more clear about meaning VCs in the setting, like Ambrus Valsin. I figure that some enemies of the Society will know the rules about how agents can be "reported as dead," whether that means kicked out for life or knifed in an alley, and as such, will try to exploit those rules to get rid of Pathfinders who are a threat to their plans. Sammy T makes a good point about the VC finding out about the magical domination.

5/5 5/55/55/5

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Unless you're looking for tongue in cheek humor just don't worry about it and get on with the game.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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@RocMeAsmodeus: those are all OOC rules. IC nobody's aware of them.

IC, PCs aren't aware which pathfinders are PCs and which ones are NPCs. As far as they can tell, there are pathfinders who craft items, and others who focus on other things. Nothing weird there.

Likewise, there's some evil pathfinders. They happen to be NPCs, but your character doesn't know that.

NPC VCs don't report people for PVP. They might look into a case where two pathfinders get into a fight, because "cooperate" is one of the tenets of the Society.

Grand Lodge

RocMeAsmodeus wrote:
LazarX wrote:
1.You're complaining about campaign rules. If you had any experience with network play, you know that there simply is no pratical way to moderate crafting in a game whose players are in the five digits.

I'm not against the rule itself. However, I have not seen an in-universe explanation for it.

Campaign rules created solely for the administration of the campagin aren't always going to be explainable in universe.

Simply put, there are people who craft in the world. You're simply not allowed to play any of them.

Dark Archive 5/5 5/55/5 *

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Another way to look at this, from an in-world point of view, is that you do your crafting in between adventures.

Its called a Day Job.

Shadow Lodge 4/5

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Well PCs in pfs are very different than every NPC member of the society. Normal pathfinders do all their own research, they decide what/where they want to explore and organize their own expedition. Only when they discover something of value do they bring it to the attention of a venture captain who, if they're lucky/found something good will give them backing to fund further exploration and maybe publish their findings in a pathfinder chronicle.

There is apparently another section of the pathfinder society that is not described in any of the sourcebooks that is comprised of covert military commandos who are sent out on snatch and grab assaults by orders on high. This branch of the pathfinder society has blatant disregard for nations' sovereignty and goes about murdering and stealing at the command of the venture captains. These are the PCs. And for some reason they aren't "evil."


RocMeAsmodeus wrote:

Hello Paizonians. In my time as a PFS GM I have run across a few questions about game mechanics and lore not matching up. Every time I bring them up in character I get flak for it, so I want to see if I am missing something. Here goes:

1. Players cannot craft items in PFS. One time I said in character, "We Pathfinders have no crafts of our own to sell because we're not allowed to make stuff," and one of the players said he would bombard me with dice. I don't think the GM was too keen on me saying this either, but if my character had tried to actually make an item, he would not have been able to do so. Is there ever an in-universe explanation for this rule?

Players can't. Character's (and NPC's) can - you can't select the feats for them for campaign reasons, but if you want to say your wizard crafted his own wand in stead of buying it, go ahead. Mechanic-wise you are still paying the PP or gold, but fluff-wise you can explain it however you want.

Quote:


2. Oh no, not this again: evil Pathfinders. I hear that evil Pathfinder agents exist in-universe but cannot be played. Can my PFS character kill an evil Pathfinder NPC because the higher-ups in the Society would want that person "reported as dead" for going evil? I would be a whole lot less miffed about this whole thing if ALL evil were disallowed within the Society, not just for PCs.

Can you prove he's evil? (And saying "I detected evil" doesn't work - spells and abilities can be fooled, you need something that will stand up to an inquiry).

Does said evil NPC have higher rank and more political standing than your character? Good luck getting any proof you find accepted.

Or is this just another "I wanna play an evil PC" complaint disguised as a complaint about evil NPC's?

Quote:


3. Players cannot PvP but can still be dominated to attack each other. Why can I not, as the BBEG, cast spells on Pathfinders to make them attack each other, leave the area, and write a letter to their Venture-Captain saying that they engaged in PvP and should be reported as dead? Some enemies of the Society have to be intelligent enough to think of that strategy.

You are confusing meta-campaign rules with in-character actions. There are no "PVP rules" in-game - other than the normal laws and mores of any society and organization. You might get rumors started by sending an anonymous letter to their Venture Captain, but this is a world where mind-control, charm, and dopplegangers all exist. Expect an inquiry (probably off-camera, and nothing will come of it).

Besides, assuming the any of the PC's survive to tell their side of things, this is also a world where truth detection spells exist.

Aside from being a dick move by the GM (which it is), it's simply not realistic as an ad-hoc tactic by an NPC in the game - a move like this is something that is done with carefully chosen and researched targets so you can plant additional incriminating evidence and hide traces of coercion and mind control as best you can. Basically, it's something that has to be written into module. Just won't realistically work otherwise.

3/5

If you were playing a video game and your character was supposed to save the world from an evil overlord, would you complain that you can't be evil? Would you complain that you can't be the overlord? Would you complain that your character can't drive a car int he game even though there are clearly cars in the game world?

These are the types of complaints you're making. They are not anymore valid here than there.

Liberty's Edge 5/5

Out of Game campaign restrictions on character creation does not constitute an in game societal rule.

You can take craft as a skill, and do it as a day job. If you are particularly good, you can say that you make all the masterwork weapons for the King's Guard if you wanted. You can even take the Mastercraft feat, which allows you to create magic items using the craft skill rather than the magic item crafting feats.

You simply, by campaign rule, are not allowed to create magic items or in general craft (yes I am aware of the allowances for poisoner rogues, alchemists, investigators and bonded items) for yourself or your fellow player characters.

This in no way means that its good rp in any way, shape or form to consider this an in-character thing to discuss.

The same thing can be said about evil and PvP.

Scarab Sages 4/5 5/55/5 *

I'm not saying that the rules are bad, just that I wondered if there was an explanation in-universe for them. From what I gather here all that stuff is largely ignored in-character and I'm asking too many questions for my own good.

Shadow Lodge 4/5

My previous post was a bit tongue in cheek, but basically the campaign writers ignore their own detailed in universe descriptions of the structure of the pathfinder society to create the pfs scenarios we play. So yeah, I think it's expected we ignore all that stuff too. It's done in order to make the game function in the organized play format. I think the only real way to explain it in game is to say your character simply has no interest in doing any of the banned activities. So that way you can ignore it in character as well as out.

Liberty's Edge 5/5

I wouldn't say that the structure is ignored. Rather, the PCs are exceptional in various ways. This is nothing new to RPGs, especially heroic, high-powered one like D&D and its ilk.

Dark Archive 4/5 5/5 **

Campaign rules for Player Characters don't have to translate to in-universe rules for everybody. Just because no PFS Player Characters can craft, does not mean that no member of the Pathfinder Society crafts. In the same way, there likely are evil NPC Pathfinders - it just so happens that your PCs are never evil, and if they become evil, they become unplayable. They could well be Pathfinders still, you just can't play as one in a game.

5/5 5/55/55/5

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as soon as the society learns you can craft wands, they kidnap you and chain you in the deepest dungeons of the dark archive and force you to churn out all those cure light wounds/infernal healing wands everyone nabs for 2 pp after their first adventure.

4/5 **

^^^
Nailed it!

5/5

BigNorseWolf wrote:
as soon as the society learns you can craft wands, they kidnap you and chain you in the deepest dungeons of the dark archive and force you to church out all those cure light wounds/infernal healing wands everyone nabs for 2 pp after their first adventure.

I thought they only did that with criminals. Oh wait...

Grand Lodge 5/5

I'LL WHITTLE THE LITTLE STICKS INTO SHIVS

Grand Lodge

Murphy's Law of Pathfinder Society: Good-aligned characters, aren't.

Jack Ellis wrote:

If you were playing a video game and your character was supposed to save the world from an evil overlord, would you complain that you can't be evil? Would you complain that you can't be the overlord? Would you complain that your character can't drive a car int he game even though there are clearly cars in the game world?

These are the types of complaints you're making. They are not anymore valid here than there.

I would complain if all the advertisements, manuals, strategy guides and even coding in the disk spoke of the ability to do such things, only to learn that my city's stores don't get the super-special console that allows you to play the other 3/4 of the game that's on the disk.

Liberty's Edge 5/5

But you have that super-special console. It's called Pathfinder. PFS isn't all of Pathfinder. You can do whatever you want in home games.

Scarab Sages

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And hey, if you really, really want to craft an item in pathfinder, you can. Just as long as you have a special arcane bond with it. Just do us a favor and don't roleplay that bond at the table.

Dark Archive

RocMeAsmodeus wrote:
I'm not saying that the rules are bad, just that I wondered if there was an explanation in-universe for them. From what I gather here all that stuff is largely ignored in-character and I'm asking too many questions for my own good.

Those aren't in-universe rules, they are out of character rules for playing in the campaign.

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