NobodysHome's Silly Serpent's Skull Moments [***Spoilers***]


Serpent's Skull

1,851 to 1,900 of 2,041 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>

(I would never ha able to handle that these days, though.)


4 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber
NobodysHome wrote:
  • Between running games Tuesdays, Wednesdays, and Saturdays, and playing on Sundays, I have:
    (a) Not managed to finish Impus Major's garage
    (b) Seriously burned myself out on gaming at all
  • I'm old. I get exhausted staying up past around 10:30 pm. So while the kids would be fine playing until midnight or 1:00 am (I used to do it 7 days a week back in my early 20s), their GM couldn't handle it
  • My friend... I'd been running games for decades now. Back before there was a 2nd edition in fact. And for a long period of time, it was a weekly Sunday game easily 45+ times a year, six to eight hour sessions (including pizza breaks and snacks). I ran multiple campaigns including Temple of Elemental Evil (though never really to the point of reaching the Temple), the Slave Lords modules (though the group refused to play after the arbitrary capture of everyone in the second-to-last module), and Night Below the entire way through. And it was after that one that I started suffering burnout. My group refused to select a new GM though and stupid me didn't say "okay, then no game."

    The burnout (happening right about the time of my best friend's first marriage falling apart - fortunately he's very happy with his second wife who he met years after the divorce) left me suffering migraines when I even *thought* about running a game for years afterward. It was nearly a decade later before I started running my next campaign for my friend and his new wife (and switched over to Pathfinder).

    If you are exhausting yourself, take a break. I'd say that the pauses in the current campaign may be a blessing because it's letting you recharge a little. But don't feel you need to run games. You're going to end up hurting yourself if you do. And these games are meant to be fun for the GM as well as the players.

    Take care of yourself, okay?


    1 person marked this as a favorite.

    My multiple campaigns usually have 4-5 charcters even if we only have 1 or 2 players, not counting myself. My Giantslayer group has 5 players, but they still ask that I run a GMPC as well. It's just tradition in our groups.

    Liberty's Edge

    1 person marked this as a favorite.

    Ah, now I understand. I thought considerably more of NH's games had ended or died out than had actually done so. Two games a week and a pbp is pretty clearly my max when doing anything but vacation time. FOUR games a week is f$+@ing wild.

    I remember spending a couple 8-hour sessions on the 3.5 Temple of Elemental Evil too! Those days are loooong gone.

    Would like to stick to 4-player groups (I twice had Skype groups with 8+ players and thereby learned my damn lesson, holy shot was the player disengagement a problem), but I got argued into adding a more stable 4th player to our SS game and not booting out the one who was only coming to 25% of the sessions. I like both of the players but I've got much better feelings about my Varisia homebrew with only 3 players. Not that the scheduling is easier, but that thing NH mentioned where every character does stuff actively . I notice players multitasking one it gets to 4 or more players, and worse is they start just feeling they don't need to actively contribute when we reach 5. That is not good news for combat speed.

    Edit: also I do feel there are problems with Paizo's assumption that everyone takes NPCS with them. It makes those 5-person parties 6-person, if not 8-person. I personally have problems running two NPCS at the same time I'm running 3 or more monsters and answering players' questions about whether or not they hit. I like NPCS but they don't fit well from a mechanical perspective.


    1 person marked this as a favorite.
    Tangent101 wrote:
    NobodysHome wrote:
  • Between running games Tuesdays, Wednesdays, and Saturdays, and playing on Sundays, I have:
    (a) Not managed to finish Impus Major's garage
    (b) Seriously burned myself out on gaming at all
  • I'm old. I get exhausted staying up past around 10:30 pm. So while the kids would be fine playing until midnight or 1:00 am (I used to do it 7 days a week back in my early 20s), their GM couldn't handle it
  • My friend... I'd been running games for decades now. Back before there was a 2nd edition in fact. And for a long period of time, it was a weekly Sunday game easily 45+ times a year, six to eight hour sessions (including pizza breaks and snacks). I ran multiple campaigns including Temple of Elemental Evil (though never really to the point of reaching the Temple), the Slave Lords modules (though the group refused to play after the arbitrary capture of everyone in the second-to-last module), and Night Below the entire way through. And it was after that one that I started suffering burnout. My group refused to select a new GM though and stupid me didn't say "okay, then no game."

    The burnout (happening right about the time of my best friend's first marriage falling apart - fortunately he's very happy with his second wife who he met years after the divorce) left me suffering migraines when I even *thought* about running a game for years afterward. It was nearly a decade later before I started running my next campaign for my friend and his new wife (and switched over to Pathfinder).

    If you are exhausting yourself, take a break. I'd say that the pauses in the current campaign may be a blessing because it's letting you recharge a little. But don't feel you need to run games. You're going to end up hurting yourself if you do. And these games are meant to be fun for the GM as well as the players.

    Take care of yourself, okay?

    This thing. :)


    1 person marked this as a favorite.

    8 person...::GM shudder:: I only have two eyes and two ears people!

    Much respect to anyone even trying to run an 8 player game!


    1 person marked this as a favorite.

    Tis' mad I say...mad!!!!

    Liberty's Edge

    1 person marked this as a favorite.

    I think it works better in a short game, potentially where you have groupings of players you can respond to all at once. Never ever good for a real time Internet game though.


    1 person marked this as a favorite.
    Pathfinder Adventure Path, Rulebook Subscriber

    I've done it. Not much got done but it was still fun.

    Let's see. Two husband-and-wife pairs, their good friend, my best friend, and two girls I'd made friends with. The last three only showed up for the last game.

    For a bit I was doing regular six-person games as well, but one of the wives was constantly distracted caring for two (and then three) young children so it was more four and two distracted moms that switch-hit on who was distracted when (though mostly just the one halfway decent mom and my best friend's now-ex-wife).


    1 person marked this as a favorite.

    I think six has been my limit as GM, the six person went on for quite a while, but the art of GMing 5 + player games is a tall order, but can be a fun challenge, of course, good players help.


    2 people marked this as a favorite.

    When we were late teens/early twentysomethings we had a table with 8-9 people at it.

    But the sessions were simply chaos. We never had a campaign; just one-offs or if a GM felt ambitious, 2-3 session runs.

    Campaigns where PCs have to become invested work best with "under 6".

    As I said, I've never tried 5, so I wouldn't know.


    All I’m saying is, when you have half a dozen people on one side of a political divide, one person on another, three on a third, and a smattering or others who declare the rest nuts for being invested (while investing thems lives in other, unrelated issues), and none of them are trying to leave the region, something must be going right.

    And I should clarify: I didn’t have all happy players at all times. That’s silly and impossible. I had jerks and weirdos and oddballs and dissatisfied people... but many were invested, and those who weren’t didn’t lack investment because of the size of the group, but because they weren’t really interested in getting invested.

    But when you have super large groups it is absolutely vital that you have people who are willing to work with their fellow players to keep things on track. And; as a GM, you’ve got to bring both your “A” game in preparation AND flexibility. Because almost nothing will go according to plan, and even if it does, it will suss itself out in a different manner - either twisting the path or twisting the result - in following the plan.

    As an example, my Uber big game was set in FR, and the plot started around six folks who were adventurers in the region impressed into service by the local government with vague promises of soemething or another, and gifted with minor magical rocks that absorbed acid damage (and gave minor legal protection).

    The plan was for them to go exploring an ancient, cursed ruined city, and discover a deceptive plot there, preventing a disaster before it could be unleashed on the rest of the region. Major themes included using transforming the tools of evil for good (using the shadow weave, for example, for good ends), and both redemption and eradication of various evils. I also had three “B” plots spinning - the corruption of the local government (by an outside influence), the deceptive use of the evil ruins by a good guy planning on sticking it to the man Shar, and the planned murder of mystery, the goddess of magic (this was prior to the 4E thing). Also, Cyril, because he’s the worst - his followers were there, too. “C” plots included yaun-ti, hidden elves that hated humans and psionsics, and the local struggles of the Druids (either as good guys or villains or both).

    I knew that I wanted them to find and explore a different set of ancient corrupted ruins at some point (former giant citadel, now sealed for eons with aberrations in it), find an ancient library, and maybe even kill and depose (or even replace!) an evil goddess.

    While most of that happens, I had to deal with one player robbing a local bank (blaming it on Curicists, who were also robbing the bank), another robbing the bank because he believed it was secretly in league with evil (for... reasons?), and a third who literally slaughtered the local law enforcement because “it’s just a game.” And that how the adventure more or less started. I had a dude make an arcanist without the shadow weave - a strict no-no as I’d informed them (he even talked to me about it, while making said character) - and then get upset when he sent the character into a place that drove non-shadow weave arcanists irrevocably mad (the exact plot they were well working on) and said character went irrevocably mad. Mind, this is after I’d had NPCs literally strike him down (and then heal him) to prevent that exact scenario. And also I’d assured him out of character that his character could go, after he got a specific item (which would take all of one session, maybe two). Also, her already abandoned one character, who was still in the party, so it’s not like he had to sit out those sessions.

    I had another player literally corrupted by his own character’s power. His character became so powerful that the player began seeking ways to gain more power and eventually became the low-key recurring villain - never to the point of actually attacking the rest of the party, but by accidentally starting ecological disasters (he drained a massive part of the ocean into the elemental plane of air, the other heroes took elemental water and put it back in; he overthrew the starting city in a bid to become emperor, only to accidentally leave it lying in ruins when he gave exceptionally poor orders to his extraplanar mercenaries, causing the other nearby city (his target) to eventually be split three ways between the church of Helm, extraplanar githyanki invaders, and a red dragon; he accidentally created a radioactive uninhabitable valley when he tried to make an impervious eternal thunderstorm under a flying city they owned; he consorted with evil artifacts until he started doing their bidding - without being kind-controlled, he just thought it was a good idea; and he did unspeakable things to former villains; as a short list). He eventually had to abandon his character because he’d become “too evil.”

    I had a group of characters find a malfunctioning teleportation device and just start using it to go anywhere it would take them (which was semi-random). It... didn’t end well. First outing, someone was reduced to ash. They came home terrified and reincarnated the dead dude. Second outing someone was turned into paste by acid. They reincarnated the dead dude. Third outing... you get the idea, look, eventually the local Druid circle started giving them “frequent reincarnate discounts” and eventually one dude died and was reincarnated so often that he just gained that as a natural part of his existence. After a really long time, the learned not to do that. Then they finally all stayed alive long enough to gain three levels and they repaired it and went back and defeated the problems they’d been unable to, before.

    I had one player who just... kept... dying. It wasn’t anyone’s fault, per se - I mean, it was due to his own decisions, instead of just random dice rolls, but they really did seem reasonable both in and out of character... they just always ended poorly for him.

    But they were all invested (except for, “it’s just a game” guy), and really put a lot of effort into making their characters and the setting their own. Because of them, there are eight new lasting organizations in FR, five new deities (though the world only knows about two; these are unconnected to the organizations mentioned and have their own churches and such as well), and quite a few remaining legacies across time and space, and even some other worlds. And their legacy has lasted through three game editions in our worlds (there is actually still an FR that runs under 3.X rules in our canon, with a secondary timeline that followed the 4e disaster sequence... but the timeline split actually works because of time travel shenanigans - oh, yeah, that was also a thing).

    (As an unrelated aside, we also have a “still 4E” timeline, where a PC replaced Shar - after Shar had killed off everything that remained of Mystra and Selene and others - which was the creation of a PC’s nightmare... I literally only created it because my wife threatened to riot once I’d revealed all of the incredibly sad and emotional things which had reduced her to tears was actually a dream... so, uh, that world exists now. Even though she did NOT want to revisit it. But, hey, that FR is a lot more easily understood, due to the relative derth of gods and immortal creatures... *cough* #itwasprettybrutal #literallyhavingmywife’scharscter’sworstnightmaresseemliketheycametruewaspr obablynotmybestidea #iwassuitiblychastized #oops. Cool setting variant tho... >.>)

    ... but I would never be able to do that these days. I don’t have tie time or energy.


    5 people marked this as a favorite.

    Learning and Not Learning: The Sad, Sad Demise of Khavith, played 27-Jun-2018

    Needless to say, after not playing for so long there were a few hiccups getting started: Mr. Stereotype, on his, "I'm going to wake up at 3:30 am to play Pathfinder in Germany" schtick, knew that he had a bad microphone, but didn't bother to buy a new one, so we couldn't hear him for the first half hour of the session. Amusingly enough, his father was half an hour late (but he brought cookies, so he was forgiven), and as the two of them tried to set up a Skype call between dad's iPad and son's iPod (somebody still uses Skype!?!?!!?), Mr. Stereotype's microphone suddenly started working and we could proceed.
    Then came, "What buffs did we have up?", "What spells have I cast?", "Can you send me my character sheet?" (Bacon Boy was also remote), and so forth.
    The final nail in the coffin of rust-induced madness was my forgetting that Dimensional Anchor only allows spell resistance for objects, not people, so we had a bit of a retcon while Khavith's Contingency went off and Dimension Doored her to safety, then didn't. Fortunately, with Roll20 it was extremely easy to move her back to the moment before it went off, so the kids went from frustrating defeat to glorious victory in one 5-minute retcon.

    Tactically, the kids were brilliant with two exceptions:

  • They're still obsessed with, "Everybody HAS to DO something." Instead of, "What is the minimal amount we need to do to make this work," it's, "Let's burn all our resources in a single fight by having everyone do their most powerful thing." So the dungeon crawl continues to be 1-2 encounters, leave, 1-2 encounters, leave, etc. They'll get the hang of it.
  • Similarly, Kwai Chang is a monk with Greater Trip. That is all that you should ever say about him. Every action he takes should be a trip if there's an enemy anywhere near him that isn't tripped. And yet... all he ever wants to do is Stunning Fist. By 14th level, Stunning Fist is essentially useless, and you're only spamming it at already-prone opponents on the off chance they manage to roll a really crappy Fortitude save. But when you have one chance to prevent the caster from getting away, Stunning Fist is not what you want to rely on.
  • Otherwise, as I said, their tactics were brilliant: Narlock used another Invisibility Sphere so that the flying/levitating, invisible, Zone of Silenced group could get to Khavith's door without being spotted. Hooken made an excellent Stealth roll to move out of the Zone of Silence, verify Khavith was indeed in her room, and there did not seem to be any guards with her. Voren's Arcane Sight warned him of the Arcane Lock on the door, and, in a bit of hilarity, it took him FIVE tries with Dispelling Bombs to remove it. Unfortunately for Khavith, there was no way for her to perceive the silent dispels going off outside of her door, so she contentedly continued her research.

    The party took a couple of rounds for their final buffs: They lined up, still in the Zone of Silence, Voren Hasted the party, Athelya Silenced Kwai Chang, and we rolled initiatives. Even the dice loved the group as Athelya (who was going to open the door) rolled highest, so there was no "Surprise Round Stupidity" going on as faster PCs had to wait (and thus lose their high initiatives) for the slower PC to open the door. I secretly rolled Khavith's initiative. (I rolled an 8, but that put her at 18, just below Athelya.)

    During the surprise round, things went a bit awry. Athelya opened the door, but Khavith was behind a stone table, preventing Kwai Chang from charging. So he just ran in and stood next to her. Hooken successfully hit her with Stoneslayer and invoked its Flesh-to-Stone ability, but rolling a 6 on your caster level check isn't going to penetrate anybody's SR. Voren hit her with a Dispelling Bomb, but SR stopped that as well. As we learned later, Narlock's successful hit with a wand of Dimensional Anchor made sure she wasn't going anywhere. (Speaking of which, Narlock, I didn't see you make a Use Magic Device roll to use that wand, did I?)
    Malek, determined to be Malek, refused to run around the table but instead chose to run under it. I told him it would be a DC 15 Acrobatics check to get through. Natural 1. Malek ran up and smacked his froggy forehead against the table fruitlessly.

    To start Round 1, Athelya did somethingorother. Seriously. I don't remember at all what she tried to do. Because Khavith was leaving. As any sensible caster in a Silence field with no silent spells prepared would do, she tried to move away from Kwai Chang. As the group strongly encouraged him to use Stunning Fist on her, I could not tolerate another bad guy getting away due to bad decisions, so I pretty much ordered him to trip her, noting that I would not provide any such advice in the future, as if Kwai Chang did not understand by this point that he should be tripping enemies, then I was done trying to advise him. He rolled poorly, but by sheer luck Narlock had forgotten to start performing, so had a swift action free, so Gallant Inspiration added 7 points to the roll and down Khavith went. In a Silence field, she had nothing else to do. Hooken shot her for 177 points of damage, Voren fumbled with a bomb and hit Kwai Chang, but the splash damage was enough to trigger Khavith's Contingency, which didn't work because Dimensional Anchor, and Kwai Chang proceeded to beat her to death to the tune of -57 hit points. Yes, he used Stunning Fist. No, it didn't work. To no one's surprise. (Hey, it's worth trying, but when he does it instead of tripping someone I get uppity.)

    Since she'd had time to sound the alarm, the group quickly grabbed her corpse and the "nicest-looking book" from her workbench, Malek pried his forehead off the table, Athelya Fireballed the rest of Khavith's research, and Narlock Dimension Doored them away.


    1 person marked this as a favorite.

    side note:

    dispel magic does not interact with SR, at all, unless someone has a spell resistance up and running, in which case, it can be dispelled.

    They'll get through the AP by, what, summer of 2020, at this pace? ;)

    Good stuff.

    Hope they were using Silent Spell goodies in that bubble of silent invisibility ...


    2 people marked this as a favorite.
    The Mad Comrade wrote:
    ** spoiler omitted **

    Extremely useful to know, thanks! On the bright side, since the roll was so low, it was also a fail on the Dispel check, so no net game effect.

    The Mad Comrade wrote:
    They'll get through the AP by, what, summer of 2020, at this pace? ;)

    Yeah, I'm afraid that unless they start being more focused, it's going to be slooooooow going. I'm hoping Book 6 goes a bit faster.

    The Mad Comrade wrote:
    Hope they were using Silent Spell goodies in that bubble of silent invisibility ...

    Zone of Silence is a real game-breaker:

    "...you and those within the spell's area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects."

    Actually, looks like I didn't have to have Hooken leave it to listen, since it says nothing about blocking outside sounds...


    2 people marked this as a favorite.

    *whistles* That is clever of them. *scribbles Note to Self*


    1 person marked this as a favorite.
    Pathfinder Adventure Path, Rulebook Subscriber

    Sounds like the old AD&D spell "Sound Bubble" actually. Useful Bard spell that was.

    The only reason my Runelords game is not continuing on until 2030 is that after the 2nd Chapter I stopped rolling for random encounters, and after the 5th Chapter I cut any unnecessary encounters. Seriously, there are a lot of encounters that merely exist to drain the resources of spellcasters - you know the whole thing with "four encounters and out" thing that people complain about and your kids do with TWO encounters.

    Okay, I did occasionally include an encounter anyway if I noticed one of my players was getting antsy and needed to burn off steam by killing things with her Halfling Cleric... but those usually lasted an hour or two at most and helped her feel less frustrated so it wasn't pointless. In fact, I eliminated most of the unneeded encounters in Xin Shalast and let the players instead focus on the three main fights to get the Rings needed to avoid the Repulsion Field. Most of the encounters in the Runelord Fortress remained in the game though as it worked well as one long running battle (with Karzoug actually helping his forces through a fortuitous Projected Image).

    So really... I'd say look at some of those encounters and if it doesn't serve an actual purpose for the story, either consolidate them with other encounters to make them actually a threat, or eliminate them entirely. (Seriously, any encounter that isn't at least a CR+2 rating shouldn't be in the game, it serves little real benefit but to waste time and resources - though to me the time wasted is the real loss.)


    5 people marked this as a favorite.

    Amusingly enough, I realized that this week is July 4 and told the kids we wouldn't be gaming on the 4th of July, and they were all very disappointed in me.

    But seriously. It's the 4th of July. You're teenage boys. Go blow something up.


    2 people marked this as a favorite.
    Pathfinder Adventure, Adventure Path Subscriber
    NobodysHome wrote:

    Amusingly enough, I realized that this week is July 4 and told the kids we wouldn't be gaming on the 4th of July, and they were all very disappointed in me.

    But seriously. It's the 4th of July. You're teenage boys. Go blow something up.

    Long time Lurker, first time poster... just had to share this after your "Go blow something up" comment ;)

    https://youtu.be/1bcYyW-ibfw


    2 people marked this as a favorite.

    Well, bad news: I received my first formal request to cancel the campaign, promptly seconded.

    I'm not really surprised; all of Books 4 and 5 turned into an unwieldy grind for the players, and with no opportunity to interact with interesting NPCs, the roleplayers are tuned out, and the rollplayers are beaten down by wave after wave of pointless encounters.

    So I've given them the option of:
    (1) A complete and total cancel
    (2) A reduction to 1-2 sessions a month
    (3) A continuation to finish the campaign

    Personally, I'm hoping everyone votes for (2). I think running every other week would give me an opportunity to rest up and refresh myself so that I can make things more interesting for everyone, but if no one's having fun there's no reason to force the issue.


    1 person marked this as a favorite.
    Pathfinder Adventure Path, Rulebook Subscriber

    Not all campaigns run to their completion. Seeing you've been frustrated as well of late with the campaign, I could see that cancelling the campaign might be for the best. Sadly, part of the problem lies with high-level campaigns in general - often they become more of a slog with less chances for roleplaying and more pointless encounters (as in encounters that don't serve a story purpose and only exist to pad XPs and treasure).

    Fortunately, some of the more recent campaigns include far more RP benefits - for instance, both Hell's Rebels and somewhat with Hell's Vengeance (if I have the name right, the second Chelish AP - the evil AP) have a bit of roleplay and even instances where you can RP your way through high-level encounters.

    Though I would suggest not running one huge group in the future. Heck, if they're agreeable, you could do two smaller groups running alternative weeks. Or you could even help your son run one of the APs as he's expressed interest if I remember correctly.

    Good fortune, no matter what their decision.


    1 person marked this as a favorite.

    This seems to happen fairly often. A game becomes a slog at high levels, there's no RP, blah blah blah.

    For me higher levels is where the game finally starts to get interesting. "Challenge accepted", if you will.

    Rambling:

    I do agree that a lot of published adventures for higher levels waste a lot of design space on XP fodder with minor magic item piles of junk.

    For me, heavy RP and endless slogs are best reserved for CRPGs that I can save and pick up again at my leisure. TTPRGs I attend as much for the socializing with friends aspect as anything else.

    Solution I've come to use is to condense the later chapters when running in terms of combat encounters. Post-It Note the interesting encounters. Mix in a few "take out the trash" encounters and one or two nastier fights.

    Guess I hate the idea of spending months grinding through an AP chapter or equivalent as age accumulates. 3 sessions per AP chapter is about right ... but, to be fair, I'm used to about 4-5 hours of play time per chapter, so ... call it 12-15 hours' play time per chapter is a general rule-of-thumb. The earlier chapters can be wrapped up in as little as 8-10 hours' play, depending on the group and their characters.

    Good luck to you and your players, NBH!

    Grand Lodge

    1 person marked this as a favorite.
    Tangent101 wrote:
    Hell's Vengeance (if I have the name right, the second Chelish AP - the evil AP)

    You got the name right, but it's the third Chelish AP.

    In any case, I would recommend doing a timeskip, skipping to Book 6 (which is awesome, and pretty much everything they said they want), leveling up the characters and gearing them up to WBL standard for that level by fiat. While doing a quick cut scene style telling of what roughly would happen for the characters to get to that point.

    I know it's not usually done this way, but I'd really like to see them tackle Book 6.


    2 people marked this as a favorite.

    Well, so far the "every other week" motion is gaining traction, and that would give me a break, and they all have their senior years in high school to go, so I think that's the likely outcome.

    I'll hear from Mr. Stereotype and his dad tonight...


    1 person marked this as a favorite.

    Here's an idea I boldly stole from another thread:

    Level them up to end-of-AP character level, dole out the swag, and let them rip through the rest of the campaign without further level advancement.

    Combine with Mangenorn's suggestion for added mayhem, foolishness and a healthy dollop of violence.


    2 people marked this as a favorite.

    Ah, communication, you wonderful chaotic mistress you.

    So I *tried* to be clear in my e-mail: "There has been a request to permanently cancel the game. Please vote."

    But considering 3 of 6 people assumed that meant that it was last night's game that was canceled, *SIGH*.

    And it turns out Mr. Stereotype's dad is traveling next week, so I'm getting my requested down time with or without enforcing it...


    2 people marked this as a favorite.

    Too bad about the burnout. Of course I'd hope to see the end of the campaign, but obviously the group's fun is more important. Mangenorn's suggestion seems like a good idea.


    3 people marked this as a favorite.

    Hmmm... I sent another reminder e-mail this morning, yet 6:28 pm and nobody's around except Talky, who kind of gets a pass 'cause he got here at 4, and the Impii, who get a pass 'cause they live here.

    It's one of those irritations of ultra-modern culture: No one feels a need to respond to anything any more.

    "Er, I don't get read receipts, guys! Can you at least say something one way or the other?"

    Especially Mr. Stereotype, since he's in Germany and it's not like I'm going to call him at 3:30 am in the morning to find out whether he's going to be online...


    2 people marked this as a favorite.

    3 players - bring along Bara, get to stompin' serpentfolk and taking their stuff! ;)


    2 people marked this as a favorite.

    Honestly, I'm getting a little worried about Mr. Stereotype -- haven't heard from him in weeks. But his dad isn't worried, so I guess everything's fine. Maybe he just hates us now...


    2 people marked this as a favorite.
    Pathfinder Adventure Path, Rulebook Subscriber

    I know the feeling. Half the time when I schedule a game I have no idea who is going to show and who isn't. Okay, I know that one girl will always be at least an hour late... *eyerolls*


    1 person marked this as a favorite.
    Tangent101 wrote:
    I know the feeling. Half the time when I schedule a game I have no idea who is going to show and who isn't. Okay, I know that one girl will always be at least an hour late... *eyerolls*

    If you schedule the start time session by session, e-mail her that it starts an hour before what time you tell the rest of the players. ;)

    Liberty's Edge

    1 person marked this as a favorite.

    Yep, flaky players sure are a pain. The worst is when they don't let you know until an hour before the session - I go to sleep at 10 pm CEST (1 pm PDT), and can't check Discord until right when I boot up the computer at 5:45 am, 15 minutes before we start. If I don't get eight hours' warning, I'm waking up that early for no reason at all.

    My (probably unacceptable) advice is to just cut to the final encounter of Book 6. Don't level anyone up - don't give them any new gear. Just, oh, V-A was way quicker in getting that MacGuffin than the book says, and the apocalypse needs to be stopped right now. Could make for a climactic end to the campaign, but would lean more towards option 1 than anything.


    1 person marked this as a favorite.
    Pathfinder Adventure Path, Rulebook Subscriber
    The Mad Comrade wrote:
    Tangent101 wrote:
    I know the feeling. Half the time when I schedule a game I have no idea who is going to show and who isn't. Okay, I know that one girl will always be at least an hour late... *eyerolls*
    If you schedule the start time session by session, e-mail her that it starts an hour before what time you tell the rest of the players. ;)

    That's not exactly viable seeing I ask for times during the previous game session, so everyone knows what date and time the game will be. I've joked to her that I should do that but...


    3 people marked this as a favorite.

    My brother had a girlfriend who was routinely at least 3 hours late to everything. We lost an entire day at the beach because we'd told her noon and she didn't show up 'til 4:00 pm.

    So we did exactly that: We told her we'd be leaving for the beach at 8:00 am. She complained bitterly about what psychotics we were for leaving so early, and insisted she couldn't possibly be ready at such a time...
    ...but she'd show up at our house at 11:00 am, right when we wanted to leave.

    I'll admit, I personally have great issue with habitually-tardy people, because in my eyes I see it as, "My time is more valuable than your time," even if to them it's just, "I can't get organized, so it's unfair for you to expect me to."

    Liberty's Edge

    1 person marked this as a favorite.

    I share that pet peeve for gaming, but that doesn't stop me from being 1+ hours late to most Swedish-family engagements :P


    2 people marked this as a favorite.

    Eando Must Be Down THIS Way, played 25-Jul-2018

    So yeah, the grar was in full force last night, really showing why this game is falling apart. We had 3 remote players, and (of course) one of them hadn't tested his particular configuration beforehand, so there was the typical troubleshooting to start the night. It's a huge pet peeve of mine at work, where people start meetings and then spend the first 10 minutes of the meeting figuring out how things work, and my feeling is, "Gee, this tool is ALWAYS available, and you couldn't have spent that 10 minutes BEFORE the meeting to get it working?", so I know I'm particularly grumpy about it anyway. But in this case as the player in question was trying to debug and I was trying to help, the Impii were fighting each other over seat positioning and constantly knocking into the table, so I gave them a heck of a yelling-at, and this made them rather unhappy with me for the evening.

    The party checked the first door in the room they were in and found an armory, and then decided to open the second door to attack the guards. And Talky took over, telling each person exactly which square to move into and what action to take, including going so far as to tell Bacon Boy that Voren was not allowed to take any actions unless he explicitly told him he could, "And I'll never say [you can]."
    So of course Bacon Boy got pretty peeved, and said, "So this is just Talky taking over all our characters and running them for us. How is this fun?"
    A couple of other people agreed with Bacon Boy, so... more grar.

    The first three guards on the downwards staircase they found were easily dispatched, though Malek took a couple of solid hits. Going down the staircase, they found half a dozen more guards, and again the fight went rather well, though Malek kept getting beaten on. A door to the south opened to let in even more guards, while Hooken heard "slithering creatures" coming from the west, though they didn't have visibility to that area.

    At that point Mr. Stereotype's father (Kwai Chang's player) had to move to a room that had no computer, and his iPhone couldn't handle a full Roll20 connection.
    So the six naga sorceresses who'd been waiting for their cue saw Athelya cast Heal on Malek, decided that meant the party was now nicely-clustered, and dropped six Fireballs on Malek. Other than Hooken and Kwai Chang (Evasion), the party took a lot of damage.

    We ended early for the night due to Mr. Stereotype's Dad's technical issues, and the sheer amount of grar at the table.


    1 person marked this as a favorite.
    Pathfinder Adventure Path, Rulebook Subscriber

    That's always been a problem - multiple casters with the same spells. Because I don't care how uber your group is, if you get hit with 60d6 of Fireball damage, you're going to go down.

    Yes, I'm looking at you, Rise of the Runelords. Fortunately I decided that the pseudo-clones of the Enchanter dude wouldn't just all cast the same exact spell at the same exact moment... after all, they're based off of a genius, and he'd know that if the group were immune to fire or had fire resistance up, then that first round would be wasted.

    So I take it your group decided to continue the game as-is?


    2 people marked this as a favorite.
    Tangent101 wrote:

    That's always been a problem - multiple casters with the same spells. Because I don't care how uber your group is, if you get hit with 60d6 of Fireball damage, you're going to go down.

    Yes, I'm looking at you, Rise of the Runelords. Fortunately I decided that the pseudo-clones of the Enchanter dude wouldn't just all cast the same exact spell at the same exact moment... after all, they're based off of a genius, and he'd know that if the group were immune to fire or had fire resistance up, then that first round would be wasted.

    So I take it your group decided to continue the game as-is?

    LOL. My RotRL group still talks about how much they hated that fight because I did exactly that. Groups of casters combining to cast the same spell are extremely effective.

    And in all honesty, with Crimson Throne gone and some other things clearing up, I really wouldn't mind finishing this game, but wow... the hostility as soon as we start rolling.

    I mean, I've already told them they're in the final fight of Book 5. They managed to choose the exactly correct path to get the stupid fortress out of the way. But I don't know that they'll be able to congenially sit around a table long enough to get through even an abbreviated Book 6.


    Tangent101 wrote:
    I know the feeling. Half the time when I schedule a game I have no idea who is going to show and who isn't. Okay, I know that one girl will always be at least an hour late... *eyerolls*

    ... that's me! (Outside of being a girl.)

    The Mad Comrade wrote:
    Tangent101 wrote:
    I know the feeling. Half the time when I schedule a game I have no idea who is going to show and who isn't. Okay, I know that one girl will always be at least an hour late... *eyerolls*
    If you schedule the start time session by session, e-mail her that it starts an hour before what time you tell the rest of the players. ;)

    That doesn't work, because events will conspire so that I will end up being "two" hours late, making it still end up being an hour late relatively.

    Gark the Goblin wrote:
    Yep, flaky players sure are a pain. The worst is when they don't let you know until an hour before the session - I go to sleep at 10 pm CEST (1 pm PDT), and can't check Discord until right when I boot up the computer at 5:45 am, 15 minutes before we start. If I don't get eight hours' warning, I'm waking up that early for no reason at all.

    Well, I rarely know if I'm going to be on time until all four of us are in the car, sooooo...

    (but fair XD)


    NobodysHome wrote:
    I'll admit, I personally have great issue with habitually-tardy people, because in my eyes I see it as, "My time is more valuable than your time," even if to them it's just, "I can't get organized, so it's unfair for you to expect me to."

    That's me. Habitually tardy, I mean. I really don't think anyone's time is less valuable than mine, I just suck at being ready "on time."

    (The whole inability to get organized may, in fact, be a thing.)


    1 person marked this as a favorite.
    NobodysHome wrote:
    Tangent101 wrote:

    That's always been a problem - multiple casters with the same spells. Because I don't care how uber your group is, if you get hit with 60d6 of Fireball damage, you're going to go down.

    Yes, I'm looking at you, Rise of the Runelords. Fortunately I decided that the pseudo-clones of the Enchanter dude wouldn't just all cast the same exact spell at the same exact moment... after all, they're based off of a genius, and he'd know that if the group were immune to fire or had fire resistance up, then that first round would be wasted.

    So I take it your group decided to continue the game as-is?

    LOL. My RotRL group still talks about how much they hated that fight because I did exactly that. Groups of casters combining to cast the same spell are extremely effective.

    And in all honesty, with Crimson Throne gone and some other things clearing up, I really wouldn't mind finishing this game, but wow... the hostility as soon as we start rolling.

    I mean, I've already told them they're in the final fight of Book 5. They managed to choose the exactly correct path to get the stupid fortress out of the way. But I don't know that they'll be able to congenially sit around a table long enough to get through even an abbreviated Book 6.

    So, we finished our second ever complete and full Paizo published AP, just two days ago. We've been playing it for seven or eight years.

    (It was Kingmaker, for the record.)

    It slowly whittled down to just my wife (the GM) and I, due to people moving, losing contact, and technological limits, but it was an over-all awesome game, and fantastic time!

    ... and, having previewed the ending of Serpent's Skull (I started running it with the same players that we started with Kingmaker), I can say that, if your group can learn to work together, they have a heck'a-awesome ending in store. But that discord can be a game-killer. Don't do that.

    ... on the other hand, NH, I happen to have a bard character I've been thinking about for a while...

    *cough*

    >.>

    I know for a fact that this can only end well...


    (It should be clear that this is a joke. Mostly. After all, I wouldn't want to step on anyone else's bardic toes~! ;D)

    ((See, my real character is a wizard. >:D))


    Tacticslion wrote:
    NobodysHome wrote:
    I'll admit, I personally have great issue with habitually-tardy people, because in my eyes I see it as, "My time is more valuable than your time," even if to them it's just, "I can't get organized, so it's unfair for you to expect me to."

    That's me. Habitually tardy, I mean. I really don't think anyone's time is less valuable than mine, I just suck at being ready "on time."

    (The whole inability to get organized may, in fact, be a thing.)

    Example: we are now at one hour and five minutes to exit the house. And I started this process already dressed with everything I’d need to leave by myself already on my person. All posts have been made while waiting for my boys to get ready and we’ve already gone out the door twice. Sigh.


    And yes, I have been helping them. But then we have to go potty, or we did and need cleanup, or need to clean a mess, or...


    6 people marked this as a favorite.

    Well, as Talky becomes more aware that, at the moment, the group's primary shortcomings are the players themselves, he's trying to take a more active leadership role.

    Unfortunately, as he's learning, leadership takes a lot of experience in diplomacy, or you end up stomping all over everyone else's toes. Which is especially likely to generate grar among teenagers.

    On the other hand, it's hard to blame him when Round 1 was, quite literally:
    Voren: I declare that once the rest of the party moves in, I'll follow.
    (The intent being to have the casters stay back and let the front-line fighters in first)
    Athelya: I declare that I'll follow the rest of the party.
    Malek: I declare that I'll follow the rest of the party.

    So yep, Malek stood there licking his eyeballs for no reason while Voren and Athelya lost their turns because they'd been waiting on him.

    Hard to blame Talky for getting testy when that's what happens when he's not ordering the other people around...


    So it took two and a half hours, but we finally made it to CfA, after shopping for new speakers (my old ones have started sprouting battery acid, in addition to being right/left finicky for the last ten to fifteen years, so I figure it’s time for an upgrade - instead of spending the bare minimum $20, I went for a real splurge and spent... $35! That’s cray-cray!) so, the shopping process went thusly: I find the speaker section, get to the speaker section, grab the (second) least expensive set of speakers, and head out.

    Takes an hour? Sounds about right to me!


    1 person marked this as a favorite.
    NobodysHome wrote:

    Well, as Talky becomes more aware that, at the moment, the group's primary shortcomings are the players themselves, he's trying to take a more active leadership role.

    Unfortunately, as he's learning, leadership takes a lot of experience in diplomacy, or you end up stomping all over everyone else's toes. Which is especially likely to generate grar among teenagers.

    On the other hand, it's hard to blame him when Round 1 was, quite literally:
    Voren: I declare that once the rest of the party moves in, I'll follow.
    (The intent being to have the casters stay back and let the front-line fighters in first)
    Athelya: I declare that I'll follow the rest of the party.
    Malek: I declare that I'll follow the rest of the party.

    So yep, Malek stood there licking his eyeballs for no reason while Voren and Athelya lost their turns because they'd been waiting on him.

    Hard to blame Talky for getting testy when that's what happens when he's not ordering the other people around...

    Hah! Malek* and captain yesterday should compare notes!

    * Spent I don’t know how many attempts to convince autocorrect that CY did not neeed to compare notes with, “males,” but rather with a fellow eyeball-licker. (Is... is that still FaWtL-relevant? I’m... I’m keeping up with the times, right? I’m hip and fresh? Yeah? Yeah.... >.>


    2 people marked this as a favorite.
    Pathfinder Adventure Path, Rulebook Subscriber

    I found a way around that, NobodysHome. I run a GMPC and when the group is waffling, she went Leroy Jenkins on them. They started calling her Danger Lemming as a result. And then around level 12 she suddenly became scarily competent and ended up being their Front Line. Sadly, your two Leroy Candidates stayed out of the latest fight from the sounds of things so...

    Interestingly enough, we never really had a leader in the Runelords game. I suppose it wasn't exactly needed, seeing there were four players and an NPC, and everyone was ranged but the NPC. I was quite amused though when the Eldritch Knight, despite having the highest hit points in the group, squawked whenever I targeted him (seeing Danger Lemming was impossible to hit so higher-level enemies soon learned "ignore the scary little girl with glowing blue markings on her skin"). I mean, Danger Lemming was a Glass Pistol. Did a goodly amount of damage when she hit but it took a Belt adding +4 to her Constitution and Dexterity along with Toughness before she stopped dropping after one good strike by a Stone Giant.

    My tabletop group had the opposite problem. One of the players was tactically minded (though not to the extent of the Sorceress player from my Skype game) and basically herded the older AD&D groups... and tried avoiding doing that so he'd not dominate things this time. But after people just... kept not knowing what to do he started taking up the leader baton again and people would listen. It helps that I run for an older crowd though and half of my players are women.


    2 people marked this as a favorite.
    Tacticslion wrote:

    So it took two and a half hours, but we finally made it to CfA, after shopping for new speakers (my old ones have started sprouting battery acid, in addition to being right/left finicky for the last ten to fifteen years, so I figure it’s time for an upgrade - instead of spending the bare minimum $20, I went for a real splurge and spent... $35! That’s cray-cray!) so, the shopping process went thusly: I find the speaker section, get to the speaker section, grab the (second) least expensive set of speakers, and head out.

    Takes an hour? Sounds about right to me!

    I want to know what kind of speakers have batteries in them, much less battery acid...

    1,851 to 1,900 of 2,041 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>
    Community / Forums / Pathfinder / Pathfinder Adventure Path / Serpent's Skull / NobodysHome's Silly Serpent's Skull Moments [***Spoilers***] All Messageboards

    Want to post a reply? Sign in.