Advice for running Wardens of the Reborn Forge as a Seeker Arc


GM Discussion

4/5

So I recently picked up this module and looked over the sanctioning document which has left me scratching my head a little.

So if I properly understand the sanctioning for players to be able to qualify for the fourth chronicle they must play PFS characters at level 12 at a table of PFS characters. This implies that campaign mode is a no go if I want to offer players the full reward for the module and it seems considerate to make that option available to players who are going to commit their time to the module. This leaves me with a question of how much latitude I have as GM to run the sanctioned module as written in a manner that players can have access to the bonus chronicle sheet.

Mostly I'm concerned with being able to include chapter two of the module which wasn't sanctioned. A series of unique encounters as well as additional background as to what's going on seems like a fairly meaningful loss to the adventure.

I also wouldn't mind the freedom to slightly alter character builds. Four different high level gun wielders, none of whom have rapid reload, seems like a wasted opportunity to me. But I feel like this is a case where some encounters will have to be trivialized in order to meet the requirements of running as written, which is unfortunate.

Silver Crusade 5/5

In my experience as soon as you enter into seeker play, nearly 100% of the games you will be playing is with the same group of people. In that case I would do what you want in the spirit of the game.

If you want to run it PFS then run it PFS. If you want to add in the cool non-sanctioned part to let your players enjoy the story, then do so. They are taking extra risk for the same reward. In my book, there is nothing wrong with that, run the whole thing and giving them a chronicle sheet at the end.

The most important thing is that your players have fun. And that they get the experience that, as a gm, you hope to deliver to them. And adding onto the point that you will be probably be playing with folks you know and already have a player/gm relations, I would encourage you to edit stat-blocks so that the game is still challenging for your party and enjoyable for everyone.

In the seeker group I play with, we have several excellently built characters, because of which many of the canned combats in the PFS sanctioned modules we play are absolutely garbage that serve no purpose. And boss fights would typically end with a single attack by one melee character leaving the other wanting. So instead of playing through it for the chronicle sheet with a quick smash-an-brag, our GM spent several hours to take the sanctioned sections/cool fights/awesome story pieces/excellent story points and scale them to be appropriate for your parties strength. This way we actually enjoy playing our characters, get to hear the whole story (not just the segment that is 'Legal for Play'), and get an experience worth remembering. I for one, will never forget some of that modules content. All because the GM took time, bent the rules, included content, and made it enjoyable for our power level.

The only point I would caution you on, is be responsible with bending the rules and don't game/abuse the system. Make sure all your players know exactly what you intend to do (scale combats, add story points, include some additional non-sanctioned content), that way they are all on board when the gravy train rolls into the station. Because if you make changes and someone has a really bad experience, that is what will get you a bunch of negative feedback from a lot of folks on the forms. Remember it's just a game, and that the goal is to make sure everyone at the table has fun.

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

p-sto wrote:
Mostly I'm concerned with being able to include chapter two of the module which wasn't sanctioned. A series of unique encounters as well as additional background as to what's going on seems like a fairly meaningful loss to the adventure.

Chapter Two isn't sanctioned? Can you give me a link or quote for that?

4/5

Thanks for the feedback, Thorfinn. I certainly plan to talk with players about the format of the game but the group that has expressed interest so far are all fairly good optimizers and my experience in running PFS scenarios as written has shown that when low level scenarios throw things at inexperience players that they can't handle I can usually compensate fairly well by nerfing tactics. It's not my intention to force a tpk but I would like to be able to challenge a group of players that typically has an easy time with most of what PFS offers.

As for your inquiry, Auke, it's the first page of the sanctioning document that lists out the sanctioned material.

SANCTIONED CONTENT KEY
Sanctioned Content Legal Character Levels
Part 1: First level of the 11–13
Karggat Mine (areas A1–A18)
Part 2: Second level of the 12–14
Karggat Mine (areas B1–B19)
Part 3: The Megator Facient factory 13–15
(areas D1–D16 and Confronting Aredil)

Note how it skips from the B sections to the D sections.

Silver Crusade 5/5

If you run in Seeker Arc, you do play through the entire module though. Including area C.

Wardens Sanctioning Document section on Seeker Arc play wrote:
The PCs play through the entirety of the module, observing all the rules of Pathfinder Society Organized Play; however, the PCs earn the module’s Chronicle sheets as they complete those parts of the adventure.

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Ah, when I played it the GM just ran that part as well. :-)

If you want to make Wardens more challenging just combine some encounters (if it makes sense).

To make Wardens interesting, play up the Steampunk/Western angle and the manastorm.

Scenarios are run as written, because you never know what kind of players are seated at a table on a convention. A module played with friends at home has a lot more leeway.

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