
![]() ![]() |

I'll create a, very short example, completely bogus scenario just to get the point across and hopefully make things easier without spoiling a real one.
Village of PooPoo tier 1-5.
You start with the Venture Captain RP encounter, ask your questions. Roll Geography if you have it. If you get a 20+ you learn that Celestial creatures known as Lillnds have been seen dancing around the woods. They are not a part of the adventure or any encounters. This is merely Geography fluff.
Scenario Encounter 1, Battle. Win it, keep walking through the woods.
--> Insert GMs own personal encounter 2 since the scenario usually wraps up within 2:30 to 3:00 hours.
If the PCs make a DC 13 Perception check: They spot a Lillend hiding and watching their travels (Lillend has no stealth skill so take 10 +3 dex used for basis).
The sole purpose of this encounter is to talk to the PCs and have a little language fun. The Lillend begins speaking Celestial, if no PC understands it she speaks Draconic, If no PC can understand this she'll roll her eyes and use her Truespeak ability to speak with everyone normally. RP happens and the PCs continue with the regular scenario script.
Rest of the scenario encounters, run as per normal.
---------------
The intent is to be merely a little bit of extra RP to enhance the scenario and throw any skilled players (such as those who bought it and never ran it, just so they could know the treasure/monsters) for a little bit of a loop.
It's just RP. There is no fighting or changing any of the scenario monsters or stats.
Here's the problem, the intent is this:
GMs may use other Pathfider RPG sources to add flvor to the scenario,...
No matter how innocent someone's intentions are someone has the right to pull this:
Scenarios are meant to be run as written, with no addition or subtraction to number of monsters...
They'll run around proclaiming that you added a monster or even that nothing about Truespeak says it can be turned off for the GMs personal fun.
Honestly you always have the chance of -that one player- who justifies someone hiding as a means to immediately attack without repercussions. Naturally being a CR 7 creature in a tier 1-5 it will run and not fight the PCs but... You could end up with that one.
---------
Thoughts on this?
Every done something like it? You know, not just adding a shop in town where a player is less likely to jump and attack the owner.

![]() ![]() ![]() ![]() ![]() |

Every done something like it? You know, not just adding a shop in town where a player is less likely to jump and attack the owner.
Yes. It is something you have to use good judgement with as a GM. Sometimes the party enjoys the NPC haranguing their granddaughter in front of the party, sometimes you have to steer them away from spending all their resources trying to explore the space bending corridors of the derelict ship. There really can be no hard rules about how to handle it.

![]() ![]() ![]() ![]() ![]() |
5 people marked this as a favorite. |

I'm a fan of "more lore" when running games - but adding actual encounters is against the rules, and it is that way because it is a really bad idea. What you intend the encounter to be and what the players actually do are often light years apart. It's not just the guy who attacks first, anything that uses up resources is bad. You don't seem to have time pressure personally, but that just means you can spend the time to develop NPCs that already exist (or are already implied) in the scenario.
There are lots of implied NPCs you can use in scenarios without adding anyone. Remember, using Diplomacy to gather information represents 1d4 hours of canvassing taverns - lots of fun NPCs to meet in taverns. Most scenarios start in a Lodge - probably a few other Pathfinders around in the halls of said Lodge. Maybe even the GM's own characters?
The travel to the adventure site often has lots of RP moments that can be played out - the City of Strangers example is a good one, I had PCs see a troll augur and a caravan of zombies carrying a sedan chair, just to set the tone (and to convey some of the info in the initial Knowledge checks visually instead of in text). But there's a big difference between seeing something in a crowd, and being followed by a monster who approaches you.
Finally, use the NPCs that are often least heard from. Every bad guy should say something every round in combat. Not just "Take that!" but calling out to each other (by name - every bad guy should have a name!) tactically, or one who yells, "Dakar isn't gonna like this!" as he runs away, or whatever. Use the NPCs already there to bring as much of the world to life as you can.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

There is a line between using what is already in the scenario and adding something.
If the players go through the market and the scenario already mentions that several traders are selling their goods, it seems fine to add a bit of interaction (like adding a melon trader tries very hard to sell a dozen melons so his kids can have dinner tonight), or just adding a couple of explanatory sentences (like what districts of Absalom you the party is currently going traversing etc. how the streets and people look like)..
Adding something like an NPC (even worse something that only becomes apparent after a roll) can quickly devolve into something that crosses the line.
Work with what is there, and take the opportunities to teach the player a bit about the world, that seems fine (but be careful not to create an expectation that this is usual for most scenarios, since quite often GMs will not have the time for things like this), but avoid adding this to a scenario unless players force your hand by going off script.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

<lots of good advice>
Every bad guy should say something every round in combat. Not just "Take that!" but calling out to each other (by name - every bad guy should have a name!) tactically, or one who yells, "Dakar isn't gonna like this!" as he runs away, or whatever. Use the NPCs already there to bring as much of the world to life as you can.
Challenge Accepted.
(I've been looking for ways to level up my GM skills, and thus seems so obvious when you say it, but is something I never/rarely see done.)

![]() ![]() |

My first concern is how do you prevent players from expending resources? I feel that there are better ways to encourage rp.
This has got to be the biggest one for me. I never thought about a character, such as a Bard, who might have Comprehend Languages ready to cast.
It also makes me worried that If I play up a vendor or store that one silver piece the character spends to buy food from the starving merchant might be considered a wasted resource. If I'm putting effort into the RP the player may metagame wonder if it is an important plot point or even success condition.
----
Besides are you really running so fast that you have extra time?
No, hence the lack of stars. I prepare for everything and try to foresee complications. Things like Knowledge checks. I do -Not- tell you the results. I would preprint out the various DC results with 4 copies each and hand the appropriate one to those that achieve them, for a physical game. For an online VTT I'd copy and paste from the PDF onto my notes and paste that into a whisper for the appropriate player. During the beginning Fluff History/Geography/Local that many scenarios I've looked over have, I'd ask other players about any purchases or plans they have while you read the message/card.
The first face-to-face scenario I played was an Evergreen and the GM did finish in two and a half hours. After playing it twice I bought it myself and saw that we didn't miss anything and even did the optional encounter.
The Online Evergreen I played on a VTT suffered from Art Project time for the OCD about Tokens. So it wasn't that short.
Those two made me think about how to enrich a scenario and be a better GM. New speed-run records are something I do not count.

![]() ![]() ![]() ![]() ![]() ![]() |

Every bad guy should say something every round in combat. Not just "Take that!" but calling out to each other (by name - every bad guy should have a name!) tactically, or one who yells, "Dakar isn't gonna like this!" as he runs away, or whatever.
When I GM the end of level bosses always introduce themselves and reveal their evil plans while slaughtering the PCs.

![]() ![]() |
I would only suggest doing this with a group you are familiar with and wont take it as a negative. Players are Super Random and can easily spend two hours talking with your throwaway NPC (personal experience) so be weary. It is no longer a fun thing if you have to force their hands to leave something they enjoyed interacting with, and its double problematic if they fail because of it.

![]() ![]() ![]() |
1 person marked this as a favorite. |

When i Dm the quest for perfection 3. I have the villagers prepare a morning feast for the players. A large crow appears with a note with the bad guy taunting them. Saying how he will write ballads of him defeating them. I also allow them to write back.
Since the bad guy has an ethos of all about him i see at suiting.

![]() |
I wouldn't add a set encounter that way leads to trouble. However Paizo has published a great deal of material on the setting. If you are familiar with a particular locale it is always nice to be able to say more about it than what ever is in the box text.
For instance anyone who has run RotRL would likely love to run a PFS scenario in Sandpoint. We've gotten to know the town pretty well.