Jack Amy |
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With Crypt of the Everflame, Masks Of The Living God and City Of Golden Death all being included on the latest humble bundle, now felt like a good time to ask for this series of modules to be set up for play in campaign mode.
I've only got two brief arguments for this, but they are:
- Each module is spaced 2 levels apart, meaning that in order to run this in sequence, other scenarios need to fill the gap which unfortunately breaks up the trilogy.
- Crypt of the Everflame's coming-of-age theme makes the scenario more appropriate for characters that are not yet Pathfinders, and the 2nd half of the book I hear can be tough on 1st level characters as the expectation is you level up partway through.
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
Kyrand Venture-Captain, North Carolina—Central Region |
Wei Ji the Learner |
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Having played Crypt, and currently playing in Masks, it would be incredibly beneficial but NOT overpowering to have some flexibility in ability to play these particular modules (perhaps with an expansion to other modules that also have a similar sort of premise if the initial outlook is positive?).
Hmm Venture-Captain, Minnesota |
Quentin Coldwater Venture-Agent, Netherlands—Utrecht |
It makes sense to me. These modules weren't written with rigid PFS mode in mind, and far predate campaign mode. But it would help patch some issues, especially the level gap.
And honestly, with the random encounters in it, part 3 is already rather loose on the "run as written" bit.
I remember that part. It hurt.
The second part of Golden Death was definitely more intense than the first part. Not sure if it's level-up worthy, but maybe we're just lucky. The final boss in Crypt definitely expects you to be level 2. I'm still kinda salty about that one.
Jack Amy |
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A little disappointing this hasn't seen more traffic, where's the contention! ;)
I guess we've just got to hope that Tonya or John run their eyes over this post, think it's a good idea and give it the thumbs up. Thanks for the backing this has gotten so far though, and the insights posted certainly help support this idea.
Farrindor |
I am in favor of the idea in concept, though I might suggest if it is felt that another piece needs to be slotted in to truly allow the flow levelwise, that a suggestion as to just how to make that bridging be put forth (the less actual work John and Tonya need to add to it to make it work, the more likely they can punt it around the brainstorming meetings and still keep to their timeslot).
Now, I haven't actually managed to play Masks yet, so I can't really get into the conversation too much. (On the other hand, I really need to tell the story of our City of Golden Death table to Hilary sometime, so that she can take our filk 'Buzz the Undead Dragon' and sing it for folks. (sung to 'Puff the Magic Dragon')) But that's for another thread/time.
Hmm Venture-Captain, Minnesota |
I have no problem with people singing their own filks! ‘Buzz the Undead Dragon’ sounds worthy of hearing, too!
I should say now that I have run several modules campaign mode and we’ve never gone crazy with it. The main goal of campaign mode in my mind is to allow GMs to skip encounters that don’t progress the story, or to add a bit of story to them so that they make sense, or to make mild adjustments so that encounters fit the party’s challenge level better. The changes were small, but significant.
It also relaxes players... When I ran Feast of Dust, it freed my players to be a bit more generous with their money and help out NPCs, without worrying that their chronicle gold would be cut in half.
Hmm
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
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The nice thing about campaign mode is that you could just tell people to "make totally brand new level 1 characters for Crypt, and you'll level halfway", followed by "you level up to 3 halfway through Masks" and "you start at 5 when we play City, with X gold; and go up to level 6 about halfway".
There's no need to insert extra stuff in there to artificially inflate people's XP; it's campaign mode. The narrative is one of being hot on the tail of enemies; no need for XP grinding sidequests.
Redelia Venture-Lieutenant, Online—PbP |
I use campaign mode because my usual group is me as GM and my two children as players. I fill out the group by adding in two party member NPCs. This is not allowed for PFS credit outside of campaign mode. It's not ideal, but since we all live in the same household, we can play whenever the mood strikes us, and adding any player not of our household would remove this freedom. I also would have trouble running as written with my children, due to the amount of changes I make to censor content to be appropriate for them, or encourage non-violent solutions.
I also routinely ignore darkness and other 'frustrating' obstacles due to the ages and frustration thresholds of my young players.
In conclusion, the more options for campaign mode, the better in my mind. I'd also like to see emerald spire and thornkeep in campaign mode.
Armenius |
The PFS guide says:
"Campaign Mode: For sanctioned modules and Adventure
Paths, GMs are allowed to use their own rules for
character creation and running the presented content (the
entire book or series). Credit is applied to an appropriate
Roleplaying Guild character as if the character created
were a pregenerated character."
Crypt of the Everflame is a sanctioned module. Why could you not run Crypt in Campaign Mode?
TriOmegaZero |
Nohwear wrote:So, do ALL modules now have a campaign mode? Including The Emerald Spire and the smaller modules? The new guide seems to say so, but I would really appreciate an official answer. Or at least let me know if you are thinking on it.The guide is written so that we may include a campaign mode in either Adventure Paths or Modules as they are sanctioned. Each sanctioning document will list the particular modes for the sanctioned AP or module. So no, it is not universal, it depends on each individual piece.
-T