After action reports- Fly Free or Die


Fly Free or Die


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For a change of pace, my group decided to try out Starfinder, after years of playing 3.0, then 3.5, then Pathfinder. We are still acclimating to the differences between Starfinder and Pathfinder, but are generally getting by.

For years I have been devising totally home brew settings, but have borrowed liberally from other sources for ideas, cut scenes, etc. But I am finding adult life, teenagers, etc, are pulling more and more time away from preparation, so for the first time, I am going to try running an adventure path, and I'm honestly kind of excited. Instead of putting all my creative energy into making a setting and story myself, I can riff off someone else's ideas, and focus on making that experience memorable. I usually run a very intuitive playstyle where I adapt my plans constantly in reaction to the players, giving them a lot of freedom, so I am a little worried I might feel I have to railroad them a little- I'm open for advice on that.

Others in my group have run adventure paths, so it is not new to the group, only to me as DM, and they told me it was invaluable to visit the forums and see what experiences, pitfalls, etc others faced when running the adventure, so they could do a better job themselves. However, since the path they chose "Fly Free or Die" is very new, there's not much discussion yet. So perhaps others can benefit from hearing how it went down for us.

We are currently about half way through the first volume. We are playing over Roll20, thanks pandemic, and I expect to adapt or depart from the material based on the needs of the group. (The drift worm encounter, for example, was handled completely narratively, in order to end at a good stopping point in the time available). I've been cautiously open to third party material on request from the players.

I may also need advice on adjusting encounters, as the adventure path assumes a 4 player party, and we have 5-6 depending on adult availability. I'm sure it will often be as simple as 'add another guy' but I want to try not to keep it challenging by just adding more stuff so it takes longer. Long combats are not necessarily exciting combats, after all. On Akiton I did add an extra shobhad henchman, for instance, but was delighted and surprised when, once shots were fired, one of the party leapt into the truck and next round rammed one of the shobhad into paste. I had to look up the vehicular rules real quick, and while it was clear how to handle speeding up and ramming from afar, it was less clear how to handle maneuvering when he wanted to back up and ram the next guy too. I made some common sense calls, but will be sure to have the vehicular rules better in my head next time.

For context, the characters are an elven witchwarper (slightly homebrewed), a trox solarian, a ysoki operative, a human operative, a human soldier, and a lashunta envoy. It was interesting to me that the AP is very much about economics, cutting deals, etc, because it may result on my party responding very differently to this AP than other groups. My players, in real life, are in corporate sales, a geneticist, two corporate programmers, and two PhD holding economists. This has had some unexpected results- I really thought they'd feel empathy for Runo's desire to cash out and retire, and they did, but when they realized he'd put all his eggs in one basket and left himself vulnerable to losing everything if something went wrong, when it all blew up they had no empathy at all. "He needs to learn about diversification. He took a serious gamble and lost." For certain their willingness to thumb their noses at EJ Corp is driven by a reach for catharsis.

So far the biggest issue I've had is basically a growing pain from getting used to running an AP for the first time, in that they departed from the script and I was not quite ready. The party was so enthralled by the idea of Firefly in space, they were eager to get to the part where they are no longer under EJ Corp's thumb. So when they realized they could not pay both EJ Corp and Runo Prat their share, their first impression was to turn on both and go rogue immediately. I initially discouraged that, as I was not thinking fast on my feet, but am now wondering if I could adjust things so that Tarika gives them the last job as a final favor to get them rolling before they are totally independent. I want to roll with the players' initiative and avoid railroading, but I needed a moment on that one.


DerangedArchivist wrote:
I may also need advice on adjusting encounters, as the adventure path assumes a 4 player party, and we have 5-6 depending on adult availability.

Use the Alien Archive rules on Creating Monsters and Other NPCs to buff one or two of the monsters accordingly - I much prefer one stronger enemy than a lot of weaklings that pose no threat.

Three shobhads might have been a bit too deadly, though it depends on the party - your group seems to be on the stronger side.

DerangedArchivist wrote:
So when they realized they could not pay both EJ Corp and Runo Prat their share, their first impression was to turn on both and go rogue immediately.

That's something you had to establish in session zero with the player's guide assistance - they are supposed to be playing corporate drones, used to being worked to the bone for little money, and only turn to crime when completely crushed between the space mob and unemployment.

If they already turned to crime in the first botched job, you could just ditch the main plot and start a campaign with the Galactic Trade rules from the first book, with some Side Jobs from book 2 and beyond sprinkled here and there.


The Ragi wrote:
Use the Alien Archive rules on Creating Monsters and Other NPCs to buff one or two of the monsters accordingly - I much prefer one stronger enemy than a lot of weaklings that pose no threat.

That said a single stronger enemy can get easily dogpiled against 5+ if you have a well put together balanced group. They'll dish out some serious damage, but overall will be a limited threat to player resources. 2-3 strong enemies, or 1 strong enemy facing the frontline, while a weaker, but still potent enemy attacks the back can be much more threatening. It's a careful balance.


At least it will be over quickly and the couple of hits he gets in might be memorable.

Well, most of these battles are there to develop teamwork anyway, focusing on what will be more fun is a good guideline.

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