| CeeJay |
Hi, everyone! I've been running a Pathfinder 2E conversion of War for the Crown for some time at this point, and this past weekend we finally wrapped Book Two. (I mean, mostly. There is still some epilogue to take care of and a couple of loose ends to tie up in the County of Meratt, but the group have successfully overthrown Count Lotheed and have overcome the bulk of the challenges facing them.) I know there are some people still running or planning to run this book, so I thought a retrospective on some of the things our group did, how they worked out, and which of them I would -- or would not -- recommend might be helpful.
I'll start off by laying the groundwork before getting into the actual retrospective itself in follow-up posts.
About Our Game: I run with a group on VTT that has been more or less consistent, with a couple of additions and subtractions, since late 2016. We run on Roll20 and at this point the player group is seven strong. Our sessions are typically four hours on a weekly schedule.
(This is not a group size that everyone would be comfortable running with, in fact some of my regulars were apprehensive about going to seven, but I think we have enough experience with each other and I've acquired enough of a sense of pacing and time discipline so that it usually doesn't feel unwieldy. It had some interesting effects during Book Two.)
Lessons from Book One & Before: Golarion and Pathfinder more generally were not familiar to some of my group when we started, none of us had played 2E yet, and this would really be my first attempt at running an official Paizo product more or less "as written" (apart from the conversion to 2E).
I started off WFTC with an extensive document explaining the setting, the specific themes and subject matter of the AP, and what my approach to them would be (in particular foregrounding that the AP is about social change and battling enemies with reactionary attitudes and priorities in the context of the game world). It also summarized the broad strokes of Golarian history and especially Taldan history, which also gave me a fuller appreciation for how delightfully bonkers Golarion can get. My Player Guide documents tend to be long: this one was pretty "restrained" at 92 pages.
I started us off in a prologue adventure on the streets of Oppara during the Burning Blades Festival. It was meant to introduce all of us to an early mixture of the AP's signature combination of social play and roleplay, problem-solving, combat and dungeon-delving... and to familiarize ourselves with the 2E ruleset somewhat. We were sufficiently sold on the system to embark on the full AP once this was done.
I didn't want to convert the whole adventure from scratch, so for Book One, "Crownfall," I relied on a conversion by the Archvillain Ediwir (you can find his work and a link to his Discord at A Series of Dice-Based Events), as I would do for Book Two. We learned a few things in the course of Book One.
Building and running my own adventures, I have preferred to treat dungeons as dynamic and conceptually cohesive environments built from the inside out to make sense as whatever they were supposed to be -- a fort, a warehouse full of baddies, the sprawling mansion of a villain, the catacombs beneath a town -- filled with enemies that reacted and moved around in response to invaders, traps whose placement wouldn't be likely to accidentally kill a bunch of the villains before ever snaring a hero, and containing plenty of spaces that built atmosphere without having to be "event" rooms.
I decided to do this as much as possible for the remainder of "Crownfall" and going into Book Two whenever possible. This would influence some fundamental things about how I ran Book Two.
So, that sets the stage and explains where my group was coming from. I'll start off the retrospective itself next post.