Hellfrost Session #20

We have kind of restarted our old Hellfrost campaign! As Todd would say, and I certainly share the sentiment, “Hooray!”

I say kind of because there are currently five players in the group. Two were not playing back when we were doing the main Hellfrost campaign and one (Todd) has decided that he doesn’t want to play his prior character (Taranis). I, on the other hand, don’t really want to just drop all of what we had done in the prior campaign. I really enjoyed the direction it was heading. So, we’re going to have a little bit of closure with where we were in out last session (Session #19), have a rather harsh winter, and have the campaign start up again with the spring. Rachel is going to keep playing Wulfwynn and RJ is going to keep playing Skuli but Austin, Bridgett, and Todd are all going to start with new characters. This means that Andwik (previously played by Cliff), Cuðbert (previously played by Jamie), Karaphos (previously played by Thomas), Nissa (previously played by Katherine), and Taranis (previously played by Todd) had to go…somehow.

But, before we get to that, I have a confession to make. I suck at running stand-alone modules. As anyone who has looked at this site recently knows, we were playing Pirates of the Crystalflow as something of a practice adventure. Spoiler Alert: There are, obviously, some spoilers for the adventure below the break.

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Hellfrost Sidetrek: Pirates of the Crystalflow Session #2

When we last left our heroes, they had encountered some “bandits” holed up in a tower along the Crystalflow River. The leader of the bandits had just conceded that the party could stay in the tower for the night (i.e., he surrendered) and Taranis had been gravely wounded from an arrow shot by the same leader and had plummeted to the ground from the tree he had climbed for a better vantage.

There are spoilers for The Pirates of the Crystalflow. Although, even though we are two sessions in already, we haven’t really gotten very far into the module at all. We have a definite tendency to “go off the rails” and get sidetracked with things. This entry is, again, from me. None of the players had volunteered to to do it…even for an extra benny. I guess I’ll just have to put the carrot away and pull out the stick.

My GM comments are, as always, in [italics and brackets].

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Hellfrost Sidetrek: Pirates of the Crystalflow Session #1

To give our new players a taste of Savage Worlds & Hellfrost and to help the rest of us get reacquainted with them after being away for a bit, I’ve decided to run the module, Pirates of the Crystalflow, from Wiggy and Triple Ace Games. Our regular Hellfrost campaign is set in the Freelands and was dropped in the middle of a combat in some sort of tomb/necromancer’s place. So this module isn’t really part of the campaign…just a chance to get some play in and get used to the system again. Hopefully it will help break folks of some D&Disms that I’ve found are sometimes problematic when picking up Savage Worlds after D&D type games.

Although it doesn’t really fit with our prior Hellfrost campaign that we’ll be picking up soon, I also decided that it would be helpful if those that had played in the Hellfrost campaign previously could play their old (and soon to be again) characters: Rachel is playing Wulfwynn, a Reaper of Eostre; RJ is playing Skuli, an Iron Guild Mercenary; and Todd is playing Taranis, an Eire Elementalist and member of the Lorekeepers. Austin and Bridgett are playing Andwick, a Hearthkeeper of Kenaz, and Drefan a Woodsman. Both of these are characters of players who aren’t playing with our group anymore.

So the Heroes of Dalsetter somehow ended up down in the Crystalflow Confederacy and without any funds. We all decided that this was somehow probably Skuli’s fault. So the PCs are both looking for some additional funds and, being heroes and all, the chance to be heroic. So I’m sure it is no surprise that, as the PCs were eating a meal that the last of their money had purchased in some unnamed inn in Scathmoor, they were approached by an individual interested in obtaining their assistance.

Spoiler Alert: Obviously, there are going to be spoilers for Pirates of the Crystalflow below the break…although most of this session was on the fly improv. This write up is from, well, me and my GM comments are in [italics and brackets] as usual.

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GM Analysis Paralysis…a Solution

So last post I mentioned that I was having a bit of GM Analysis Paralysis (GMAP). Basically, I was pretty much at a stand still for what to run and what to do with Pathfinder. We took the night off from rpgs, played Order of the Stick instead, and drank quite a few beers (well, we normally do that but this time we had a few more than normal). We also had a chance to chat for a bit about gaming and what we might do moving forward. Everyone was quite understanding at my relative ennui with our game and with Pathfinder. I talked about various systems that I’d like to try out and see if they might fit both me as a GM and them as players. These included: Castles & Crusades, Myth & Magic, AD&D (or OSRIC)…sense a pattern yet…and Savage Worlds.

We also talked a bit about what I felt would be the best fit for me as a GM. The following day, I posted a list of the things that I identified as what I was looking for. These included:

  • I want a system with a relatively easy, unified mechanic for resolving things when the dice need to come out.
  • I want a system that is easy to tweak and add house rules as we see fit (e.g., tweaking any sort of “Vancian” or cast and forget magic system).
  • I want a system that doesn’t require a high degree of “rules mastery” on either your part or mine in order to be played effectively.
  • I want a system with a simple character sheet and where the focus of the game is on what is happening at the table rather than what is written on the character sheet.
  • I want a system where monster stat blocks aren’t one or two pages long and still require that you have memorized or look up abilities that are only listed by their name.
  • I want a system where a core design philosophy and style is not on what a character can’t do but on letting characters try pretty much anything.
  • I want a system that is very easy for me to improvise and run on the fly without a lot, if any, prep ahead of time.
  • I want a system where it is easy to use material, specifically adventure material, from various editions of D&D since I’ve got a bunch.
  • I want a system that doesn’t place a heavy emphasis on detailed, tactical combat but recognizes that combat is just a tool to support the exploration, roleplaying, and other such elements of playing in a campaign.
  • I want a system where neither the players nor GM need to be looking up rules or other things in a rulebook on a regular basis.

Not too much to ask for, right?

Well, as I thought (and thought and thought and thought) about it during the day, I realized that I already had a game that I felt met all this for me and, perhaps with a slight amount of tweaking, would work for my players. Wait for it…wait for it…

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GM Analysis Paralysis

We’ve continued playing but with some larger periods of time between sessions than I prefer.

We finished up Entombed with the Pharaohs awhile back. Or, more precisely, Entombed with the Pharaohs finished off the players. One encounter resulted in a TPK even though the PCs were, if I recall correctly, pretty much rested up. Of course, having a creature that everyone, except the fighter, needs to roll a 20 to hit and can do nearly 150 points of damage in one round against a 6th level party is probably going to lead to a TPK. 😉

We started a new Pathfinder campaign three weeks ago but haven’t played since the first session. That’s not a good thing for me…I need to get into a campaign for it to really work and take off. This kind of gap almost always kills a campaign this early on.

Even worse, I’m pretty sure that Pathfinder just isn’t going to be for me. I’ve tried…I’ve really tried…to embrace Pathfinder but it has all the issues that I didn’t like in 3.5. To house rule it to make it a system I would want to run, even with the Beginner Box, is just going to be way too much work. Plus it’d probably be so far removed that it wouldn’t be recognizable as Pathfinder and the whole point of playing Pathfinder, to find new players if needed, would be lost.

I’m missing the relative simplicity and openness of Savage Worlds, for example, but I kind of want to stick with a D&D type game too. I miss the good old days of D&D too.

So here I am with our first session in three weeks just a few hours away, and I have no idea what I want to do…I’ve got GM Analysis Paralysis (GMAP)…ugh…good thing my players are a forgiving bunch…or, at least, they damn well better be! 😉

Entombed with the Pharaohs, Part 3

We had our third session playing the module Entombed with the Pharaohs (from Paizo) this past weekend. Below is a session write up from Rachel and, obviously, it contains lots of spoilers for the module. Sadly, this session was not quite as enjoyable as the prior two but this was not entirely the fault of the module but, rather I think, the game system. I’ll briefly elaborate below. As always, my GM comments in [brackets and bold italics].

Oh, and I learned a valuable GMing lesson in this session. Never make brownies and serve them nice and warm at the START of a gaming session. Some of the players were a little too giddy with a sugar high as we started playing. 😉

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Entombed with the Pharaohs

As part of our process to reacquaint ourselves with d20 and Pathfinder in particular, we took up a mid-level adventure…Entombed with the Pharaohs. Now, obviously, there are going to be some definite spoilers below the break but I do just want to say that this module, written by Michael Kortes, has exactly what I love to find in a pre-published adventure. Although there is something of an “end-goal” involved with the module, it didn’t feel like an overly linear adventure. Instead, Mr. Kortes provided various NPCs, scenes, and tools to reach that end-goal but with enough openness that I’m guessing different groups will find this module play out quite differently. Exactly how I like a module to be written.

Below is the journal from our first session. It was nearly a month ago so I might have a few details wrong. Oh, but first, the characters…

  • Nuala, a 6th level elf rogue played by Rachel.
  • Kyra, a 6th level human cleric played by Bridgett.
  • Ezren, a 6th level human wizard played by RJ.
  • Nasir, a 6th level human fighter played by Todd.
  • Scott, a 6th level Sorcerer played by Austin.

Now on to what happened in the first session…obviously there are spoilers below for Entombed with the Pharaohs.

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Pathfinder so far…

I, obviously, have not been keeping up with posting here but that doesn’t mean that we haven’t still been playing on a regular basis. Our Halloween one-shot kind of fell through as one of the players had to cancel near the last minute and it wasn’t really going to work well without a full compliment of players. So instead, we did what many had been doing…we busted out the Pathfinder Beginner Box and played the included introductory adventure. We had quite a bit of fun with it. I’m not saying that it’ll ever win awards for its depth and character development but it was a fun little dungeon crawl. Some of the rule changes, of course, changed how things played a bit. For example, the lack of attacks of opportunities meant that a certain big bad guy at the “end” of the adventure could move about quite a bit without any real repercussions. I think the cleric’s Channel Energy healing did almost as much healing for the bad guy as the good guys due to this.

Like many others, I contemplated expanding upon the introductory module (especially since the bad guy got away) but I decided not to. Instead, I figured we might as well jump in and start playing–more or less–full Pathfinder. I picked up the three “First Steps” modules for the Pathfinder Society Organized play, added another player (Austin), and away we went.

I was a bit disappointed with the series. Don’t get me wrong, we had fun, but it just seemed too artificial to me. I’m sure some of this is an artifact of the format of the adventures…each designed to be played in four hours as part of organized play. It just wasn’t quite what I wanted. My players often tend to not want to just go from encounter to encounter and, at times, that is what these felt like. We took nearly three sessions (of 4 to 5 hours each) to finish the first of the three. Some of that was because we are still pretty new to Pathfinder and some was due to my players’ inclination to “dawdle.” Some, though, were the modules themselves (e.g., the dealings with the Sapphire Sage in the first module really rubbed some of my players wrong due to its overly “gamist” and artificial feel).

We played through the first two modules and started the third but stopped before we got too far into it. It just seemed like there were so many holes, inconsistencies, and little things that I didn’t like by that point that we stopped before getting too far into it. I wanted to run these modules as close to written as possible since this was all intended to give us all a good introduction to the Pathfinder system but I just wasn’t going to be able to do it. Of course, it also helped that one of the PCs attempted to cast charm person on a rather well-guarded bigwig at the beginning of the module who was kind of important to the party even beginning their third mission. I’ll just say that a certain gnome bard is still serving as a charmed attendant of Master Torch in Absalom.

Regardless, I think the modules served their purpose for us…to start to get a better feel for Pathfinder. At least at the lower levels. I’m not ready to play high level Pathfinder yet and I know my players aren’t either but I do want to play a bit of a higher level next. Actually, I had read a lot about E6 (for 3.5) and the “sweet spot” it represents so sixth level seems like a good point to try at this point.

Everyone made a sixth level character (or grabbed a pre-gen) and we started Entombed with the Pharaohs. I’ll post more about our first session with it but it was quite fun.

Back to Pathfinder

It is, of course, old news that Paizo is releasing a boxed set, the Pathfinder Beginner Box, of their Pathfinder rules. The box, as one might guess from its title, is directed to new players. Given that I’ve been playing since before the 1st Edition DM’s Guide was published, I don’t think I’m exactly the target demographic that Paizo is looking to hit with this new product. However, that hasn’t stopped me from being rather intrigued by it. Intrigued to the point that I want to give Pathfinder another try. See, I got burned out on 3.5 near its “last” days and so I’ve never really given Pathfinder a good try. I’ve got the core books and a number Paizo’s adventures and setting stuff but I’ve only run a few sessions of Pathfinder using the Crypt of the Everflame.

While we have a regular schedule of gaming on most Saturday evenings, we’ve recently hit one of those rare situations where multiple players couldn’t make it to multiple sessions in a row. We’ve only played our Quail Valley campaign with Myth & Magic once in the last five weeks. This weekend we’re doing the annual Halloween one-shot so it’ll be like six weeks with one session. For me, that just isn’t enough to really keep my interest in a campaign.

So, my gaming thoughts were already straying and I was already thinking about a new campaign when I started to see a lot of good reviews and good press about the Beginner’s Box (like this review). I guess I just thought, wny not? Why not give Pathfinder, initially in the slimmed down version of the Beginner’s Box, a try and dust off some of those old ideas and old prep work I did for a Golarion campaign a number of years ago. As I noted in another post recently, I think a lot of my burnout with 3.5 wasn’t the system itself as much as it was the dynamics at the table…adversarial dynamics encouraged, at least to some degree, by the rule-set. So, yeah, why not…maybe I’ll get another Company H Campaign out of it (still one of my all time favorite campaigns I’ve ever run).