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).

Quail Valley Campaign Session #4

Here is the campaign log from the fourth session of our Quail Valley campaign, written by RJ from the perspective–more or less–of Eoin. My GM comments, as usual, are in [italics and brackets.]

Note: There are potential spoilers for a number of different published adventures below. These include: Necromancer Game’s The Wizard’s Amulet, Crucible of Freya, and Vault of Larin Karr, Goodman Games’ Hive of Villainy, and the adventure, Through the Night, from Dungeon Magazine #29.

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In GM We Trust

We had our fourth Quail Valley Campaign session last night and although it will be a bit before the campaign log gets posted, I did want to share something that really struck me after the session. It wasn’t anything new as many, many others have discussed this issue in the past. It was just something that really struck me in the difference between how this session went and how the prior sessions had gone…all of the players trusted–implicitly–the GM and this made all of the difference.

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Quail Valley Campaign Session #3

Here is the campaign log from the third session of our Quail Valley campaign. I ended up writing this one (for reasons that will become clear later) and so I’m not going to write from any particular characters’ perspective. More of just a blow by blow of the important events. I suppose I’ll still keep my GM comments in [italics and brackets.]

Note: There are potential spoilers for a number of different published adventures below. These include: Necromancer Game’s The Wizard’s Amulet, Crucible of Freya, and Vault of Larin Karr, Goodman Games’ Hive of Villainy, and the adventure, Through the Night, from Dungeon Magazine #29.

The party had decided, after Mook and Rithor recovered from their paralysis, to head back to The Troll’s Tongue as the creature could not be allowed to remain…particularly during Storm Season. Other travelers would have to stay at the inn to shelter from the storms and might fall prey to the ooze thing.

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Quail Valley Campaign Session #2

Here is the campaign log from the second session of our Quail Valley campaign. This was written by Rachel (who plays Isabel). My GM comments are in [italics and brackets.]

Note: There are potential spoilers for a number of different published adventures below. These include: Necromancer Game’s The Wizard’s Amulet, Crucible of Freya, and Vault of Larin Karr, Goodman Games’ Hive of Villainy, and the adventure, Through the Night, from Dungeon Magazine #29.

In this session, the party continues its journey towards Fairhill and encounters a rather strange mantel decoration. We pick up where we left off last time…during Isabel’s watch she was ambushed by a rather strange creature.

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Myth & Magic Campaign

This past weekend marked the beginning of our new campaign and a new game system. As I mentioned in my prior posting, we’re moving to a less “tactically challenging” game. The system I’ve selected is Myth & Magic from New Haven Games (aka M&M). The game isn’t officially released until late September but a pre-release is available. Myth & Magic started as a retro-clone of 2nd Edition AD&D but has become more than that. In a manner similar to Castles & Crusades, M&M looks something like a pre-3rd Edition D&D re-envisioned with modern sensibilities. I definitely prefer M&M’s BASE20 system over Castles & Crusades SEIGE Mechanic and over the d20 approach of ever escalating skills and difficulties. We’re going to be giving the pre-release a run until the September release. It is my understanding the upcoming release has a lot of things added to the game and some things reworked. We’ll re-evaluate if we’ll continue with Myth & Magic after that release.

We rolled up characters on Saturday. It took longer than I had hoped but that is largely because none of the players had ever seen Myth & Magic. I hadn’t shared what we would be playing until after we were into the character creation process. Two of the players also decided that they’d play two characters and that contributed to things taking a bit longer. The range of Ability Scores, as one might expect with 3d6, is pretty wide. Rachel got pretty lucky with her rolls while others did not.

The roster of PCs includes the following.

  • Aram, a Dwarven Cleric (played by RJ)
  • Eoin, a Human Barbarian (played by RJ)
  • Finch, a Halfling Thief (played by Todd)
  • Isabel, a Half-Elf Ranger (played by Rachel)
  • Mookatel, a Half-Orc Fighter (played by Todd)
  • Rithor, a Human Wizard (played by Franklin)

The campaign will be using the Vault of Larin Karr as the “base” upon which I’ll be adding a variety of different things. Some of these will be homebrewed but others will be a mix of 1st, 2nd, and 3rd Edition published adventures. This mix is intentional…I want to see how easy it is to convert materials from the different editions to Myth & Magic. I was going to start with the 3.5 “classic” adventure, The Crucible of Freya and the lead-in, The Wizard’s Amulet. However, Franklin immediately recognized it because he has run both in the past…so I’ll be making some definite changes. 😉

Each character received one or two rumors about Quail Valley or the village of Fairhill. These were basically reasons for them to be wanting to travel to Quail Valley and so when a wizard was looking for some traveling companions to head to Fairhill (a village just a day or two from Quail Valley), it was a good “in” for each character to agree to the trip.

Below is the session log from Rachel.

My GM comments are in [italics and brackets.]

Note: There are spoilers for The Wizard’s Amulet and possibly The Crucible of Freya below.

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Ch-ch-ch-changes…

I’ll get to the post’s title in just a bit. First, an update.

Since I last posted, we’ve still been playing with different players taking turns running some one-shot or short adventures. After Todd’s turn running “A Keg for a Dragon,” RJ took a turn. He ran the nearly unpronounceable, “Well Met in Kith’takharos” from White Haired Man. It took us two sessions to finish it and I think we all enjoyed it. RJ did a job of going with the flow right at the beginning as my character basically picked a fight in a tavern before we really even got into the adventure. He really can’t complain as he gave me a character that was both overconfident, stubborn, and a gambler. I swear that I thought the little guy was cheating at dice!

I think that RJ was disappointed that he never really did any damage–in either session–to any of the characters. He even “cheated” at the end to try and kill one of us but with no success. 😀

After we finished that up, Pat was visiting and volunteered to run Pinnacle’s offering for Free RPG Day this year…The Wyld Hunt. This marked quite a milestone for our group…it was the first time that we ever finished an adventure marketed as a “one-shot” in a single adventure! We did our best to drag it out but first not doing what the adventure expected but Pat got us back on the rails. Pat also succeeded in killing one of the characters.

That’s what we’ve been up to over the last few weeks.

Since we had been expecting Pat’s game to take two session, I had to find something to fill the following session since no one was going to be ready to run something then. I hit on doing a higher Rank fantasy adventure as most of our Savage Worlds games have been at Novice and Seasoned Rank. The biggest conclusion I came away with from that session is that our group is just not a tactically oriented group. We’ve joked (and lamented) the lack of a tactician in the group for most of our history playing together but it really hit home that night. A fight with some trolls turned into a long, dragged out fight that could easily have turned into a TPK.

As a result, I’ve decided that we’re not going to use Savage Worlds for our fantasy campaign. We need something that is bit more forgiving for a non-tactical group of players. I simply can’t go back to 4e or 3.5…the combats in both just take too long for my preference and I really want something fairly rules light and simple in mechanics. I also want something that doesn’t really require “rules mastery” to play well and doesn’t require the players to focus so much on character builds. I want something that is easy for me to prep (from a mechanics perspective), easy for the players to play (again, from a mechanics perspective), and just lets us get on with playing the game.

We’re going retro!!!

Tonight marks the beginning of our experiment with either one of the older editions of D&D, a retro-clone, or one of the “near-clones” that are inspired by the older editions (e.g., Castles & Crusades).

More to come…

A Mile in My Shoes

For out past two sessions, I’ve taken a seat on the opposite side of the table than I normally do. I’ve been a player and Todd has taken over the GMing duties! I had purchased, at some point in the past, the Reality Blurs’ module, “A Keg for a Dragon.” Todd took it and ran it. I haven’t read the module so I can’t say much about it beyond my experience of having been a player. I had fun playing a knight and leading the party…as the duly appointed representative of the King.

I think it was a good experience for Todd to run the game as well. It provides some perspective. At one point last night, he commented on how hard it was to not say something as we all were discussing a particular mystery that needed to be solved. Sitting there knowing the answer and watching us buzz around the answer we needed but not actually landing upon it is something that most GM’s have probably experienced at one point or another. He also got to experience players not searching for things when they are expected to and the nearly inevitable attempts (intentional or otherwise) to derail the plot of any published adventure.

It seems pretty common for folks to talk about GMs needing to be players periodically so they don’t lose the view from the other side. The same applies to players…they should run a game periodically so they have a sense of the GM’s perspective. So, while I continue working on my Savage Greyhawk conversion, RJ and Rachel are each going to take a turn at running an adventure over the course of a session or two each.

They just better not get any ideas of “taking over” the role of alpha GM. 😉

Forgotten Realms or Greyhawk

What?!? Yeah, I know, the last time I posted about what our next fantasy campaign might be, we were voting between Caladon Falls, Hellfrost, and Shaintar. Hellfrost got the cold shoulder from the players in our next round of voting…not because they don’t like it but because they want to try something different. So Caladon Falls and Shaintar were the finalists in our Setting Survivor spoof. The final round of voting resulted in…

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