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Andrast
Apr 21, 2010


hyphz posted:

The Sixth Pillar Archetype is considered broken by the designers themselves. Don't grant it to players.

It's fine and not going to break anything

I guess it might be somewhat overtuned if the player is specifically a shapeshifting focused druid?

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Arivia
Mar 17, 2011

Andrast posted:

It's fine and not going to break anything

I guess it might be somewhat overtuned if the player is specifically a shapeshifting focused druid?

yeah paizo says they're gonna errata it https://twitter.com/paizo/status/1416064818637725698

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
The errata is for design principles. Not power. It's fine to give players.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

hyphz posted:


Part 1

The tournament rules are woefully inadequate for the capabilities of level 11 characters, and most of the other team members and enforcers have only immediate combat spells. This means that party members with invisibility/mind control/summoning/teleport other can screw things up completely between matches. It's probably worth clarifying that this kind of shenanigans will get them disqualified if it's something your PCs might consider.

Because of the way the adventure is written, the PCs have to manage scarce spell resources but the opposing teams don't. This isn't very fair for a tournament, so I fudged that the arenas magically allow everyone to use all their spell slots while in a fight then resit them to how they were before the match as they leave. Planey waney stuff or something.



I think your second change might have caused the first problem.

Somebody fucked around with this message at 22:33 on Sep 8, 2022

sugar free jazz
Mar 5, 2008

hyphz posted:

Ew boy. Ok, I had a hell of a time running this one, and it does require a fair amount of tweaking.

Spoilers ahoy for the rest of the message.

Generally

Hao Jin is a goddamn Mary Sue (her name is basically Mary Sue!). I had to tone her down a bit, which wasn't that difficult given the errors in other areas of the adventure. Yea, she's a powerful magician but she loses touch with people who aren't and is a bit untethered from the real world. She's also under a heck of a lot of stress given that wars are fought over who she sides with, which she never asked for. It's important that she's sympathetic for the plot to resonate properly, so don't be afraid to tone her down a bit.

There are too few references to the larger plot early on. It's perfectly possible for the players to get all the way through without actually knowing the background. I ended up having to have Hao Jin explain it at the very end, which was kind of awkward.

I played this with the Stamina rules to allow easier regeneration between rounds but make health loss within rounds more significant. This worked pretty well in theme, although I had to rescind it for the last few battles.

Part 1

The tournament rules are woefully inadequate for the capabilities of level 11 characters, and most of the other team members and enforcers have only immediate combat spells. This means that party members with invisibility/mind control/summoning/teleport other can screw things up completely between matches. It's probably worth clarifying that this kind of shenanigans will get them disqualified if it's something your PCs might consider.

Because of the way the adventure is written, the PCs have to manage scarce spell resources but the opposing teams don't. This isn't very fair for a tournament, so I fudged that the arenas magically allow everyone to use all their spell slots while in a fight then resit them to how they were before the match as they leave. Planey waney stuff or something.

The main part of the adventure is trying to be Fortnite built in the PF2 engine, but it doesn't work that well because PCs don't have that much motivation to do anything but explore. Don't be too surprised if your players just want to "look for another team to fight them" since that's the only way they get ahead early on. I basically had to ignore most of the island geography and just give them the encounters in the order that might be interesting. Basically, if the PCs play to try to win the tournament as best they can according to the rules, the adventure breaks. It's counting on them to just treat it like a hex-crawl.

Also, the adventure has the treasure pickups apart from the static encounters. Again, it's trying to be Fortnite, but this doesn't work at all in an environment where you can't play over and over again and "learn the map". Instead just where the PCs randomly wander can give them a hard adventure or a really easy one. I just put the treasure packets with the monsters.

In Event 5, watch out for particularly opportunistic PCs attempting to challenge the opposing team after saving them while they're exhausted.

In Event 8, we have the traditional problem of "assult on the base" encounters in Pathfinder APs, which is that there is no way for the PCs to know that the opposition isn't infinite until the source is stopped, and no way for them to investigate that source. Be ready for the PCs to wander around outside the temple.

Event 11: the PCs may well have all the points they need by this stage, which can make this amusing, as in my case the enemy team left the arena perimeter and the PCs just went "huh. Well, we're alright jack."

Event 12: no, they don't disintegrate Hao Jin. If they do that, the PCs will rightfully run for the hills from these obviously incredibly powerful casters. Save the Phoenix thing for the ending.

The exhibition events are kind of daft, since Hao Jin won't allow anyone to be permanently harmed there is no reason not to volunteer for all of them. Obviously the adventure wants the PCs to do this, but it might be a bit awkward.

Phoenix Challenge: for the magical genius that she is, it seems Hao Jin forgot that Fly is a level 4 spell.

The Lightkeepers: Blue Viper may need some buffing or modification. He is practically useless until the final encounter because of the onset times on his poisons.

Part 2

The Sixth Pillar Archetype is considered broken by the designers themselves. Don't grant it to players.

Event 3: if your PCs are the strongly heroic type, they might think this is an invitation to start trying to hunt down the Golden League in the city.

The tournament itself is fine, depending on how heavily munchkinised your player group is. You may need to tell the players that the adventure does not actually require that they win the tournament, otherwise they may switch off if they think the result is predestined.

Drake Race: The "chase subsystem" does not work for vehicles and honestly barely works at all. This is used at least twice in this adventure. You might end up needing to fudge heavily or even just graft another one on instead (I suggest pinching one from Savage Worlds if it comes to that)

Challenge of Falling Stars: make sure to start both teams separated and on different levels of the arena. If they all start at the bottom, there is no reason for them to engage with any part of the map, since they just want to fight each other.

Blood and Beauty: there goes Hao Jin forgetting about Fly again.

Panic on the Seven Dragons Bridge: making the encounter about saving the crowds kind of complicates things. PCs may be concerned about what happens if a dead 50'x50' creature falls on a bridge. Also bear in mind that if any PC has a "knocks prone.." ability, technically that causes a flying creature to plummet all the way to the ground and potentially require several rounds of full movement to get back to where it was, which can bypass or disrupt many aerial fights.

If you want to keep Hao Jin even more humanized, bear in mind that a powerful planar sorceress has shown up in their city, and then the place has had to be evacuated due to planar creature attacks. What would you think?

Razu: seriously, someone stick that chase subsystem where the sun doesn't shine.

Part 3

The thing about S------ controlling geography in the demiplane should be thrown out instantly. It means he's either an idiot or he would defeat the PCs trivially.

G1: the map does not show the tunnels or "lookout windows", so this may require some sudden amendments.

G2: why would someone leave a bunch of astronomy equipment lying outside exposed to the elements? This is only part of a very strong suspicion I have that the G- area was actually built as a dungeon and then converted to an island at the last minute for the AP.

The Night Parade: another bit of evidence for the "dungeon" theory is that this takes place in a clearing, and jungle surrounding a clearing isn't necessarily impassible. PCs who can take to the trees or fly over them can trivially attack the Parade from areas it cannot enter due to its size.

G5: don't show the PCs the picture of the Dimensional Darkside Mirror that's printed in the adventure. Their response will be "we walk up behind it and push it over."

The Grand Dojo: remember what I said about Blue Viper? Plum Rain Deluge + Tears of Death is a potential one shot TPK. Be very careful with this.

H4/H5: crawl-experienced PCs are not going to use a magic pillow or a magic rope in the heart of their enemy's base.

Ending: to lower the Mary Sue element a bit, I had Hao Jin do the phoenix thing while still within the Lighthouse and then appear seriously wounded and disoriented, and let the PCs rush her back to Goka on their craft (watch out for PCs with Legendary Medic, of course) for medical attention. I also added a bit about the empress's scouts having found Tino's Toughest in the woods, just so they know they're alright. This also slowed down the ending a bit, because it's otherwise a bit sudden.


Appreciate it! I'll take a look at some of these things, particularly the chase stuff, and wing it a bit with some others like the spell slots etc. Glad there's not whole books that are just garbage or mummy's mask/crimson throne random encounter filler problems.

Somebody fucked around with this message at 22:33 on Sep 8, 2022

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben

KPC_Mammon posted:

I think your second change might have caused the first problem.

I can see there's a connection. The main reason for the second change was to avoid creating a prisoners dilemma where the the PCs - or even the NPCs - waited to avoid being any team's first fight of the day, because if you're the second or later you can face them at reduced effectiveness.

Using spells out of combat could be much more effective than in the rounds. For example, it's established that the hostile creatures living on Bonmu can kill tournament entrants without being subject to the rules. This provides lots of loopholes for Druids or other characters who can control animals to sic those creatures on enemy teams as they travel. A Druid could even get away with turning into a tiger or something and then killing another entrant, because how does the opponent know that it wasn't just a regular tiger that happened to be on the island? None of the enemy templates have detection or dispelling. If you can turn invisible, you can sneak up on another team as they sleep, grab their Phoenix Necklace and go chuck it in the bay, then they will be disqualified for not being able to present it. No-one has see invisibility either, not even the enforcers (other than Koto). Yes, you could try and say "well Hao Jin sees everything that's happening and tips the enforcers off" but then why would she allow Event 8 to happen?

Bear in mind that the tournament rules are a bit weird as well, like being able to reduce losses against teams you fear by challenging them for 1 feather then immediately surrendering. The PCs probably would not do that but the NPCs might.

sugar free jazz posted:

I'll take a look at some of these things, particularly the chase stuff

The big problem with the chase rules is that they assume that the PCs are spending all their actions moving, and anything else they do slows them down, so they wouldn't do it very often. That works for a foot chase, but all the chases in Ruby Phoenix are done in vehicles where that problem doesn't apply - it only takes one person to fly the vehicle and move everyone (and sometimes they get an NPC pilot) which gives the PCs all their actions free and lets them mess with the chase in ways the rules clearly didn't expect.

The other issue is that it doesn't have any mapping of chase position to actual distance, which becomes awkward when the PCs want to throw missiles, use spells, Errol Flynn their way onto the opposing vehicle, etc.

hyphz fucked around with this message at 18:02 on Sep 8, 2022

Anonymous Zebra
Oct 21, 2005
Blending in like it ain't no thang

hyphz posted:

Using spells out of combat could be much more effective than in the rounds. For example, it's established that the hostile creatures living on Bonmu can kill tournament entrants without being subject to the rules. This provides lots of loopholes for Druids or other characters who can control animals to sic those creatures on enemy teams as they travel. A Druid could even get away with turning into a tiger or something and then killing another entrant, because how does the opponent know that it wasn't just a regular tiger that happened to be on the island? None of the enemy templates have detection or dispelling. If you can turn invisible, you can sneak up on another team as they sleep, grab their Phoenix Necklace and go chuck it in the bay, then they will be disqualified for not being able to present it.

I don't own this adventure so I can't be sure, but those all sound like interesting and creative ways for the PCs to solve a problem without following the script the module gives them. I wouldn't try to bend the rules to prevent that, as much as I would consider ways to make NPCs act more creatively to hassle the PCs in similar ways. I always come down on the side of PCs finding ways to gently caress the module with creative ideas and spell-use, so good for them.

Honestly, it kind of reminds me of how my players completely de-railed the old Age of Worms AP Paizo wrote back in the 3.5E days. They managed to completely lose the thread in the first adventure when they realized they could get stinking rich disassembling the dungeon and selling the parts back in town. They never made it to the final room and thus never got sucked into the rest of the drat AP! It was funny at the time, but it did show a pretty glaring mistake in how the module was written by Paizo.

Podima
Nov 4, 2009

by Fluffdaddy

hyphz posted:

Ew boy. Ok, I had a hell of a time running this one, and it does require a fair amount of tweaking.

Spoilers ahoy for the rest of the message.

Even if this adventure came out in 2011-2012 (if I'm reading this right) when doing this kind of blow-by-blow rundown of the entire adventure (though it's a solid effortpost), I think it'd be common courtesy to spoiler tag it just in case. I went ahead and edited in spoiler tags for your post and where it was quoted. Thanks for taking the time to write all that out though, it was an interesting read - I've struggled a bunch with running higher-level prewritten adventures in the past before and a lot of the things you point out are very familiar challenges.

Arivia posted:

I'd note that hyphz specifically seems to have problems interacting with rules and treating other people like regular human beings while playing so I would take this all with a giant pile of salt, your experience will very likely differ greatly.

e: to be clear i'm not trying to be mean. it is a recurring trend in specifically the general chat thread where hyphz complains about an RPG being broken or not working and the problem turns out to be "hyphz interprets the rules/fiction very weirdly" or "hyphz cannot treat other people as people", including with some of these complaints about the AP.

I get that you're not trying to be mean, but do think about how this post reads as a response to an effortpost that doesn't actually engage with its content beyond marking remarks about who posted it. You could just as easily have said "take this with a pile of salt, your experience may vary from the challenges hyphz faced" and that would have worked fine.

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben

Anonymous Zebra posted:

I don't own this adventure so I can't be sure, but those all sound like interesting and creative ways for the PCs to solve a problem without following the script the module gives them. I wouldn't try to bend the rules to prevent that, as much as I would consider ways to make NPCs act more creatively to hassle the PCs in similar ways. I always come down on the side of PCs finding ways to gently caress the module with creative ideas and spell-use, so good for them.

Honestly, it kind of reminds me of how my players completely de-railed the old Age of Worms AP Paizo wrote back in the 3.5E days. They managed to completely lose the thread in the first adventure when they realized they could get stinking rich disassembling the dungeon and selling the parts back in town. They never made it to the final room and thus never got sucked into the rest of the drat AP! It was funny at the time, but it did show a pretty glaring mistake in how the module was written by Paizo.

Yea, that's always the kicker - you don't want to railroad the PCs or penalize them for being creative, but at the same time, allowing it can break the AP or result in really crummy fiction.

Honestly, the whole "Hao Jin has her head in the clouds" thing in my game came from when the players used Fly to bypass the Phoenix Challenge and I tried to play it as a comedy anime moment with Hao Jin looking on blushing and blinking while the Empress facepalmed. "Oh, I forget about that. I mean, I just use True Planar Translocation all the time.."

Also in case this is useful, here's a link to the handout I made with the rules and the implied map of the island (which is blatantly the UK with a chunk taken out of it) that the Enforcers give the PCs as they start up. Our PC team were the Bright Crusaders but it's editable so you can insert your team name. https://docs.google.com/document/d/1Ii4XZ3F9H82TxcAsOH5dshgxDUDlGLQJ/

hyphz fucked around with this message at 00:13 on Sep 9, 2022

OgreNoah
Nov 18, 2003

My Kingmaker 2e pledge has finally arrived, very excited to read 600 pages and then not convince my friends to play it.

Ryuujin
Sep 26, 2007
Dragon God
Does it have rules for all the companions? Or just some with others having a blurb? I am curious if they actually converted Kalikke and Kanerah to 2e since the Kineticist hasn't actually been finalized and only recently had a playtest.

OgreNoah
Nov 18, 2003

There's a 125 page book for the companions, and it includes the two you mentioned. Some are more fleshed out than those, but there's some kineticist stuff for them.

OgreNoah fucked around with this message at 01:45 on Sep 9, 2022

The Golux
Feb 18, 2017

Internet Cephalopod



OgreNoah posted:

There's a 125 page book for the companions, and it includes the two you mentioned. Some are more fleshed out than those, but there's some kineticist stuff for them.

Oh man, I'm pretty sure I missed adding a physical copy of this as an add-on. I hope it will be available separately afterwards...

appropriatemetaphor
Jan 26, 2006

Going to be playing Blood Lords, anyone have any cool undead character ideas?? Can be a skeleton, zombie, etc, anything that takes negative healing.

My initial idea was just a Dwarf Dhampir Fighter which seems pretty boring, but I do think I prefer martial classes?

I like being able to trip and do athletics based stuff so maybe a monk or a strength-based rogue?

Jarvisi
Apr 17, 2001

Green is still best.

appropriatemetaphor posted:

Going to be playing Blood Lords, anyone have any cool undead character ideas?? Can be a skeleton, zombie, etc, anything that takes negative healing.

My initial idea was just a Dwarf Dhampir Fighter which seems pretty boring, but I do think I prefer martial classes?

I like being able to trip and do athletics based stuff so maybe a monk or a strength-based rogue?

Let me show you something

https://2e.aonprd.com/Feats.aspx?ID=3537

You could do some dumb poo poo with a rogue sneak attacking or likewise!

Alternately this would be a good opportunity to try one of the evil aligned champions since it's a lawful evil themed campaign!

Jarvisi fucked around with this message at 04:04 on Sep 13, 2022

The Golux
Feb 18, 2017

Internet Cephalopod



just conceptually the idea of a skeleton bard is amusing to me.

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben

The Golux posted:

just conceptually the idea of a skeleton bard is amusing to me.

He brings his own xylophone

the_steve
Nov 9, 2005

We're always hiring!

The Golux posted:

just conceptually the idea of a skeleton bard is amusing to me.

:yohoho:

bare bottom pancakes
Sep 3, 2015

Production: Complete

The Golux posted:

just conceptually the idea of a skeleton bard is amusing to me.

One Piece is pretty good

The Golux
Feb 18, 2017

Internet Cephalopod



believe it or not, I didn't have Brook in mind when I was thinking of it...



But also the idea of a colorfully-painted skeleton, or one wearing very colorful clothes and dancing, or something like that.

The Golux fucked around with this message at 17:05 on Sep 13, 2022

disposablewords
Sep 12, 2021


Yo get a loving band going.

Drakyn
Dec 26, 2012

disposablewords posted:

Yo get a loving band going.
The whole brass section has been waiting for this a long time.

Froghammer
Sep 8, 2012

Khajit has wares
if you have coin

Skeletons have a ton of flavorful and powerful options. I can kinda tell whoever wrote it had a blast.

5-Headed Snake God
Jun 12, 2008

Do you see how he's a cat?


appropriatemetaphor posted:

Going to be playing Blood Lords, anyone have any cool undead character ideas?? Can be a skeleton, zombie, etc, anything that takes negative healing.

My initial idea was just a Dwarf Dhampir Fighter which seems pretty boring, but I do think I prefer martial classes?

I like being able to trip and do athletics based stuff so maybe a monk or a strength-based rogue?

Play a fighter or champion and use a scythe. How many chances are you gonna get to wield a scythe and have it be thematically appropriate? Plus they're good for tripping!

CottonWolf
Jul 20, 2012

Good ideas generator

Ghost psychic is also an option for maximum Poltergeist energy.

Eastmabl
Jan 29, 2019
Someone needs to create a troupe of skeleton bards and call them The 27 Club.

Selachian
Oct 9, 2012

Skeleton monk with Stoked Flame Stance, because burning skeletons will never not be cool.

Or how about a zombie ranger with a vulture animal companion?

Selachian fucked around with this message at 20:40 on Sep 15, 2022

Kitfox88
Aug 21, 2007

Anybody lose their glasses?
Nah, scarab beetle and go for that tomb lord vibe.

Ryuujin
Sep 26, 2007
Dragon God
Kind of feeling that Homebrew urge again. Recently went back and started reading some threads discussing the 1e Shifter, and also some stuff about what people want for a 2e Shifter. Then looked up my old attempt at a 2e Shapeshifter, since I have done one for 3.5 and Pathfinder, and I think I did one for 5e as well, and felt like it was too simple still. My initial version was just giving it the Wild Druid Wild Shape at will but without temp hit points, though with the whole temp hit points from Rage thing it might be possible to give them temp hit points every so many rounds. And gave them the feats that improved Wild Shape and maybe some other similar feats. The problem is this barebone homebrew class basically had almost no class features other than Wild Shape and the Wild Claws part of Wild Morph at will, and basically no feat choice except the Wild Shape altering feats of the Druid.

So I am kind of feeling like going back and expanding it into more of an actual full class. Thinking of adding in Aspects, at will of course, to give a bit more modularity/customization. Thinking of making the Aspects Morph effects so they can stack on top of the Wild Shape where possible, and actually making some Aspects be level gated to add things like Flight or Swim to any form, or some elemental damage.

Looking back and I don't think I actually included when the different defense or attack proficiencies increased so I need to do that. I feel like I should maybe include subclass choices, kind of like Sorcerer Bloodline or Druid Order, to kind of give the 1e Shifter archetype options. Though I will have to think of how to do it for stuff that would normally come up with a higher level Druid Feat.

What little I have so far, mostly my old take on it, is here if anyone wants to see my initial attempt or watch any updates I end up making.

Epi Lepi
Oct 29, 2009

You can hear the voice
Telling you to Love
It's the voice of MK Ultra
And you're doing what it wants
Do you need the Magical Crafting feat to transfer a rune from one weapon to another? Even if you don't need Magical Crafting, do you need to be an expert in crafting to transfer runes? You definitely need to be expert to create runes. I'm very unclear on the requirements are to transfer runes.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Epi Lepi posted:

Do you need the Magical Crafting feat to transfer a rune from one weapon to another? Even if you don't need Magical Crafting, do you need to be an expert in crafting to transfer runes? You definitely need to be expert to create runes. I'm very unclear on the requirements are to transfer runes.

There's dozens of pages of back-and-forth on the Paizo forums, reddit, etc. because they wrote the rune transfer rules both vague and bad and have never bothered to clean them up with errata. The PFS OP rules are just "take it to an NPC who waived the labor charge" because people needed a solution. In practice, the answer is: There's no good reason to gate this from your players in any way because it's a fundamental part of system math, so just let them do it as needed.

GetDunked
Dec 16, 2011

respectfully
You put the old weapon side by side with the new weapon and the runes skitter across like hermit crabs moving into a larger shell

Epi Lepi
Oct 29, 2009

You can hear the voice
Telling you to Love
It's the voice of MK Ultra
And you're doing what it wants

Toshimo posted:

There's dozens of pages of back-and-forth on the Paizo forums, reddit, etc. because they wrote the rune transfer rules both vague and bad and have never bothered to clean them up with errata. The PFS OP rules are just "take it to an NPC who waived the labor charge" because people needed a solution. In practice, the answer is: There's no good reason to gate this from your players in any way because it's a fundamental part of system math, so just let them do it as needed.

That was my impression thank you.

I'm looking forward to Treasure Vault and the alternative crafting rules they promised in it. Hopefully they are an actual improvement!

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Epi Lepi posted:

That was my impression thank you.

I'm looking forward to Treasure Vault and the alternative crafting rules they promised in it. Hopefully they are an actual improvement!

Honestly, crafting (and downtime) rules feel like they should have been an entirely separate game system off in the GMG or something as an optional rule, because codified downtime for my players always feels like an underwhelming slog that only certain characters get any meaningful benefit from (and they NEED it) and everyone else is just like "idk I guess I roll a skillcheck for a couple of silver pieces or something). There are very specific types of campaigns where downtime is a thing and it's honestly never been a good addition to the official mods or a thing I just throw at players normally.

Harold Fjord
Jan 3, 2004
I like down time in age of ashes

They give you specific things to do during it to improve your house that I assume will eventually come under siege.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Harold Fjord posted:

I like down time in age of ashes

They give you specific things to do during it to improve your house that I assume will eventually come under siege.

Yeah, but should that compete against class features like crafting alchemy items or scribing spells?

Andrast
Apr 21, 2010


Yeah I generally just handwave downtime for stuff like alchemy and scribing spells. I'd rather keep stuff moving than have players roll for fiddly stuff like that.

Froghammer
Sep 8, 2012

Khajit has wares
if you have coin

Toshimo posted:

Yeah, but should that compete against class features like crafting alchemy items or scribing spells?
In a protracted campaign? Yeah, probably.

Weird Uncle Dave
Sep 2, 2003

I could do this all day.

Buglord
Why does Organized Play feel like it's so hostile to new players? I'm just looking for a local game, but their own event list is very thin and basically impossible to search by geography. Or they recommend several other web sites, none of which are much better in either regard.

Then the FAQs and such are chock full of what looks to be fairly esoteric rulings, which I'm sure are important, but as a new player what I really need is "here's where to find a game" and maybe "if you want to roll around character in advance here's which optional rules you can use." I think they address the latter, but the options are overwhelming. The important stuff really needs to be more visible, and the visible stuff could easily be tucked behind another click or two.

(While I've played a share of TTRPGs it's been literally decades. It shouldn't be this laborious and confusing to just find a place to roll some dice.)

Related: How lost, story-wise, would a new OP player be? It looks like I will have missed literally years of events, and my hunch is that nobody runs "old" stuff.

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the_steve
Nov 9, 2005

We're always hiring!

Weird Uncle Dave posted:

Why does Organized Play feel like it's so hostile to new players? I'm just looking for a local game, but their own event list is very thin and basically impossible to search by geography. Or they recommend several other web sites, none of which are much better in either regard.

Then the FAQs and such are chock full of what looks to be fairly esoteric rulings, which I'm sure are important, but as a new player what I really need is "here's where to find a game" and maybe "if you want to roll around character in advance here's which optional rules you can use." I think they address the latter, but the options are overwhelming. The important stuff really needs to be more visible, and the visible stuff could easily be tucked behind another click or two.

(While I've played a share of TTRPGs it's been literally decades. It shouldn't be this laborious and confusing to just find a place to roll some dice.)

Related: How lost, story-wise, would a new OP player be? It looks like I will have missed literally years of events, and my hunch is that nobody runs "old" stuff.

I think part of it probably has to do by area. Like, the Pittsburgh PFS is fairly well run, IMO. Active, the venture captains try to help people out, etc. But, that's anecdotal.

And yeah, a lot of the stuff on the website confuses the hell out of me, especially since there's some arbitrary gatekeeping on stuff like certain Ancestries until there isn't.

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