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A question about Paizo/PF adventure design
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<blockquote data-quote="Retreater" data-source="post: 8140676" data-attributes="member: 42040"><p>After the encounter I realized I handled the hazard incorrectly and we replayed it, after I boosted them a level. Playing the encounter one level higher, knowing the challenges beyond, the group did fine. However, it would be a frustrating thing to keep replaying encounters, especially when we had such limited gaming time (3 hours every two weeks). </p><p>The other restrictions the players were placing on me, interpersonal drama, and the lack of Roll20 support for that Adventure Path caused me to drop the campaign. </p><p>Maybe Age of Ashes wasn't a good fit. Maybe it was other circumstances, but I didn't have a good time with it. Like [USER=6801252]@The-Magic-Sword[/USER] suggested, I did enjoy better making my own encounters, which I would run as tests before bringing in new characters after each TPK. </p><p>Each was hard for the group, which I tested at Low, Moderate, and Severe thresholds, accounting for 5 characters this time. The Moderate and Severe especially were beyond the comfort level of most players. </p><p>From my experience there's not a lot of wiggle room. A mistake (by a player or GM) can easily result in a character death, which compounds the challenge for the entire group.</p><p>I do believe that Paizo should've released a different AP for their inaugural campaign, or at least a series of beginner adventures to guide players and GMs. It doesn't play like 5e or PF1. Having good adventures to show us how to run it is crucial to the success of their line, which was certainly a failing of 4E.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8140676, member: 42040"] After the encounter I realized I handled the hazard incorrectly and we replayed it, after I boosted them a level. Playing the encounter one level higher, knowing the challenges beyond, the group did fine. However, it would be a frustrating thing to keep replaying encounters, especially when we had such limited gaming time (3 hours every two weeks). The other restrictions the players were placing on me, interpersonal drama, and the lack of Roll20 support for that Adventure Path caused me to drop the campaign. Maybe Age of Ashes wasn't a good fit. Maybe it was other circumstances, but I didn't have a good time with it. Like [USER=6801252]@The-Magic-Sword[/USER] suggested, I did enjoy better making my own encounters, which I would run as tests before bringing in new characters after each TPK. Each was hard for the group, which I tested at Low, Moderate, and Severe thresholds, accounting for 5 characters this time. The Moderate and Severe especially were beyond the comfort level of most players. From my experience there's not a lot of wiggle room. A mistake (by a player or GM) can easily result in a character death, which compounds the challenge for the entire group. I do believe that Paizo should've released a different AP for their inaugural campaign, or at least a series of beginner adventures to guide players and GMs. It doesn't play like 5e or PF1. Having good adventures to show us how to run it is crucial to the success of their line, which was certainly a failing of 4E. [/QUOTE]
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