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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="!DWolf" data-source="post: 8106659" data-attributes="member: 7026314"><p>I find pf2e very poorly suited for combat-reset-combat-reset-repeat style of play. But if a gm doesn’t have a “I need this many combats per day mentality” and instead relaxes and enjoys what the players do when given some agency outside of combat, then l think the game runs very well.</p><p></p><p>The APs modules that I have read try to encourage this (and I am planning on running Hellknight Hill now, so I am going to do a whole thread going through the adventure encounter-by-encounter and pointing out features and interesting passages and things I think it did wrong), but I think that players and gms have gotten so used to running games one way they can’t really read what the module is saying anymore. All they see is what they expect it to say (first you fight this, then you fight this, then you have to fight this) and they sort of gloss over anything that contradicts that. </p><p></p><p>This problem is compounded by players/gms who see anything not explicitly allowed for in the module as disallowed and anything done out of combat to bypass fights or reduce their difficulty as cheating. Often they will reflexively try to shut it down and force players back into the fight-reset-fight-reset mode of play, where PF2E isn’t at its best.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8106659, member: 7026314"] I find pf2e very poorly suited for combat-reset-combat-reset-repeat style of play. But if a gm doesn’t have a “I need this many combats per day mentality” and instead relaxes and enjoys what the players do when given some agency outside of combat, then l think the game runs very well. The APs modules that I have read try to encourage this (and I am planning on running Hellknight Hill now, so I am going to do a whole thread going through the adventure encounter-by-encounter and pointing out features and interesting passages and things I think it did wrong), but I think that players and gms have gotten so used to running games one way they can’t really read what the module is saying anymore. All they see is what they expect it to say (first you fight this, then you fight this, then you have to fight this) and they sort of gloss over anything that contradicts that. This problem is compounded by players/gms who see anything not explicitly allowed for in the module as disallowed and anything done out of combat to bypass fights or reduce their difficulty as cheating. Often they will reflexively try to shut it down and force players back into the fight-reset-fight-reset mode of play, where PF2E isn’t at its best. [/QUOTE]
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