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Looks like I will be running a PF2e game in a few weeks...suggestions?
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<blockquote data-quote="Retreater" data-source="post: 8285163" data-attributes="member: 42040"><p>Here are some general observations from my current game in the Abomination Vaults.</p><p>1) There is next to no story or adventure hooks in the AP proper. If you are looking for that, you really need to dig into the Player's Guide. The town of Otari is basically a MMORPG hub to retreat for a long rest and to trade treasure. If you want any detailed NPCs, factions, etc., look at the Player's Guide or other resources. (I have to admit that I'm at a disadvantage because I'm not at all familiar with the Golarian setting lore.)</p><p>2) The exploration pillar is almost non-existent with the exception of Perception checks to find secret doors, traps, and hidden treasures. If this is important to your players, you'll need to add it to the campaign. (At least as far as we are in the first book - which is the third level.)</p><p>3) The dungeon is well "Jacquayed" (in that there are numerous ways to get into each level). This makes it more difficult to prep than other mega-dungeons of a similar size. The GM will have to read well in advance because the group can get into areas you're not intending. To add to that challenge, the module doesn't do a great job of telegraphing the areas to the GM - for example, you won't know the group is getting ready to enter an area under control of a specific faction until they are already encountering opponents of that type.</p><p>4) Largely speaking, the dungeon provides only lip service to being able to side with the different power groups. For example, the group that controls the second level offer a peace treaty for groups that are willing to be captured and sacrificed to their evil god. The group that controls the third level allow the party to serve them by becoming cannibalized. Otherwise, both groups "fight to the death."</p><p>5) It is very unclear what the purpose of the adventure is, even to the GM. Clues are given to the group as they explore, but it's as much of a mystery to the GM as the players. So I guess you should read all three volumes to find out what's going on?</p><p>6) The map is incomplete (as admitted by James Jacobs on the Paizo forums). It is certainly able to be run, but the elevation of the lighthouse's island is not described. This creates some confusion as to the location of the second level, which is actually at the water level of the island whereas the surface ruins are at the top of a plateau. (I am running it like the water level is a subterranean river since nothing was clear in the adventure.)</p><p>7) Some of the rooms are too small for the combats in them. It's definitely too small for meaningful, exciting movement. Some of the rooms are too small for the monsters to actually fit in them. (There is discussion of this on the Paizo forums.)</p><p></p><p>As for what you didn't like about your previous experience, I can address those if you link the pertinent threads (or even better - summarize them in this thread for us to comment on directly). </p><p></p><p>I can say that playing online definitely hampers my roleplaying, as does running a new system that is pretty crunchy. So PF2 isn't the best game I've ever run, but I hope my players are enjoying it well enough. I know I am having a better time with Abomination Vaults than I did in Age of Ashes or the Playtest adventure.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8285163, member: 42040"] Here are some general observations from my current game in the Abomination Vaults. 1) There is next to no story or adventure hooks in the AP proper. If you are looking for that, you really need to dig into the Player's Guide. The town of Otari is basically a MMORPG hub to retreat for a long rest and to trade treasure. If you want any detailed NPCs, factions, etc., look at the Player's Guide or other resources. (I have to admit that I'm at a disadvantage because I'm not at all familiar with the Golarian setting lore.) 2) The exploration pillar is almost non-existent with the exception of Perception checks to find secret doors, traps, and hidden treasures. If this is important to your players, you'll need to add it to the campaign. (At least as far as we are in the first book - which is the third level.) 3) The dungeon is well "Jacquayed" (in that there are numerous ways to get into each level). This makes it more difficult to prep than other mega-dungeons of a similar size. The GM will have to read well in advance because the group can get into areas you're not intending. To add to that challenge, the module doesn't do a great job of telegraphing the areas to the GM - for example, you won't know the group is getting ready to enter an area under control of a specific faction until they are already encountering opponents of that type. 4) Largely speaking, the dungeon provides only lip service to being able to side with the different power groups. For example, the group that controls the second level offer a peace treaty for groups that are willing to be captured and sacrificed to their evil god. The group that controls the third level allow the party to serve them by becoming cannibalized. Otherwise, both groups "fight to the death." 5) It is very unclear what the purpose of the adventure is, even to the GM. Clues are given to the group as they explore, but it's as much of a mystery to the GM as the players. So I guess you should read all three volumes to find out what's going on? 6) The map is incomplete (as admitted by James Jacobs on the Paizo forums). It is certainly able to be run, but the elevation of the lighthouse's island is not described. This creates some confusion as to the location of the second level, which is actually at the water level of the island whereas the surface ruins are at the top of a plateau. (I am running it like the water level is a subterranean river since nothing was clear in the adventure.) 7) Some of the rooms are too small for the combats in them. It's definitely too small for meaningful, exciting movement. Some of the rooms are too small for the monsters to actually fit in them. (There is discussion of this on the Paizo forums.) As for what you didn't like about your previous experience, I can address those if you link the pertinent threads (or even better - summarize them in this thread for us to comment on directly). I can say that playing online definitely hampers my roleplaying, as does running a new system that is pretty crunchy. So PF2 isn't the best game I've ever run, but I hope my players are enjoying it well enough. I know I am having a better time with Abomination Vaults than I did in Age of Ashes or the Playtest adventure. [/QUOTE]
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Looks like I will be running a PF2e game in a few weeks...suggestions?
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