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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="The-Magic-Sword" data-source="post: 8293484" data-attributes="member: 6801252"><p>I suspected it might be something like that when I read the introduction page to see how it was presented after your post and noticed that it actually instructs you to go look at certain pages for the background and write ups, and suggests the debriefing with Wrin as something that might suit the playgroup. If that was skipped in favor of the 'skip the fluff' option of dropping the party on the mega dungeon's doorstep I can see how your impression would come about.</p><p></p><p>Personally I despise the boxed text and sequential 'scene' structure and it would be definitionally inappropriate for a mega dungeon.</p><p></p><p>You really might want to try designing your own adventures, I get the sense that it would actually be easier for you than these published materials, because the published materials demand you take the time to read them closely, internalize them, and then you have to still present it artfully to your players and improvise when they say or do things no book could expect. Whereas if you're at all like me, a couple of encounters (or better yet a list of appropriate enemy statblocks I took some quick notes of and the encounter tables on the back of the GM screen), and some improvised maps (a little harder over the internet but not intolerably so, easy with some wet erase markers and ye olde chessex maps) and some ideas and you can spin out something much more immersive and less constrained than a partial reading of the text. Its honestly way less time consuming, and really just requires a little know-how (less than any published module) and trusting yourself.</p><p></p><p>Edit: Which to preempt the obvious, was something that can be learned by a new GM, which I know from first hand experience (and for the same reason, serious issues running published content, i still get nervous when i volunteer for PFS or AL.)</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8293484, member: 6801252"] I suspected it might be something like that when I read the introduction page to see how it was presented after your post and noticed that it actually instructs you to go look at certain pages for the background and write ups, and suggests the debriefing with Wrin as something that might suit the playgroup. If that was skipped in favor of the 'skip the fluff' option of dropping the party on the mega dungeon's doorstep I can see how your impression would come about. Personally I despise the boxed text and sequential 'scene' structure and it would be definitionally inappropriate for a mega dungeon. You really might want to try designing your own adventures, I get the sense that it would actually be easier for you than these published materials, because the published materials demand you take the time to read them closely, internalize them, and then you have to still present it artfully to your players and improvise when they say or do things no book could expect. Whereas if you're at all like me, a couple of encounters (or better yet a list of appropriate enemy statblocks I took some quick notes of and the encounter tables on the back of the GM screen), and some improvised maps (a little harder over the internet but not intolerably so, easy with some wet erase markers and ye olde chessex maps) and some ideas and you can spin out something much more immersive and less constrained than a partial reading of the text. Its honestly way less time consuming, and really just requires a little know-how (less than any published module) and trusting yourself. Edit: Which to preempt the obvious, was something that can be learned by a new GM, which I know from first hand experience (and for the same reason, serious issues running published content, i still get nervous when i volunteer for PFS or AL.) [/QUOTE]
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Looks like I will be running a PF2e game in a few weeks...suggestions?
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