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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="!DWolf" data-source="post: 8389238" data-attributes="member: 7026314"><p>Everyone can write shorter, better more concise rules for a rules heavy, medium crunch game like pf2e… right up until they playtest the material. Then it turns out that half the people read your nice concise rule completely differently than you intended and the other half encountered some edge case that needs clarification. So you either publish a nice concise rule that doesn’t actually do what you want or you go back and restate it and add things to clarify edge cases. And eventually your nice concise rule is a big chunky rule. I have mad respect for the designers at paizo. </p><p></p><p>See for the first 11 or so sessions of my Serpents Skull conversion, I modded the system to be scarcity based survival using a framework on top of the exploration rules. And it worked (it was quite fun in fact) mostly because I could explain to the players what I intended and could make rulings with the full understanding of what I was trying to do when edge cases came up.</p><p></p><p>If you are wondering, the basics of my system was to give a tough choice each day: Do you catch food (downtime), attempt to get potable water (downtime), set up a better shelter (downtime), rest to recover from the horrible disease you contracted (downtime), or risk explore the dangerous island and look for means of escape (exploration)? I tracked food and water loss with playing cards (blue backed ones were water, red back ones were food, red cards required a fortitude save to avoid disease) so that the characters could see their ever dwindling resources. It actually worked fantastically well once I worked a few of the bugs out of it.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8389238, member: 7026314"] Everyone can write shorter, better more concise rules for a rules heavy, medium crunch game like pf2e… right up until they playtest the material. Then it turns out that half the people read your nice concise rule completely differently than you intended and the other half encountered some edge case that needs clarification. So you either publish a nice concise rule that doesn’t actually do what you want or you go back and restate it and add things to clarify edge cases. And eventually your nice concise rule is a big chunky rule. I have mad respect for the designers at paizo. See for the first 11 or so sessions of my Serpents Skull conversion, I modded the system to be scarcity based survival using a framework on top of the exploration rules. And it worked (it was quite fun in fact) mostly because I could explain to the players what I intended and could make rulings with the full understanding of what I was trying to do when edge cases came up. If you are wondering, the basics of my system was to give a tough choice each day: Do you catch food (downtime), attempt to get potable water (downtime), set up a better shelter (downtime), rest to recover from the horrible disease you contracted (downtime), or risk explore the dangerous island and look for means of escape (exploration)? I tracked food and water loss with playing cards (blue backed ones were water, red back ones were food, red cards required a fortitude save to avoid disease) so that the characters could see their ever dwindling resources. It actually worked fantastically well once I worked a few of the bugs out of it. [/QUOTE]
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Looks like I will be running a PF2e game in a few weeks...suggestions?
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