"Masks of the Living God": Impressions?

Steel_Wind

Legend
Hi all,

As you might have read on another post, I'm one of the hosts of Chronicles: The Pathfinder Podcast. Starting early next month, we'll focus on reviewing Golarion products and, in particular, in reviewing, deconstructing (and sometimes reconstructing) Paizo modules, Adventure Paths and Pathfinder Society Scenarios with a spoilerific zeal.

Masks of the Living Gods
is up for an early review on the podcast.

I've played through the module and read it through and I have formed my own views on MotLG. I am, however, greatly interested in the opinions of other players and GMs on your own group's experiences with Masks of the Living God. Right now, there are not too many posts on EnWorld or on the Paizo forums concerning the module, fair or foul -- and there is a relative dearth of questions too, for that matter.

I expect the main reason for that is that the module is relatively new. Still, sometimes some further prodding in necessary to provoke a response:

What did you think of the module as a player or GM? Did you play it as part of the Immortals trilogy? Anything in particular that you liked -- or disliked about the module?

I'd be very pleased to get your views on your own group's experiences with "Masks of the Living God".
 

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I am trying it out. Visually, like everything I've seen from Paizo, everything is decked out nice. Gameplay...it is an interesting concept, but not for every group.

So far, I am finding it a little akward. Part of it is that I am not used to running modules, and another part I am not running it as part of a multi-module campaign. There may also be a conflict of play style. I'll know more after the weekend, as we're still early in the mod - the group has just infiltrated the temple.
 

I am trying it out. Visually, like everything I've seen from Paizo, everything is decked out nice. Gameplay...it is an interesting concept, but not for every group.

So far, I am finding it a little awkward. Part of it is that I am not used to running modules, and another part I am not running it as part of a multi-module campaign. There may also be a conflict of play style. I'll know more after the weekend, as we're still early in the mod - the group has just infiltrated the temple.

Thanks for the reply. I'm trying to solicit a number of fan opinions here to supplement my own group's experiences.

I think a multiplicity of viewpoints is helpful when you are discussing a non-traditional adventure module like Masks. That speaks to the larger issue of all adventure material: who is the target audience?

Sometime the target audience for a particular adventure varies. Not every gamer is the same and not every GM wants the same thing from a published module. Sometimes, that means you offer a number of different things in a given adventure targeted at various interests among the customer base...

And sometimes you create a product that is aimed at slightly different target audience. With an adventure like Masks which is inherently different because of the way the adventure unfolds, it is going to be received differently than a straightforward exploration dungeon crawl adventure might be. I think that much is clear.
 

I took a quick look at Masks and put it down again. I didn't purchase it to DM, nor did I ask to play it.

While it wish it wasn't the case, neither my gaming group nor I have the time/inclination/motivation to role-play integrating into a cult (which I believe is the central design conceit, n'est-ce pas?). I wouldn't say we have devolved completely into a hack'n'slash crew, neither are we high-minded enough to put in the time and effort require to role-play this through.

I'm loathe to admit this, but I suspect I'm not the only one out there that feels the same way...
 

I took a quick look at Masks and put it down again. I didn't purchase it to DM, nor did I ask to play it.

While it wish it wasn't the case, neither my gaming group nor I have the time/inclination/motivation to role-play integrating into a cult (which I believe is the central design conceit, n'est-ce pas?). I wouldn't say we have devolved completely into a hack'n'slash crew, neither are we high-minded enough to put in the time and effort require to role-play this through.

I'm loathe to admit this, but I suspect I'm not the only one out there that feels the same way...

I expect you are not. Either way - I appreciate the feedback.
 

So, Post-Play Review: Easily derailed by good role-players. My players got as far as prison cell stage of the initiation, and then kept causing trouble. Eventually, they woke up Krant (who was sleeping down the hall), picked fight with Krant, and shenanigans ensued. More or less ended with them being thrown out of temple, then thrown out of town (the latter being over pancakes at 3 PM).

In this particular instance, I was attempting to use this as a way to get my group from lvl 2 to lvl 4. I know that the adventure says lvl 3, but we have 6 players and not 4, so that part was still balanced. Since the players interrupted the quest fairly early and then got themselves kicked out (with no fatalities for anyone, oddly enough), I gave them all 1000 xp apiece for the quality of the role playing.

The adventure would probably work fine for a group that has characters that are more cooperative towards achiving a goal, rather than the group of various independently minded nut-jobs that my players are portraying. The stats all look good, and the players have just set themselves up for having more foes down the line, so I can still "part it out" to keep it a useful resource.

Overall, this seems to be more of a DM grab-bag resource for a quick temple/cult set up rather than a typical adventure. The maps and stats are solid, but the play style is a little specific to a certain type of group.
 

So, Post-Play Review: Easily derailed by good role-players.

Overall, this seems to be more of a DM grab-bag resource for a quick temple/cult set up rather than a typical adventure. The maps and stats are solid, but the play style is a little specific to a certain type of group.

Thanks for the feedback. It is appreciated. With respect to the target audience in terms of running the module more or less as written, you may well have a point.

I'm not sure that this cannot be effectively addressed by taking a certain approach to the nature of the investigation in terms of how it is presented by the GM in the "set up". More on this later.
 
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I found a used copy (looks new to me) for a few bucks yesterday and picked it up. I haven't read the adventure that comes before or after this one so I'm not sure how well they are connected.

I do like that it is a dfferent kind of adventure. That's cool. However, being so different I think I would need to explain what is going to happen to the players so they understand that joining the cult is what is expected. It is usually the type of action that at least my own players would not readily do.

I do find it a little annoying that the module makes it very easy to divide the party and then promptly has a side bar telling the DM to not do this. It gives the players the freedom to accept the offer or not into the cult, tell the DM to not split the party, and has nothing for if that's what the PCs want to do.
 

I ran Masks as part of the trilogy for my Thursday gaming group, and it was one of our most involved, interesting sessions. We enjoyed it thoroughly!

(I should note that I ran it with a party of six at 6th level, for an average CR boost of +4. Jason Bulmahn was nice enough to help with the advancement here on these boards, but I can't say I recommend doing this, as a party might be too versatile to account for.)

My players went off the rails early (one even staying outside and burning down the Ranger's Lament!), but the module was detailed enough that I was able to improvise events (had the cult hunting down said PC under pretense of "neighborhood protection", while other players foiled the cultists from within.). There were several encounters we didn't get to (Evlar fell by the wayside, never got to Welton, didn't bother with the snake pit), but the party was simply having fun pretending to be part of an evil moneymaking cult while looking for incriminating evidence (I ran the low-level cultists like frat jocks). Eventually, the number of party members still infiltrating dwindled (as characters were caught/escaped), and the party regrouped and returned to take out their frustration over floor-scrubbing and scripture-scribing on Egarthis and Krant.

Really like the mask golem. I liked it enough to add it to the sequel, City of Golden Death.

An adventure this freeform is not for every group, and you'd need to know your players really well to run it without a hitch. Personally, I told them flat out that I'd be running a module with the option of sneaking and infiltration (with the added promise that if they took gear off/had gear taken from them they would get it back), which is playing against type for them. I also knew ahead of time that this adventure would have to be a one-evening deal. This module is a lot like a tiny city "toolbox" book, but focused on one detailed building and group.

Personally, I really enjoyed it, and there's a lot of material to work with even after the adventure is over (we spent the next session hunting down escaped cultists and a big snake for a moderate bounty). Probably could have spent more time there if I wasn't in such a rush to get to the City of Golden Death.
 

I ran Masks as part of the trilogy for my Thursday gaming group, and it was one of our most involved, interesting sessions. We enjoyed it thoroughly!

Really like the mask golem. I liked it enough to add it to the sequel, City of Golden Death.

To be clear on this point, did you play Crypt of the Everflame as the lead in to this module? Or was Masks played as the intro?
 

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