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New GM Advice - Curse of the Crimson Throne
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<blockquote data-quote="Crothian" data-source="post: 6344744" data-attributes="member: 232"><p>I would save things like grapple, disarm, and sunder for later. They aren't hard mechanics just different a can be a little odd. </p><p></p><p>For the AP I would make the first adventure last a little longer by stretching it out the days it takes to complete. I would use that time to establish what the city is like, how the ruler is, and let the PCs immerse themselves in it. I would do that because things change quickly in the AP and to make sure the PCs understand how things change I would want them to have a clear picture of how things used to be. </p><p></p><p>I haven't done a full read of the AP for a while but in general with the AP's I like to include NPCs that are introduced later in the adventure path earlier. Dropping the character's name or just establishing who they are can make it feel more natural when the NPC is brought in. I do the same with events that can be foreshadowed or groups. I also try to do more with the gods. The Pathfinder setting is so rich and interesting that I like to show it off when I can even if the AP doesn't need it. Have a NPC from Cheliax show up just to show that they are jerks. Have an Andorian come and try to promote their beliefs on people. You can really show off a few different countries and types of people and make the world feel more alive. If you are looking to do another AP when this is over you can try to include bits of info on those places so the Players have more of an understanding on what it means to play Carrion Crown set in Ustalav because they remember the NPC that was from there that was all gothic like but a cool dude.</p></blockquote><p></p>
[QUOTE="Crothian, post: 6344744, member: 232"] I would save things like grapple, disarm, and sunder for later. They aren't hard mechanics just different a can be a little odd. For the AP I would make the first adventure last a little longer by stretching it out the days it takes to complete. I would use that time to establish what the city is like, how the ruler is, and let the PCs immerse themselves in it. I would do that because things change quickly in the AP and to make sure the PCs understand how things change I would want them to have a clear picture of how things used to be. I haven't done a full read of the AP for a while but in general with the AP's I like to include NPCs that are introduced later in the adventure path earlier. Dropping the character's name or just establishing who they are can make it feel more natural when the NPC is brought in. I do the same with events that can be foreshadowed or groups. I also try to do more with the gods. The Pathfinder setting is so rich and interesting that I like to show it off when I can even if the AP doesn't need it. Have a NPC from Cheliax show up just to show that they are jerks. Have an Andorian come and try to promote their beliefs on people. You can really show off a few different countries and types of people and make the world feel more alive. If you are looking to do another AP when this is over you can try to include bits of info on those places so the Players have more of an understanding on what it means to play Carrion Crown set in Ustalav because they remember the NPC that was from there that was all gothic like but a cool dude. [/QUOTE]
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New GM Advice - Curse of the Crimson Throne
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