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General Tabletop Discussion
*Pathfinder & Starfinder
Pathfinder 2e: is it RAW or RAI to always take 10 minutes and heal between encounters?
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<blockquote data-quote="Philip Benz" data-source="post: 8532216" data-attributes="member: 6975782"><p>I haven't played Abomination Vaults, and am purposefully avoiding reading any of it the wistful hope that one of my players will put on the DM hat and run it one of these days.</p><p></p><p>This said, from a plethora of comments I've picked up, it sounds like an old-school dungeon crawl of the PMT variety (in French, PMT= Porte, Monstre, Trésor, or "door, monster, treasure"). This can be great fun, if that's what you're looking for. But I do understand what Retreater is saying when he bemoans, "<em>a poorly constructed dungeon crawl with no relevant background, character motivation, or urgency</em>". Those are some of the things I'm constantly looking for in RPGs, and which I usually have to add in, when I adapt pre-written adventures.</p><p></p><p>An example from my current campaign: I've adapted to PF2 parts of books 2 & 3 of the old PF1 AP, Serpent's Skull. In book 3, the lost city of Saventh-Yhi has a great map, and quite an interesting assortment of inhabitants, I think of it as an open-air dungeon crawl. But it suffers from the same lack that Retreater is talking about. I had to create clues, mysteries to solve, intrigue with rival groups, and character motivations from whole cloth. The end result is very, very far from what's written on the pages of this AP. Which is fine, I love spicing things up with hidden lore and dark secrets. But the point is, all that is stuff you might expect a recent adventure to offer, straight out of the box.</p><p></p><p>I hope that if one of my players does ever get round to running Abomination Vaults, he does add in clues, motivations and mysteries. It would be a lot more fun that way.</p></blockquote><p></p>
[QUOTE="Philip Benz, post: 8532216, member: 6975782"] I haven't played Abomination Vaults, and am purposefully avoiding reading any of it the wistful hope that one of my players will put on the DM hat and run it one of these days. This said, from a plethora of comments I've picked up, it sounds like an old-school dungeon crawl of the PMT variety (in French, PMT= Porte, Monstre, Trésor, or "door, monster, treasure"). This can be great fun, if that's what you're looking for. But I do understand what Retreater is saying when he bemoans, "[I]a poorly constructed dungeon crawl with no relevant background, character motivation, or urgency[/I]". Those are some of the things I'm constantly looking for in RPGs, and which I usually have to add in, when I adapt pre-written adventures. An example from my current campaign: I've adapted to PF2 parts of books 2 & 3 of the old PF1 AP, Serpent's Skull. In book 3, the lost city of Saventh-Yhi has a great map, and quite an interesting assortment of inhabitants, I think of it as an open-air dungeon crawl. But it suffers from the same lack that Retreater is talking about. I had to create clues, mysteries to solve, intrigue with rival groups, and character motivations from whole cloth. The end result is very, very far from what's written on the pages of this AP. Which is fine, I love spicing things up with hidden lore and dark secrets. But the point is, all that is stuff you might expect a recent adventure to offer, straight out of the box. I hope that if one of my players does ever get round to running Abomination Vaults, he does add in clues, motivations and mysteries. It would be a lot more fun that way. [/QUOTE]
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Pathfinder 2e: is it RAW or RAI to always take 10 minutes and heal between encounters?
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