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PF2: Second Attempt Post Mortem
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<blockquote data-quote="kenada" data-source="post: 8393303" data-attributes="member: 70468"><p>The safeguard against messing things up in PF2 is the system’s structures for that. The encounter-building guidelines work. Once you understand where your players fall (e.g., mine suck at tactics, so I have to keep things down a notch), you can rely on them to tell you whether things are getting too dangerous and if you need to signal accordingly.</p><p></p><p>For example, if the PCs are fighting a group, and they flee, you can look at the consequences should they return with help. Maybe it will be an extreme-threat (or worse) encounter, which will almost certainly kill the party. Describe what the PCs hear as the enemy forces approach, and be frank with them: you can stay, but it will be really nasty. If they want to do that, set up <s>racing clocks</s> a VP subsystem thing for them to make ready against the reinforcements. This is all just taking advantage of the tools the game provides to improvise once a situation goes sideways.</p><p></p><p>I haven’t run PF2 APs, but I’ve run several PF1 ones. Setting aside growing pains with a new system (e.g., possibly wonky <em>Fall of Plaguestone</em> and <em>Age of Ashes</em> tuning), Paizo is pretty consistent with their adventures (for good and ill), so I expect my experience is still applicable. APs are tools. Running them by the book is a style, but that’s not the only way to get value out of them. If they help you save on one of the harder parts of adventure design (such as coming up with ideas and putting those ideas to paper), then that seems like great value to me.</p></blockquote><p></p>
[QUOTE="kenada, post: 8393303, member: 70468"] The safeguard against messing things up in PF2 is the system’s structures for that. The encounter-building guidelines work. Once you understand where your players fall (e.g., mine suck at tactics, so I have to keep things down a notch), you can rely on them to tell you whether things are getting too dangerous and if you need to signal accordingly. For example, if the PCs are fighting a group, and they flee, you can look at the consequences should they return with help. Maybe it will be an extreme-threat (or worse) encounter, which will almost certainly kill the party. Describe what the PCs hear as the enemy forces approach, and be frank with them: you can stay, but it will be really nasty. If they want to do that, set up [S]racing clocks[/S] a VP subsystem thing for them to make ready against the reinforcements. This is all just taking advantage of the tools the game provides to improvise once a situation goes sideways. I haven’t run PF2 APs, but I’ve run several PF1 ones. Setting aside growing pains with a new system (e.g., possibly wonky [I]Fall of Plaguestone[/I] and [I]Age of Ashes[/I] tuning), Paizo is pretty consistent with their adventures (for good and ill), so I expect my experience is still applicable. APs are tools. Running them by the book is a style, but that’s not the only way to get value out of them. If they help you save on one of the harder parts of adventure design (such as coming up with ideas and putting those ideas to paper), then that seems like great value to me. [/QUOTE]
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