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Roll20's Latest Report Shows Growth Everywhere!
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 7983942" data-attributes="member: 6701872"><p>roll20 having more PF1 games than PF2 games could come down to the current difference in support level, PF1 having the whole PRD free and ready to use in drag-and-drop fashion while PF2 has to be manually inputed by users or purchased. Either way, it's important to remember that Roll20 reports only tell us what they tell us - which isn't how well PF2 has been picked up by the hobby community in general.</p><p></p><p>I, for example, have been playing PF2 since it launched but my own Roll20 stats would not say that because I'm not using their platform to do it.</p><p></p><p>It came down to three major factors that I kept encountering slowly sucking the fun out of the game. In no particular order: </p><p></p><p>I was running published adventures, and they weren't holding up to my expectations of professionally published material. Adventure hooks would dead end without any warning, encounters didn't even remotely follow encounter building guidelines, and there were far too many moments like this: 2 books were sold as being meant to be used together to create a full-length campaign. The tie between them? Nothing. The characters would be the right level to start the second book at the end of the first, and they'd get what seemed like a lead to draw them in, but there was no pay off - but the players wouldn't know that, so they'd probably play the second book long enough to forget that lead entirely, and keep on for no reason other than "well, we got this far already."</p><p></p><p>Then I went to read Baldur's Gate: Descent into Avernus because the premise sounded amazing, and what I read sounded exactly like someone's recounting of a terrible campaign that happened when they were 12 and playing with a DM that hadn't learned better practices than beat-down enforced rail-roading.</p><p></p><p>Also, I watched my players not be excited by gaining levels. The campaign reached high enough level that all the important choices had already been made levels ago so now each level was just an increase in HP and the occasional other increase here or there. But when I said "time to level up" and more players let out sighs than not, and the rest basically didn't react at all, it sucked - as a GM most of my enjoyment of running a game is seeing the players having a good time.</p><p></p><p>And that leaves combat. With the particulars of attack bonus vs. AC values, and damage vs. HP totals, combat started to feel very odd to me. Everyone was almost always succeeding, but those successes didn't have much effect. This was especially exaggerated in my second to last campaign I ran because many of the foes faced were of the big & tough variety (giants, dragons, etc.) so their HP totals were especially high. My players didn't much seem to mind it, but when I'd get to the 4th or 5th time taking a turn for a monster and having very little for it to do that couldn't be phrased "It keeps at it" I'd start to convince myself that maybe the players were bored too but were hiding it because they thought I'd be offended.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 7983942, member: 6701872"] roll20 having more PF1 games than PF2 games could come down to the current difference in support level, PF1 having the whole PRD free and ready to use in drag-and-drop fashion while PF2 has to be manually inputed by users or purchased. Either way, it's important to remember that Roll20 reports only tell us what they tell us - which isn't how well PF2 has been picked up by the hobby community in general. I, for example, have been playing PF2 since it launched but my own Roll20 stats would not say that because I'm not using their platform to do it. It came down to three major factors that I kept encountering slowly sucking the fun out of the game. In no particular order: I was running published adventures, and they weren't holding up to my expectations of professionally published material. Adventure hooks would dead end without any warning, encounters didn't even remotely follow encounter building guidelines, and there were far too many moments like this: 2 books were sold as being meant to be used together to create a full-length campaign. The tie between them? Nothing. The characters would be the right level to start the second book at the end of the first, and they'd get what seemed like a lead to draw them in, but there was no pay off - but the players wouldn't know that, so they'd probably play the second book long enough to forget that lead entirely, and keep on for no reason other than "well, we got this far already." Then I went to read Baldur's Gate: Descent into Avernus because the premise sounded amazing, and what I read sounded exactly like someone's recounting of a terrible campaign that happened when they were 12 and playing with a DM that hadn't learned better practices than beat-down enforced rail-roading. Also, I watched my players not be excited by gaining levels. The campaign reached high enough level that all the important choices had already been made levels ago so now each level was just an increase in HP and the occasional other increase here or there. But when I said "time to level up" and more players let out sighs than not, and the rest basically didn't react at all, it sucked - as a GM most of my enjoyment of running a game is seeing the players having a good time. And that leaves combat. With the particulars of attack bonus vs. AC values, and damage vs. HP totals, combat started to feel very odd to me. Everyone was almost always succeeding, but those successes didn't have much effect. This was especially exaggerated in my second to last campaign I ran because many of the foes faced were of the big & tough variety (giants, dragons, etc.) so their HP totals were especially high. My players didn't much seem to mind it, but when I'd get to the 4th or 5th time taking a turn for a monster and having very little for it to do that couldn't be phrased "It keeps at it" I'd start to convince myself that maybe the players were bored too but were hiding it because they thought I'd be offended. [/QUOTE]
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