Right now, we have 1 GM and 3 players. We are looking for ONE more player to join our Adventure. The other players may or may not be on this meet up site. Yeah, it says that 1 person is attending, that's me, but there are 3 players confirmed for the game on Friday. We're just looking for one more person to fill a vacancy on a regular basis.
THE RISE OF THE RUNELORDS ADVENTURE PATH
The coastal town of Sandpoint has faced few trials and dangers over the course of its forty-two year history, but unfortunately, that is all about to change. Unknown to the town’s founders, they chose to build their community over the ruins of an ancient stronghold once used as laboratory and prison, a place where horrific experiments and unholy explorations into what divides man from monster took place. These are the Catacombs of Wrath, a place where arcanists explored and perfected the stolen arts of lifeshaping and fleshwarping, one of several such sites used by Runelord Alaznist’s apprentices during Thassilon’s height, When Thassilon fell, these catacombs went dormant, but the one buried under Sandpoint was not fated to stay that way.
We're a small group that has been gaming weekly, for nearly a year.
We are about half-way through
THE RISE OF THE RUNELORDS! adventure path.
To make a long story short, we are looking for ONE more player who can game regularly, (nearly) every Friday, from 4pm until around 10pm.
Right now, if everyone shows, we have 4 players and 1 GM. Unfortunately, one player can't make it to the game for the foreseeable future and another has obligations that keep him from playing from time to time.
Rise of the Runelords is written for 4 players with the occasional NPC available to aid the "Heroes of Sandpoint."
It can work with 3 players, but 4 or 5 is optimal. When we are down 2 players, we either postpone the game or do a "sandbox" session, with random encounters and do a bit more role play to get to know the locals.
We can comfortably sit 6 at the table.
We are a relaxed, but game focused group that enjoys being in character to participate in the story! We tend to begin the game fairly soon after 4pm. We do have a bit of socializing of course, then we dive in. We might have the occasional conversation, but we tend to stay focused on what is happening in the game.
Right now all the characters are at 10th level.
By design, we've tried to stay away from being rules lawyers or straight out power gamers. We want to encourage more personality driven role play. Yeah, sometimes you run into the Hack n Slash, of course, but we really tried to work on making this more story driven than simply "winning" every combat. Putting an effort into developing a memorable personality is much appreciated. Yeah, sure, you can take every possible benefit if you want to, but that gets old fast. Where is the character flawed? This is what makes the role play fun!
As far as rules go, as GM I will make "rules" up on the spot if it seems sensible to do so. There's so much to do behind the GM screen that I'd rather not bog down the game looking up every little nuance. There are so many books with so many rules that we are always learning as we go. We use what knowledge we have, as best we can and try to keep learning.
When things do get serious or critical, we stick to the rules. We do confirm critical hits and misses. We've had long discussions about letting the dice fall where they may.
Players become very attached to their characters, and why wouldn't you?! After working hours and hours on them, developing a background story, choosing skills and feats, spending months rising in levels and working through any intra-party friction, getting killed because of a single poor die roll just seems unnecessary. Yes, of course you want to maintain that tension in the game, you want a sense of danger and dread if going up against a difficult challenge. But, this is a world of magic and wonder! Anything is possible. For those players who want their characters to come back to life, they are given the opportunity to return.
Some players see character death as an chance to roll up a new character, and we've had a number of character deaths already in this path.
I've decided, as GM, to allow PC's to be resurrected after 4 game sessions with the deceased character's spirit in a kind of "limbo." I asked that they write about what their spirit did on the 'other side' and why their God brought them back. Perhaps they are wandering in the Boneyard? Maybe they are aided by their God because they received a special blessing from someone they saved? I like the idea of adding more depth to the game and this is a way of doing that.
I required that their body be brought back to the hometown of Sandpoint and visit a certain Mystic Oracle.
This adds more game sessions and more encounters, without adding levels. That's just part of the price to be paid. I thought this would also create a sense of purpose, beyond what is written in the book. Party cohesion.
How will this play out I wonder? Will they turn their dead companion into an Undead Zombie? Will they carry the body with respect? Will they just decide that it's too much trouble and take their dead companion's loot?
Maintaining that sense of foreboding dread is important! Charging into a potentially deadly situation unwisely, or not fearing death because you know you can just, "POOF!" be brought back to life, destroys that sense of danger. Knowing you have to pay for your character's foolishness makes each situation feel more challenging and real. But to me, giving every character a chance to be "Heroic" and to know that they can return if they fail their undertaking just feels right.
Not being able to play your primary character for four sessions and having to do a bit of research to write a story about what you did in "limbo" and how and why you returned, seems a reasonable penance to me.
So far, we haven't had to test this out.
But it's Player's choice. Death or Resurrection.
Now that we are getting up there in levels, characters could be resurrected more easily anyway, possibly even by one of the party members. But, this can also happen for their foes!
I don't award XP. I simply use the level recommendations given in the book.
I've been using the Hero Lab program because it makes gaming mechanics so much easier. I'm not one of those GM's who can recall a million rules or spell descriptions. With Hero Lab you can simply click a few buttons and have all the rules or spell descriptions right there in front of you. AMAZING!
I also use the Realm Works program which works hand in hand with Hero Lab. It allows me to show a "reveal as you go" map behind me on a tv screen. I can also show monsters or photos at anytime.
We plan on gaming this Friday with 3 players and 1 GM.
We could use a 4th player.
I have some NPC's ready to go so you wouldn't need to create a character before you get to the table. (Unless you are able and willing to do so. We use the buy point method, 20pts. No guns.)
We meet weekly. We contact each other by e-mail before the game if something comes up.
If you've never played Pathfinder before, I suggest finding a group that is starting a game from 1st level.
(I might host a second game, see the discussions tab.)
If you have had some Pathfinder experience and think you'd like to give this group a try, send me an e-mail and we'll go from there.
"Imaginary Dagger Fight was a stupid idea Bluto!"