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#1 Dec 30 2011 at 2:51 AM Rating: Excellent
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I think Allegory is, and I know he pops by, so I'm gonna post it any way, but I'd love some feedback either way.

I'm wrapping up my first campaign in Pathfinder(using the Beginner Box rule book). The characters in question are fairly basic(Rogue, Wizard, Cleric) and a misconception early on has caused them to be a little more powerful than they might have otherwise been(my roommate swore he read that you got an ability point every level, instead of every 4th(?)). We haven't been worrying about encumbrance either(somehow, without the feat, our cleric is in heavy armor and we really haven't been caring too much because Dwarf). We've been Monty Hauling the rewards a little bit, so everyone as of this point is fairly well decked out in loot(mostly because we intend to have an event cause the party to die or retire at level 5 after we each wrap up our campaigns*). So basically, what I'm saying is that our 3 man party is more or less a 4 man party for calculating APL.

Anyway, as I said, I'm finishing up my campaign arc** and would love some feedback from someone more experienced on what I'm planning to do for the final encounter.

For a background, read below. Here's how the final encounter plays out:
She's summoning a Demon Lord into the shrine(Abraxus, iirc), normally protected from demonic intrusion, Gorum cannot step in to handle it himself now that the ritual is nigh complete, lest the veil be torn, allowing the demon in and destroying the shrine in the ensuing battle, so the adventurers have to handle it. So the demon lord turns his agent into a powerful demon and the final battle begins.

Now, first of all, the demon she becomes is one of these. Then Abraxus reaches forth with enough power to paralyze the party(15 will save to only be staggered) and the party plays out a hopeless battle showcasing the demon's abilities(and using up one or two of the higher spells it has). The fight draws to a point where the cleric is being crushed in the demon's fist. Even if they all will save, the APL is going to be 5 against a CR of 10. Something tells me there's no hope.

At this point, just as the cleric is losing consciousness, he hears a voice within his mind and recognizes it immediately. Gorum has not abandoned him. The god explains that while the help he can give is limited to avoid tearing the veil, he will do what he can. The cleric is imbued with a burst of strength, allowing him to break free from the hold of the demon. Gorum then commands him to channel energy, reviving fallen comrades and fully healing all wounds while also knocking back the demon.

Then dozens of ghostly forms appear, fallen heroes that died in the name of Gorum. Incorporeal as they are, they are unable to aid the heroes physically, but they do provide their aid. They begin to sing the Battle Hymn of Gorum, a song comprised of four interwoven battle songs that function as 4 overlapping bard songs. This is the part I'm curious about. How much will the following affect the challenge rating of the encounter? The first three are static(and based on specific bard songs), the fourth is one I'm cobbling together from a number of feats and thus has a lot of leeway to change around:

Quote:
-Gorum’s Song of Courage
+4 morale bonus on saving throws against charm and fear effects and a +4 competence bonus on attack and weapon damage rolls.


Quote:
-Gorum’s Song of Greatness
A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.

Quote:
-Gorum’s Song of Heroism
Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC.


Quote:
-Gorum’s Song of Wrath
All: Symbols of Gorum’s Might begin to glow with the fire of his fury. Any attacks made with a longsword deal an additional 1d4 damage and ignore DR. This damage is not modified by a critical. Any divine spells cast by a worshipper of Gorum do not consume a charge and you may make any rolls required for them twice then choose the better of the two rolls for the effects.
Choose one of the following effects, must have an ability score of 15 or greater.
Strength/Constitution Focused – You find yourself bolstered by Gorum’s glorious rage. Your attacks strike with his vengeance and you ignore blows that would wound weaker individuals. All successful attacks initiate critical threat. All incoming damage reduced by 3.
Dexterity FocusedGorum’s righteous temper swiftens your movements and guides your strikes. You may make two move actions per round. All successful attacks find vital spots, allowing you to bypass any damage reduction your foe may possess. Movement actions do not provoke attacks of opportunity.
Intellect/Wisdom FocusedGorum’s anger brings back the memories of a thousand battles, allowing you to cater your attacks to the foe before you. You are aware of all magical immunities and resistances of the creature you face. All successful spells ignore ½ of any resistance native to the foe. Any successful cast of a spell the enemy lacks resistance to deals a critical strike, dealing 1.5x normal damage. Beneficial spells and buffs increase in magnitude, doubling their effect or duration where appropriate.


I'm kinda thinking of making the first three available at the start of the fight proper and the fourth come into play if the party seems to be having trouble.

So, veteran GMs, what say you? Overcompensation for the CR disparity? Too little? Also, does the event sound more corny than epic? And would playing a certain song from Skyrim during the fight be a little much?




*We take turns GMing the characters because they're short term "learn the system a bit" kind of characters.
**Adventure 1: Explore haunted house for wealthy heiress, inadvertently release demon, heiress turns out to be former owner's apprentice and releasing the demon was the goal.
Adventure 2: Try to secure artifact before either a cult tied to heiress or an army of hobgoblins opposed to the cult manages to find it. End up delivering artifact right into the hands of the heiress.
Adventure 3: Heiress is using artifact in plot to despoil a shrine to Gorum, god of battle(and also the Cleric's patron deity). Adventurers have to uncover the plot after some taunting by her and arrive during the final stages of the ritual.

Edited, Dec 30th 2011 1:54am by Poldaran
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#2 Dec 30 2011 at 4:53 AM Rating: Excellent
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I'm not an experienced GM, but from my experience playing PnP RPGs I'd say that what you really want here is to create a GMPC (an Avatar of Gorum, possibly?) who is more awesome in every way than your group, and then railroad the players as much as possible. Killing them in the most ignoble ways you can find works well, too. Or shake things up and combine the two somehow, whatever works for you. In the summoning situation specifically, I'd make sure that the Cleric crit-fails all early rolls (like, walking through a doorway, tripping and cracking his/her skull) and dies before the summoning even begins, so your story falls apart. After that, it's just a matter of rolling the dice until your other players are dead.

I've never played Pathfinder, though, so you might have to wiggle this advice a bit to make it work, but the key is--from what I've gathered--to make your players hate you and wonder why they play these stupid games in the first place. But make sure they pay for the pizza.
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#3 Dec 30 2011 at 4:55 AM Rating: Excellent
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Also, I may be on Ambien again, but this is still solid advice, and I endorse it wholeheartedly.
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#4 Dec 30 2011 at 5:40 AM Rating: Excellent
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Aliekber wrote:
I'm not an experienced GM, but from my experience playing PnP RPGs I'd say that what you really want here is to create a GMPC (an Avatar of Gorum, possibly?) who is more awesome in every way than your group, and then railroad the players as much as possible. Killing them in the most ignoble ways you can find works well, too. Or shake things up and combine the two somehow, whatever works for you. In the summoning situation specifically, I'd make sure that the Cleric crit-fails all early rolls (like, walking through a doorway, tripping and cracking his/her skull) and dies before the summoning even begins, so your story falls apart. After that, it's just a matter of rolling the dice until your other players are dead.

I've never played Pathfinder, though, so you might have to wiggle this advice a bit to make it work, but the key is--from what I've gathered--to make your players hate you and wonder why they play these stupid games in the first place. But make sure they pay for the pizza.
I'm not entirely sure you're getting what I'm asking to be perfectly honest.

Either that, or you've been playing with Al Bruno's Group.

Edit: I guess it's also possible you were being facetious. Smiley: tongue


And yeah, there is a fairly heavy amount of railroading to the early part of the encounter, but these are anime/video game fans. I suspect that they'll take a bit of hopelessness followed by a situational power up given by a source like a patron god in reasonable stride as long as it's not a crutch I rely on all the time.

Edited, Dec 30th 2011 4:53am by Poldaran
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#5 Dec 30 2011 at 6:09 AM Rating: Excellent
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Man, I wish our GM was as nice as Aliekber.
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#6 Dec 30 2011 at 11:55 AM Rating: Excellent
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My experience with Allegory as GM is limited, but he tends to spend more time on non-combat encounters iirc. Still, he's probably the best person to ask.
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#7 Dec 30 2011 at 2:36 PM Rating: Excellent
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Yeah, I was just being silly. I GMed a game once, and it was a disaster, so I'm probably more useful in a peanut gallery role than actually giving advice.

But I have had a GM who would do exactly the sort of thing I described.
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#8 Dec 30 2011 at 11:29 PM Rating: Excellent
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Aliekber wrote:
But I have had a GM who would do exactly the sort of thing I described.
How did you kill him, exactly? Stick of pain?


Aliekber wrote:
I GMed a game once, and it was a disaster, so I'm probably more useful in a peanut gallery role than actually giving advice.
I have to ask, but I understand if you don't wanna answer. How exactly was it a disaster? I'm trying to avoid making common mistakes, but so far, unless it's in one of those hilarious stories online formats, I don't know much about said common mistakes.
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#9 Dec 31 2011 at 12:08 AM Rating: Excellent
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Honestly, I just stopped playing and started playing FFXI for real instead (I had a subscription, but never got really into it before that). I still like PnP RPGs, but I don't have the time anymore to play them, so it's been a while.

As for my GM failure, mostly it had to do with me being fairly new to PnP RPGs at the time and GMing a game for a couple of munchkin powergamers (who were infinitely more familiar with the rules set (GURPS) than I was) who absolutely refused to explore any sort of story I tried to lay out for them to unravel and instead spent their time sniping important NPCs, taking over gambling establishments, and generally wreaking pointless havoc on the game world, and then complaining to me that the campaign wasn't going anywhere.
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#10 Dec 31 2011 at 12:14 AM Rating: Excellent
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I have to say, though, one of my favorite characters (if you want to use it as an NPC in your campaign, or whatever) was a demonic human that specialized in healing magic. Because he was so good at healing, he wouldn't hesitate to rip out the tongue of someone who talked back to him/cut out the eye of someone who looked at him wrong, etc., only to cast a regeneration spell on them should they run to get help, so they ended up making people think they were crying wolf. Basically, he was a blunt instrument of pain and manipulation, who was really really good at not getting caught because he was "just a healer, why are you blaming me?", and radiated a false aura of trustworthiness.
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#11 Dec 31 2011 at 12:39 AM Rating: Excellent
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Meh, actually Vataro I feel my specialty is combat, but since we were starting off I had a lot of exposition to get through.

My experience with Pathfinder is limited (to playing D&D 3.5, which pathfinder pretty much is). However, I can offer you some broad tips.

What I think most people are looking for from a final boss fight, is a feeling of heroism or having accomplished something difficult. The key to this, is making them feel like they failed, and then allowing them to succeed.

I think your basic outline is very good for this. The demon starts off too much for them to handle, they get their asses kicked, and then when hope is lost they receive a power up letting them save the day.

What I would change about would be to try to give the players a stronger sense of control over their fate. If the Demon starts out overwhelming then as a player I'd feel like you were delivering me to defeat. I'm not losing because of me, I'm losing because of you. And like wise when Gorum saves the day it's again not because I did something, but because the GM did.

Make the failure their own, make the success their own. Perhaps the demon begins as a manageable threat. Maybe there are 4 relics in the shrine that ward of demonic power, and she will try to break these to grow stronger. Now the players face an enemy too strong for them because they failed to stop her (either they can try to block/immobilize her or perhaps they run the relics away form her though if the relics get too far their warding magic vanish to keep players from abusing that). That's just one way to handle it. What I like about this is the feeling that "Oh, I'm going to get owned, and it's because I screwed up." That's despair. That's what you want them to feel.

As for giving them control, they should have to do something to receive gorum's aide. He shouldn't just appear to save the day. Maybe there's another bullsh*t demonic ward keeping out his presence entirely, which they must destroy or deactivate, or whatever. That changes it from "gorum saved your sorry ass," to "you summoned gorum."

I think you have the right idea with the bard buffs, and by that I mean you left yourself an option in case things go south. I think you might want to lose the crit stuff, as crits add a lot of variance and can trigger additional feats your characters may have that lead to more damage than intended.

The mage and the cleric might also like it if the 4th song allowed them to regain a spell or two, because if you drag the fight on too long they might be running short, and also allowing them to choose their bonus will give them a greater sense of control in teh fight.

Honestly, not knowing Pathfinder, I couldn't tell you anything specific about your CR adjustments. Just leave yourself options, have backups of bonuses prepared so that you can use stronger bonuses for heroes if the fight is going badly or weaker ones if it's going too well.

Skyrim music is a good idea. It might be a little cliche, but Sephiroth does have some badass boss music. And if you can perfect the timing, having Black Escaflowne play where 2:05-2:13 transitions to Gorum saving them, would be just perfect.
#12 Dec 31 2011 at 12:56 AM Rating: Excellent
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Man, I miss D&D.

We had a fun group going for like, 4 months, but it just kinda fell apart with different work/school schedules.

Edited, Dec 30th 2011 11:57pm by Kirby
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#13 Dec 31 2011 at 1:42 AM Rating: Excellent
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Allegory wrote:
I think you have the right idea with the bard buffs, and by that I mean you left yourself an option in case things go south. I think you might want to lose the crit stuff, as crits add a lot of variance and can trigger additional feats your characters may have that lead to more damage than intended.
I'm actually not too worried about that. They have nothing for critical feats. We're using only the feats from the beginner box rulebook, and they're all fairly basic. It'd literally be just a static chance to grant 2-3x damage if they make a good second roll. Though I'll keep that part in mind if I end up doing something similar later.


Allegory wrote:
Skyrim music is a good idea. It might be a little cliche, but Sephiroth does have some badass boss music. And if you can perfect the timing, having Black Escaflowne play where 2:05-2:13 transitions to Gorum saving them, would be just perfect.
I was kinda thinking of using this particular song during the demon beatdown followed by the Skyrim thing as a rallying theme.

Allegory wrote:
What I would change about would be to try to give the players a stronger sense of control over their fate. If the Demon starts out overwhelming then as a player I'd feel like you were delivering me to defeat. I'm not losing because of me, I'm losing because of you. And like wise when Gorum saves the day it's again not because I did something, but because the GM did.

Make the failure their own, make the success their own. Perhaps the demon begins as a manageable threat. Maybe there are 4 relics in the shrine that ward of demonic power, and she will try to break these to grow stronger. Now the players face an enemy too strong for them because they failed to stop her (either they can try to block/immobilize her or perhaps they run the relics away form her though if the relics get too far their warding magic vanish to keep players from abusing that). That's just one way to handle it. What I like about this is the feeling that "Oh, I'm going to get owned, and it's because I screwed up." That's despair. That's what you want them to feel.

As for giving them control, they should have to do something to receive gorum's aide. He shouldn't just appear to save the day. Maybe there's another bullsh*t demonic ward keeping out his presence entirely, which they must destroy or deactivate, or whatever. That changes it from "gorum saved your sorry ass," to "you summoned gorum."
I like the idea of making them work for Gorum's help, but knowing myself and my players as I do, I'm not quite sure I'm ready to fashion the encounter in such a way that they manage to @#%^ it up for themselves. There have been several instances of them completely hosing encounters I've planned by acting in genre savvy ways and I think I need practice before I'm ready to work around that.

For now, I think I will keep the helplessness brought on simply by the demon lord, but using some of what you've suggested, I'll let the two of them escape his hold spell after the demon smacks around my GMPC rogue for a bit and give them a way to get aid. I can even tie in knowledge of how to summon aid with an RP encounter they'll run across as they begin scaling the shrine(the shrine is on a mountaintop and to reach it they need to ascend via a tunnel up through the mountain that passes through several large chambers).

Maybe I'll make it so that they have to sprinkle holy water on four swords embedded in the ground around the edges of the summit, one for each buff. Hrm. I have a lot to consider.
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#14 Dec 31 2011 at 6:27 AM Rating: Excellent
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Seen this today, could be interesting? I don't have anyone in the local area with a 3DS but maybe you do ^.^

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#15 Dec 31 2011 at 7:41 AM Rating: Excellent
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I'll check that vid out when I get home from work, though I don't know anyone with a 3DS.
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Wow, you've got an awesome writing style.! I really dig the narrator's back story, humor, sarcasm, and the plethora of pop culture references. Altogether a refreshingly different RotR journal (not that I don't like the more traditional ones, mind you).

#16 Dec 31 2011 at 8:08 AM Rating: Excellent
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The One and Only Poldaran wrote:
I'll check that vid out when I get home from work, though I don't know anyone with a 3DS.


It's baisicly BBS style rp shenanigans, but looks kinda cool even if a bit of a hassle.
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#17 Jan 06 2012 at 7:42 AM Rating: Excellent
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Aliekber wrote:
I'd say that what you really want here is to create a GMPC who is more awesome in every way than your group,
You know, as silly as it seems, I'm actually toying with using this idea for a couple silly side adventures, then using the the awesome character to set up either a Worf effect or turn on the players towards the end of the adventure(and thus allow the players the catharsis of killing that jackass). Or possibly both.

Like, for instance:
Vampire hunter Surmon hires the players to help him defeat a vampire he's been chasing, his arch-nemesis, the dread vampire lord Vernacula. They arrive at Vernacula's castle with clouds covering the night sky. Surmon proceeds to slaughter the undead enemies in the castle left and right through his use of his silver tipped whip, +1 Returning Holy Starknife, holy water as well as his nigh limitless supply of throwing daggers and axes. Then, as dread Vernacula falls, the moon peaks out from behind a cloud and Surmon shouts "OH! WHAT A TERRIBLE NIGHT TO HAVE A CURSE!" proceeds to turn into a werewolf and gets face stomped by the players.

Or, the sheriff asks the players to aid the famous bounty hunter Silent Samantha Aeryn, a fighter in full plate armor who also has a couple spell like abilities(ray of frost and magic missile). Sam near effortlessly leads them through a cave filled with aberrations until they fight the dread beast Ringley, a gargoyle with fly by attacks and a beam. As part of the introduction of Ringley, he swoops down, picks up Sam and drops the bounty hunter from great height, sending Sam's helmet skidding across the floor and revealing the bounty hunter's true identity. Then the players proceed to face stomp Ringley. Sam later returns asking for further help, but on the second mission, hasn't leveled up nearly as much as the players and is a basic supporting party helper.

Or, perhaps the players run into a couple Celestial sisters, who convince them to help clear a cave filled with devils. They fight their way through, the celestials dominating the enemies until the final boss, one constantly trying to seduce the players, the other eating any sweets they find in the devil lair. Once the final boss is down, the sweets eating one turns to the other and says "Oh, there's something I forgot to tell you, sis. I'm actually a demon." Then she murders her sister, turns into a demon and the players have to bring her down.
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Wow, you've got an awesome writing style.! I really dig the narrator's back story, humor, sarcasm, and the plethora of pop culture references. Altogether a refreshingly different RotR journal (not that I don't like the more traditional ones, mind you).

#18 Jan 10 2012 at 9:41 AM Rating: Excellent
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STOP MAKING ME WANT TO PLAY D&D AGAIN
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#19 Jan 10 2012 at 2:39 PM Rating: Excellent
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Vataro wrote:
STOP MAKING ME WANT TO PLAY D&D AGAIN


inorite?
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#20 Jan 11 2012 at 3:25 AM Rating: Excellent
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I'm working you all up to the point where I suggest we play Maid RPG while webcamming on Skype. Smiley: nod
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Wow, you've got an awesome writing style.! I really dig the narrator's back story, humor, sarcasm, and the plethora of pop culture references. Altogether a refreshingly different RotR journal (not that I don't like the more traditional ones, mind you).

#21 Jan 11 2012 at 3:31 AM Rating: Excellent
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I'm disappoint that we (me and my room mates) never did get a game going.

I think we were planning on it, but then we didn't ever actually prepare for it.
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#22 Jan 11 2012 at 3:39 AM Rating: Excellent
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Kirby the Eccentric wrote:
I'm disappoint that we (me and my room mates) never did get a game going.

I think we were planning on it, but then we didn't ever actually prepare for it.
You and your roommates were gonna play Maid?
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Wow, you've got an awesome writing style.! I really dig the narrator's back story, humor, sarcasm, and the plethora of pop culture references. Altogether a refreshingly different RotR journal (not that I don't like the more traditional ones, mind you).

#23 Jan 11 2012 at 3:42 AM Rating: Excellent
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Yeah. They didn't think it would be a good first RPG though (plus Mano hadn't really thought up some scenarios).
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#24 Jan 11 2012 at 3:56 AM Rating: Excellent
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Kirby the Eccentric wrote:
Yeah. They didn't think it would be a good first RPG though (plus Mano hadn't really thought up some scenarios).
Well, if you decide on trying Pathfinder(or D&D 3.5) as a first RPG, I'd be happy to give you my info from my campaigns if you want to try using them for inspiration.
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Wow, you've got an awesome writing style.! I really dig the narrator's back story, humor, sarcasm, and the plethora of pop culture references. Altogether a refreshingly different RotR journal (not that I don't like the more traditional ones, mind you).

#25 Jan 11 2012 at 4:05 AM Rating: Excellent
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Oh, I mean: back in the day, we were going to try Maid RPG.

We've done a few D&D 3.0 campaigns since then. But I'm sure Dori would appreciate some material for the Pathfinder campaigns he's trying to set us up for.


We tried last weekend, but we really need more than 2 players Smiley: lol
Mike is too ADD to really focus on anything, and I'm really not assertive or much of a leader to go about directing our group.
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#26 Jan 11 2012 at 4:22 AM Rating: Excellent
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Kirby the Eccentric wrote:
We tried last weekend, but we really need more than 2 players Smiley: lol
We only have 2 players + GM ourselves most of the time and it's working out alright so far. We have had to use a GMPC to help balance the parties, however.


Kirby the Eccentric wrote:
But I'm sure Dori would appreciate some material for the Pathfinder campaigns he's trying to set us up for.
If you all are starting at lower levels, have him PM me his email address and I'll send him my typed up module for my level 2 adventure(that's going to be part of a longer campaign I'm working on). You guys have access to Word, right?

Also, tell him to check out this website. Has a bunch of nifty tools on it in addition to all the rules, full item and spell lists as well as other nifty things, like lists of monsters useable as PCs. My favorite tool is the monster advancer, which has been quite useful in adapting monsters to lower or higher levels when I want something specific for a campaign. He'll see some examples of that if he gets that adventure module from me.
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#27 Jan 11 2012 at 4:23 AM Rating: Excellent
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Oh, and did you do the beginner box module with the dragon already? Because I could really see that kicking your ass with a small party like that.
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#28 Jan 11 2012 at 4:35 AM Rating: Excellent
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If you download the following module(free from Paizo and designed to follow the beginner box mission), make sure you have 4 characters in the party, even if you have to bring hirelings. Or prepare by nerfing the final boss. He'll kick your ass with less than 4. Or at least, he kicked ours until we grabbed a hireling fighter, who we promptly murdered for our money back after he failed all of his rolls during the fight. Still, he meat shielded well for us and probably didn't deserve his fate, but it was really funny at the time.
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#29 Jan 11 2012 at 9:26 AM Rating: Excellent
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I'm in for Maid RPG. Sounds hilarious. Smiley: lol
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#30 Jan 11 2012 at 9:57 AM Rating: Excellent
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I know, rite?!
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#31 Jan 11 2012 at 10:09 AM Rating: Excellent
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The English rulebook is 222 pages -_-
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#32 Jan 11 2012 at 11:09 PM Rating: Excellent
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I don't think I could play maid RPG. I would inevitably end up taking my character way, way too far out of the comfort zone. Not hilarious beyond it, more like "ok Al, you need to stop that now."
#33 Jan 12 2012 at 1:40 AM Rating: Excellent
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Allegory wrote:
I don't think I could play maid RPG. I would inevitably end up taking my character way, way too far out of the comfort zone. Not hilarious beyond it, more like "ok Al, you need to stop that now."

I had a roommate like that. After seeing him play with my brother-in-law, I refused to play "gay chicken" with him ever, because I swear he would pound a dude in the butt just to win* and that's...really not my style. The guy has no limits whatsoever.

Didn't stop it from being hilarious though.

*He is ostensibly straight, though I never asked him point-blank if he was bi or anything.
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#34 Jan 12 2012 at 3:12 AM Rating: Excellent
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Allegory wrote:
I don't think I could play maid RPG. I would inevitably end up taking my character way, way too far out of the comfort zone. Not hilarious beyond it, more like "ok Al, you need to stop that now."
I'd suggest you play as "Master", but that too could end up a little awkward for everyone.
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#35 Jan 12 2012 at 9:49 AM Rating: Excellent
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I think it'd be hilarious and still want to do it.
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#36 Jan 12 2012 at 5:55 PM Rating: Excellent
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Allegory wrote:
I don't think I could play maid RPG. I would inevitably end up taking my character way, way too far out of the comfort zone. Not hilarious beyond it, more like "ok Al, you need to stop that now."
Go on...
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#37 Jan 12 2012 at 7:55 PM Rating: Excellent
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http://rapidshare.com/files/364446209/Maid_1.1.pdf

That's a link to the Maid RPG book. I'm reading over it to see what I think. It's not that I doubt it will be fun, but that I have doubts about how much effort it'd take to GM compared to the fun. GMing for Vataro and some other friends nearly killed me with the amount of work I put in.

Edited, Jan 12th 2012 11:23pm by Allegory
#38 Jan 12 2012 at 11:13 PM Rating: Excellent
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Your link failed.
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#39 Jan 12 2012 at 11:23 PM Rating: Excellent
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#40 Jan 13 2012 at 3:04 AM Rating: Excellent
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I'm finding that my biggest difficulty in writing my stories is causing me the same problem in designing a campaign setting.


That is, I'm having a lot of trouble thinking of freaking names. Smiley: laugh
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#41 Jan 14 2012 at 3:54 PM Rating: Excellent
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Thanks, bro. Let me know once you have a campaign ready for us. I'm out of town next weekend so that gives you almost two full weeks!
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#42 Jan 14 2012 at 8:40 PM Rating: Excellent
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ಠ_ಠ, if we end up playing I'm going to call the game "Vatarochan's Daily Life."
#43 Jan 15 2012 at 12:03 AM Rating: Excellent
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That's Vatarosama to you!
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#44 Jan 15 2012 at 12:08 AM Rating: Excellent
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Sure thing, Va-chan.
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Sandinmygum the Stupendous wrote:
Human (?) females look ugly.
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#45 Jan 15 2012 at 12:49 AM Rating: Excellent
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Vataro wrote:
That's Vatarosama to you!

Gomenasai master, and thank you for volunteering to GM!
#46 Jan 15 2012 at 1:04 AM Rating: Excellent
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Oh, you're the GM. My bad, then.

Roleplaying idea: every time your character loses a hit point, the player loses a finger. Realistic damage effects!
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Sandinmygum the Stupendous wrote:
Human (?) females look ugly.
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#47 Jan 15 2012 at 1:41 AM Rating: Excellent
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Aliekber wrote:
Roleplaying idea: every time your character loses a hit point, the player loses a finger. Realistic damage effects!
Quote:
I knew where this was going, I think Weasly Crusher was the only one
who didn't realize. The only thing really surprising about the whole
thing was that thanks to Psycho Dave's homebrewed Crits and
Fumbles tables his Samurai somehow managed to behead himself.
Eventually my character regained some degree of sobriety and
retreated to his room to wait for the morning and the dread wizard
Shickelgruber but the night at the Inn had no end in sight.
Psycho Dave: "You fail your roll and slip in a puddle of blood. Roll a d6
to see how many teeth are knocked out."

Quote:

And for the record the most dark and brutal game world I had ever seen was a D&D campaign that Psycho Dave had run many years ago. For this game he had created a hybrid damage system that combined the standard D&D hit point system with the Arduin Grimoire critical hit chart and the infamous Rolemaster critical damage tables. And he used this table for any kind of injury whatsoever for players and NPCs alike. In doing so he created a desolate, blood soaked ruin of a world where carpenters died from complications of bruising their thumbs, people picking at hangnails had their flesh suddenly fall away from their bones in wet red strips and mothers in childbirth frequently detonated.



Edited, Jan 15th 2012 12:41am by Poldaran
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#48 Jan 15 2012 at 1:42 AM Rating: Excellent
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No one is the GM presently. I was joking because Vataro had said I should call him -sama, but the only reason for me to do that in Maid RPG would be if he was the master and thus the GM.

Honestly I'm not in a situation where I could GM this now.
#49 Jan 15 2012 at 11:25 AM Rating: Excellent
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Nah, it's cool.
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#50 Jan 17 2012 at 4:17 AM Rating: Excellent
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The One and Only Poldaran wrote:
I'm finding that my biggest difficulty in writing my stories is causing me the same problem in designing a campaign setting.


That is, I'm having a lot of trouble thinking of freaking names. Smiley: laugh
So I'm building this city for a campaign for my roommates and as quoted, a good name eludes me. Here's a little info about the city:

It was founded on the site of a great battle where an army of good clashed with an army of evil. The leader of the army of evil, an ancient black dragon by the name of Ebongale(name tentative) was killed by one of the generals in the good army, a silver dragon(whose name currently eludes me, one thing at a time) leading to a rout of the evil forces.

The city was founded by a survivor of the battle to be a place where people of all good faiths would be welcome, a place where knowledge and enlightenment are highly valued. As such, the city is home to massive temples to every Good deity and a fair number of smaller temples to Neutral ones. In addition, the city boasts numerous academies, from simple Knowledge to a Bard's College to a Wizardry Academy. It is also located within a mountain range, assuming that makes a difference.

So this is as far as I've gotten on names:
Ebongale's Fall
<Whatever the @#%^ I name the silver dragon>'s Triumph

I'm not too sure I like naming the city after the black dragon, and the silver dragon would be opposed to naming it after him as well, though I do like the "Triumph" part quite a lot. I guess I could go with a basic virtue paired with the Triumph like "Valor's Triumph", but it seems to be lacking. So, any suggestions?
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#51 Jan 17 2012 at 11:08 AM Rating: Excellent
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Ardor's Triumph maybe?

Just kinda going through the Silver Dragon entry on the Wiki, it seems to admire Humans' ambition, and how they get things done with their short lifespan.

I'm really horrible with names too, so I'll just stop here, lol.
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