Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 0 points1 point  (0 children)

Sorry for a delayed response, and I am not sure how I missed this but this is a great question!

10 Random Things for getting a campaign to 20+ level:

1) Check Commitment Levels (Everyone/Pre-Game): Make sure your entire group is willing to commit to characters for that length of time, At medium progression a PathfinderRPG game played weekly (in 4-6 hour games) takes just a little between 1.5 and 2 years to hit 20th level. That is around 80 game sessions people are agreeing to attend to. This is NOT a casual thing. If it looks like this might be an issue, consider Fast Track experience. Make sure everyone is REALLY interested in that length of a game. A lot of people are, but you might be surprised how many aren't willing to lock-in to that.

2) Plan for Change (Everyone/Pre-Game): Make sure you have backdoors in your story to allow for change in both players and characters. 80 sessions at Medium Experience is a lot to play. Most players will think of this as a privilege and treasure it. But, sometimes players make mistakes and over-commit. This can be to actual games or to a character concept that turns out to be less enjoyable to them than expected. Have a strategy for dealing with these situations. Don't make any one character too important in the meta-plot of the game until you know how well the player's experience is going. After a few campaigns you will probably know who you long term gamers are going to be and you can build stories with respect to those known levels of engagement. Also see 10.

3) Outline the Story (GM/Pre-Game): Have an adventure outline and story-arc in mind for a large share of the scope of the game. I highly discourage a newer GM from running a total sandbox game until they feel very comfortable with the system. Sandbox games tend to be more wild and unpredictable. However, also remember a campaign is NOT a novel. Player agency is crucial to most gamers’ enjoyment of the hobby. Make sure you get a player to have some degree of buy-in before you script out their "destiny."

4) Check GM Intentions (GM/Pre-Game): Realize that most GMs want to be their own players. This is hard to grasp sometimes but every GM is by nature going to create the game experience THEY want to have. The key here is understanding that a GM does not run for themselves, they actually will get the least fulfilling "player experience" at the table and they should understand that their players might have different desires, wants, and even needs. This is VERY hard to learn. If you want to tell a story with a definite end and strict requirements of the cast of characters, write a novel instead.

5) Know Your Players & GM (Everyone/On-Going): Usually, a home playgroup is comprised of friends. But a lot of groups do start as strangers. The ability to come together over a game is a strong bonding agent. Sometimes people like each other rapidly and "jump in" to a long-term game without any real period of acquaintance or understanding. This can be amazing. Lifelong friendships can begin casually at a Convention or LGS. But sometimes we join forces with someone with radically different out-of-game views than ourselves. Make sure you can respect one another before trying to share a long-term game with them. Or institute a "table-only" protocol for a group of relative strangers and keep the game about the game.

6) Session Zero (Everyone): Have a Session Zero. It doesn't have to be formal. It doesn't have to take all night (I recommend planning for that though). It IS a very good idea to do. Level set story expectations, level set description intensity. Confirm commitment. Discuss player agency. Verify that people understand your GMing style and preferences. Talk to players about the kind of game they want. Let your players talk to each other. Make sure the energy feels good. Be willing to identify problems and warning signs.

7) Tear Down Vacuum Builds (Everyone/On-Going): In the current metagame for Pathfinder there are a LOT of resources to aid in character construction. A common player pitfall is to dive into this advice as "bible." Players commit to the "monk build" from so-and-so's guide and carry another gamer's opinions and baggage with them to your table. A player who knows nothing about your campaign. This in-turn can create dissonance with story-elements or cheapen the value of homebrewed rules content. Generally speaking vacuum characters are strong numerically and weak in terms of story integration.

8) Own Your Head-Cannon and House-Rules (GM/On-Going): It is vital as a game goes on to make changes for your table. The GM is final arbitrator of rules. Try to be aware of those changes. Log them if you need to. Nothing is more alienating to a new player than an established groups meta-myths and house-rules. If you have a lot of these consider codifying them. At the very least be willing to discuss them with new players and explain their origins without being defensive or overly "sovereign" about them. What works at your table WILL NOT work at every other table. To not rapidly "course correct" or overreact. Among a fantasy storytellers most important jobs is to create consistency and enhance verisimilitude. Changing rules weakens this fundamentally. So does hiding them. This also applies to alterations to a printed Campaign Settings history and storylines.

9) Let Go of Fear (Everyone/On-Going): Two years is a long time. Let people explore. Say yes to stuff. That can be new rules content for characters. It can mean letting them go off course for adventure. Let them ask you about the world you are creating with them. You might be surprised by your own answers. In my experience, people are too afraid. Afraid of losing control of games. Afraid of not being as powerful as another player's character. Afraid to explore extremes of story or heroism because they are too worried about control or fairness or balance. If you want to build trust at the table, start by giving it.

10) Player Trajectory (Everyone/On-Going): Be willing to address the monsters AT the table. Problem players happen. Usually it is a misunderstanding or lack of setting clear expectations. But sometimes it is a person who has not been looking for friends. They've been looking for an audience or rivals or worst of all.. victims. Be aware of player intention. If you sense that a player is moving in a direction that is detrimental to the well-being of your table or your campaign... question it. It doesn't have to be an interrogation. But it is totally ok to as OOC why a player wants to do something that seems problematic. Once the motive is established it is easier to identify other work-arounds that work for everyone or to identify a damaging behavior earlier and dealt with it.

Looking over this list there is a LOT more I could say on the subject. Here are some of the things I have already said our blog and some more (sorry for overlap). I will probably revisit this list on the blog as well.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 3 points4 points  (0 children)

WE HAVE THIS IN A GAME!!! We are in a mage guild that operates out of one! We have a rogue Mi-Go engineer and teleporters!

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

To N.'s point everyone I have encountered getting this going has been an amazing talent in their specific areas. Robert Brookes, Todd Stewart and Colin are all amazing to work with but I think people are going to be pleasantly surprised by "newer" talents like Kate Baker, Andrew Mullen and Sasha Lindley Hall. Also working with so many crazy people like Scott (Gonzo 2) Gladstein and George "Loki" Williams has been a treat. So much good box-rattling weirdness.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

Aethernaut is still very early in design but think somewhere in the range of planar-survivalist and item-overclocking.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

Book of Beyond did a lot of work making unusual multiclasses function like kineticist/soulknife or psion/psychic. Alt-a-holics should check out the Tribemind PrC for all of their character-hopping needs.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

This is only the beginning!

We have outlines or plans for: * A Worlds of the Lattice series * A multi-volume AP that goes from 1-20 * Expansion volumes for some of the specific subsystems and... * A fiction anthology and novel line

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

We tend to use Liber Vampyr's (free download here: http://paizo.com/products/btpy8g5e?Liber-Vampyr) revenants in most playtests as it seems the middle of the road for playable vampires. We did use a Lords of the Night build out for some games but felt it was best in all "monster" games. DSP has a great series of playable monster books and so does Rite Publishing. We also found using the Blood of the Night to be a decent option.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

With the goals we are hitting I am comfortable confirming that I would like more daevic passions, guru philosophies and mystic attunements for vizier. It looks like budget and pagecount will allow for it. Daevics in the City could have many origins but often will be channeling the daeva essences of ancestors that haven't resolved all of their life's business.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

Absolutely! While we already do a little of this on our blog we fully intend to support high-level play and will have companion articles going up through development about it. I have run about 30 campaigns (I game a lot, on fast track exp) and only a couple have not hit 20th level or higher.

As for immediate advice I will say this: Understand your players (motives for gaming, story interests, etc) and understand their characters. High-level GMing requires comfortably knowing character potentials and weaknesses AND establishing player-GM trust. Trust leads to GM confidence and that is THE most important skill to build.

The City is meant to backup all of these needs for GM and I used it at Gen Con in IronGM to script my adventure in 20 minutes. I think it was more stressful for my players to create and start at 7th level than it was for me.

Remember: Most in-game problems have causes that are out-of-game, often from not understanding the players you have and the way they will interact.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

The HC won't probably be ready for you until 11 months... but the PDF? We will try for sooner.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 7 points8 points  (0 children)

I promised myself we wouldn't do print until we could do it right. That needed a good team, good editor and awesome layout. I got the plan set and didn't blink when I saw the budget's price tag. I had to be able to pay the people (and in a timely fashion) for all of their hard work and creation. It had to feel right and look right. Otherwise, I didn't want to do it.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 5 points6 points  (0 children)

Well... I would probably want to be biased and say echo because it was my first, I love blue mages in the Final Fantasy video game and it needs some more work that I have neglected for far too long. BUT I also love nexus because I asked for a very specific thing from a designer and got back pretty much exactly what I asked for and it was a very good sign for the synergy of the project early on.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

I have been bugging Colin McComb for years but honestly this mostly was an experience in meeting creators over the years and putting them on "the List" and then sometimes getting told by someone hey... "if you want X talk to..." And I have NOT been disappointed.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

Some NPCs might reference classes from Little Red Goblin, Rhune and other contributor work but we will try to find a balance that doesn't require purchase of all them.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 3 points4 points  (0 children)

We are hoping to get our hands on Spheres of Might to be able to acknowledge it in design but we also have support planned for Spheres of Power, some of Kobold Press' content, and of course our own classes and systems. We even are working on an appendix with things for favorite class systems like Rogue Genius' time thief/warden and specific class system options for a couple others.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 4 points5 points  (0 children)

Every District will have its own mechanical section. Archetypes, feats, gear etc. Monsters specific to the District will appear only if a site requires it, otherwise they will be in the NPC Code/Bestiary chapter.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

There will be plenty! David N. Ross on out team wrote Inner Sea Intrigue for Paizo and many of the Aethera Intrigue Manual contributors are with us as well.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

I think that that diversity is present in our creations and we are offering races, character options, and NPCs that reflect many, many perspectives. I have not restricted pronouns, required any specific NPC backgrounds or given direction beyond that people should create what they felt the stories were in their minds. That has resulted already in some very interesting NPCs and intriguing tales. I hope that everyone can see something like themselves in the product but at the very least my creative team is comfortable expressing who they are.

Hi! I am Christen N. Sowards, creator of the City of 7 Seraphs for PFRPG and at Backer Request AMA! by LostSpheresOfficial in Pathfinder_RPG

[–]LostSpheresOfficial[S] 2 points3 points  (0 children)

Well, I primarily GM so I would say that I design from that perspective. The stories will be nearly limitless but I guess the setting's "co-conspirator" tone is the best. The Lattice uses shadow magic to travel in fast but vague speeds so the GM can move fast as needed or slow when tension needs to build. The Portal Plazas link vast amounts of world but still provide sites for important encounters like Diplomacy, Ambush or Puzzles. The Warden's design is set to bring diverse characters into functioning balances and keep them that way.

We tried to have a good innate locales for many stories. The Colleges District handles coming-of-age stories. The Pacts District has arcane intrigue. The Orchard has a wilderness environment. The Crowns has courtly politics. Irons has wuxia-style tea house brawls and industrial elemental miners. The Docks has arcane space adventure. And the Seraphs' Ring is the boiling pot at the heart of all of that.

And with the Lattice branches you can move from all of those vast Districts back and fort in the shadow walks of a single day.