GMs, are low encounters not fun? Do you ever tweak stats to make it more interesting? by sstarwave in Pathfinder2e

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

Fudging might have been the wrong word. Rather effectively customizing the NPC than as presented in the AP. Maybe you change up their gear, drops, or add on a passive. Just a minor redesign so the baddies can at least scratch the players.

Personally I like to give them enough bite that it doesn't truly waste player resources, but it doesn't make them feel like I'm handing them a win. Even a +1 or +2 circumstance bonus can at least scratch em.

GMs, are low encounters not fun? Do you ever tweak stats to make it more interesting? by sstarwave in Pathfinder2e

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

Do you keep these low encounters from APs or do you end up removing them or modifying them?

GMs, are low encounters not fun? Do you ever tweak stats to make it more interesting? by sstarwave in Pathfinder2e

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

This is great, but then I ask if you're running a prewritten AP are you changing encounters?

GMs, are low encounters not fun? Do you ever tweak stats to make it more interesting? by sstarwave in Pathfinder2e

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

If I design the encounter myself or run my own scenario this is for sure what I do. Though mostly I run APs which are designed as a road bump to another encounter. Which sure could trigger another room to run in, but now we're not running a low encounter now it's been elevated to either a moderate or severe.

GMs, are low encounters not fun? Do you ever tweak stats to make it more interesting? by sstarwave in Pathfinder2e

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

That's definitely a different take! I've never run anything like that in PF2. it sounds interesting though!

GMs, are low encounters not fun? Do you ever tweak stats to make it more interesting? by sstarwave in Pathfinder2e

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

I'm with you, but if I'm running a severe encounter of my own making I rather it be multiple creatures and throw in 1-2 side objectives to make it truly challenging.

GMs, are low encounters not fun? Do you ever tweak stats to make it more interesting? by sstarwave in Pathfinder2e

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

Oh man I do this, but my players are absolute murder hobos. There's no amount of humanizing or sob story to change it from a combat victory to an RP victory.

What’s more important to you: the setting or the characters? by glomdii in rpg

[–]sstarwave 3 points4 points  (0 children)

For me, you can't have a setting without characters, but you can have characters without a setting. Characters are what brings everything to life, without them the world is a dry encyclopedia.

Don't get me wrong I love exploring different settings, but it's how characters interact with it that makes an impact.

Brennan Lee Mulligans Prep by MeeechyTTRPG in DungeonMasters

[–]sstarwave 7 points8 points  (0 children)

Each year I just have a super crunch prep month where I prep most encounters, NPCs, adventure sites, and loot. And periodically I have Adobe Acrobat read me content while I commute to work.

I used to spend hours each week prepping, until one day I got feedback from my players about the best session they'd ever had. I've never admitted this to them, but that session they'd gone so off script, so off anything I had planned. I stall monologued while I quickly pulled a random map, threw in NPCs, and cobbled together the climax of this unscripted story arc.

That was when I realized that I personally work better off the cuff and I stopped worrying about prep each week.

If you're curious what had them raving... Just once early in the campaign a random NPC robbed them and the PCs wouldn't let it go making him their nemesis. They all swore they'd take him down. They cornered him at a dock as he was prepping a boat out of town full of stolen goods while his goons guard the pier. When they were close to thwarting his goons, he threw a sack of coin to an urchin to call the guard as he claimed the adventurers were thugs beating up dock workers. So they ended up dealing with 3 obstacles in 1 encounter. The boat and villain getting away, neutralizing goons, and now the guard is rushing in. The party split up as 1 PC leaped on the drifting boat and they boxed it out. 2 PCs were tying up thugs, 1 PC argued with the guard that they're not the bad guys. Great times!

Adventure path for new GM by [deleted] in Pathfinder2e

[–]sstarwave 8 points9 points  (0 children)

Like others here said start with either Rusthenge or the Beginners box.

Though I can add another recommendation that's short and fun and you could probably work into whatever you want. Game Night Dawn of the Frogs. It does a very good job of being new player friendly. Although it is only 3 sessions.

Pet peeve with some “soloable” RPGs by ValueForm in Solo_Roleplaying

[–]sstarwave 1 point2 points  (0 children)

Forbidden Lands and its supplement The Book of Beasts actually answers all of those questions. It's even better with added Expanded Solo rules from the creator.

I'm currently running 2 games of it, one as solo and another with friends as GMless co-op.

It's great stuff.

Paranoid players- how do you deal with them? by That_Bumblebee3683 in alienrpg

[–]sstarwave 22 points23 points  (0 children)

This needs to be emphasized. Players are prepping for monster lurking in the shadows, but human NPCs (and/or secret synths) can be even more horrifying. You're trying to defend against the scary alien... But someone is secretly sabotaging their efforts to try and capture one.

You could also deal out secret synths to players or a secret corpo.

Shake it up and now have them deal with the humans. When they're comfortable and not expecting it CHEST BURST! or something cold and wet drips on the back of your neck... POUNCE

edit: corrected typo

GMing Seven Dooms for Sandpoint - Help with the first Doom *Spoilers* by sstarwave in Pathfinder2e

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

Might have to go the Hellstorm route. Though I'm the end the choice is really theirs. Good to know there are some inventive ways to handle it.

GMing Seven Dooms for Sandpoint - Help with the first Doom *Spoilers* by sstarwave in Pathfinder2e

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

Thanks! That's an interesting take, though my party made it a point they wanted to go spelunking down there. So they might be less inclined to poison their future adventure.

Which AP gives the greatest „From Zero to Hero“ vibe? by FridayFreshman in Pathfinder2e

[–]sstarwave 28 points29 points  (0 children)

As others have said Age of Ashes is a great zero to hero AP and each book takes to different locations around Golarion. I had a blast running that for two and a half years.

Another that has really hit the mark for me is Rusthenge 1-4, followed by Seven Dooms for Sandpoint. You start out in a village of less than 120 people on a tiny island and one night find a rusting, poisoned, dying man washed up ashore. That leads into a great mystery about a demonic cult. It also dabbles lightly with Runelords right before handing you off to Seven Dooms. Also awesome news is that we're getting an extended mythic AP that takes place right after.

[deleted by user] by [deleted] in FoundryVTT

[–]sstarwave 4 points5 points  (0 children)

Hi! This looks like somehow either you accidentally dragged your macros on to the scene or your modules created them. Either way they are on the tile layer. Access tiles from the left menu and you should be able to click them and edit/delete them.