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20:22, 28th March 2024 (GMT+0)

[Pathfinder] need a GM to run the Rise of the Runelords AP.

Posted by wolfattack
wolfattack
member, 143 posts
Fri 22 Mar 2019
at 13:31
  • msg #1

[Pathfinder] need a GM to run the Rise of the Runelords AP

As the title clearly says, I'm looking for a GM to run the Rise of The Runelords campaign.

I got my hands on some Pathfinder books and I'm dying to try the game out as a player.

Seems this Adventure is an excellent starting point.

I would prefer no Gestalt stuff, as I think this just overcomplicate things for me.

The ideal party group would be of 4 players.

So, anyone would like to take the controls? ;)
LonePaladin
member, 808 posts
Creator of HeroForge
Fri 22 Mar 2019
at 16:45
  • msg #2

[Pathfinder] need a GM to run the Rise of the Runelords AP

I'd consider it. I'm running this AP at home, so I've got it on my mind. But in order to speed things along here, I'd want to impose some limits:
  • Core Rulebook Only. That's what the AP was designed around, there's only a small amount of references to other add-on books. I may consider extras like the Downtime rules, if the players want the added complexity -- but I want to avoid using extra rules just because they're in print.
  • Pregenerated Characters. One of the hardest things about starting a game here is waiting for everyone to make characters. Some players will get it done and be ready to go within a day, while others will spend weeks and still leave parts out. If there's a handful of ready-to-go characters instead, everyone can just pick a character and hit the ground running.

I would also want to use a couple house rules:
  • Remove Feat Taxes. The "World is Square" game has a set of house-rules that remove 'tax' feats. For instance, Weapon Finesse is now a property for applicable weapons; combat options like Improved Bull Rush/Drag/Overrun/Sunder are now folded into a single feat.
  • Make Crafting Sane. Crafting by-the-book is just nuts. There's a house-rule that bases the difficulty on an item's complexity (rather than price). This, of course, assumes that anyone wants to bother crafting mundane stuff.

Also, the initial set-up of the campaign, while interesting, can take a rather long time. You could spend an entire session or two IRL just doing the Swallowtail Festival and all the games and events and speeches. Here, the time it would take would be an order of magnitude higher. So I'd prefer to start the campaign by summarizing that part of it, and dropping the PCs right into the scene where things go pear-shaped.
wolfattack
member, 146 posts
Fri 22 Mar 2019
at 17:22
  • msg #3

[Pathfinder] need a GM to run the Rise of the Runelords AP

I agree with everything except using pre-generated characters.

A big part of the fun is making your own character, if you take that away is not the same thing for me.

I can easily make a 1st level character in less than a day.

Making a new 1st level character won't and can't take much more than that, even by rpol standards.

You can set a deadline for the player to present their characters anyway.
LonePaladin
member, 809 posts
Creator of HeroForge
Fri 22 Mar 2019
at 17:48
  • msg #4

[Pathfinder] need a GM to run the Rise of the Runelords AP

See, I've tried that. And nearly every time I allow everyone to make characters, I wind up with that one player who takes three weeks and still leaves out something important like their equipment.

You might be able to whip out a full character, all ready to go, in a day. So can I. I'm not making that restriction to penalize players like you, it's to get the other kind up and moving.

Most PbP games stall either during character creation or during the first 'session'. If you can skip character creation entirely, and just say "Here's your characters, let's go", you've already given the game come vital momentum that might get it past that initial hump.

And anyway, I'm not talking about limiting later advancement. When those pre-gens gain a level later on, the players are free to do what they want with them -- I'm not going to go in and say "Here's what you get for level 2". Not unless the players want that, but it's unlikely.
DarkLightHitomi
member, 1483 posts
Fri 22 Mar 2019
at 20:52
  • msg #5

[Pathfinder] need a GM to run the Rise of the Runelords AP

I find pregens are great fun. They force players into something they'd never do on their own.

The most fun I have ever had rping, was playing a hot-headed, ill-tempered, fire sorceress. She was completely unlike anything I make.

I do think though, that this really only applies to heavy rp players rather than the those who mainly play the rules.
wolfattack
member, 148 posts
Fri 22 Mar 2019
at 22:33
  • msg #6

[Pathfinder] need a GM to run the Rise of the Runelords AP

I know the advantages of doing that but I would like my first experience with Pathfinder to be complete: making a character, thinking about the options etc.
LonePaladin
member, 810 posts
Creator of HeroForge
Sat 23 Mar 2019
at 05:07
  • msg #7

[Pathfinder] need a GM to run the Rise of the Runelords AP

I'll withdraw my offer, then.
wolfattack
member, 150 posts
Sat 23 Mar 2019
at 19:07
  • msg #8

[Pathfinder] need a GM to run the Rise of the Runelords AP

No problems.

So, still looking for a GM that can offer me a complete experience XD
This message was last edited by the user at 19:08, Sat 23 Mar 2019.
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