So I'm starting a Pathfinder campaign.
My current Pathfinder GM has done such a good job making the roleplaying actually feel like roleplaying*, and I have a large group of people who have proven themselves to want to show up for events, (and I want my GM to feel a little less like a forever-GM) I decided that it was high time I actually bit the bullet and got into GMing myself, since I've wanted to do it since high school.
I dug out my old Empires setting, which I'd always wanted to make a campaign out of, and adapted it to Pathfinder (which was A LOT more flexible than adapting it to D&D had been), got Wonderdraft, Dungeondraft, Foundry, Forge, a bunch of battle maps, etc. We've already done a session zero and I am planning on running the campaign during the downtime of our current campaign.
So back to the picture: this is a riell, one of the 12 ancestries for my setting. I've been a little obsessed about getting this campaign together and this picture stuck in my head, so I had to make it happen.
*AND NOT:
- Tricking players into making bad decisions and punishing them for it
- Giving no time or space to actually get invested in the scenario
- Giving the players no authority to actually create their own stories
- Equating roleplaying with describing how you hit the monster really hard on every roll
Seriously, I was pretty certain I wasn't into TTRPGs for the "roleplaying" aspect until this campaign. Though maybe part of it is that we're doing an all-furry campaign and I'm hopelessly furrypilled, so maybe I just needed that?
Posted using PostyBirb
My current Pathfinder GM has done such a good job making the roleplaying actually feel like roleplaying*, and I have a large group of people who have proven themselves to want to show up for events, (and I want my GM to feel a little less like a forever-GM) I decided that it was high time I actually bit the bullet and got into GMing myself, since I've wanted to do it since high school.
I dug out my old Empires setting, which I'd always wanted to make a campaign out of, and adapted it to Pathfinder (which was A LOT more flexible than adapting it to D&D had been), got Wonderdraft, Dungeondraft, Foundry, Forge, a bunch of battle maps, etc. We've already done a session zero and I am planning on running the campaign during the downtime of our current campaign.
So back to the picture: this is a riell, one of the 12 ancestries for my setting. I've been a little obsessed about getting this campaign together and this picture stuck in my head, so I had to make it happen.
*AND NOT:
- Tricking players into making bad decisions and punishing them for it
- Giving no time or space to actually get invested in the scenario
- Giving the players no authority to actually create their own stories
- Equating roleplaying with describing how you hit the monster really hard on every roll
Seriously, I was pretty certain I wasn't into TTRPGs for the "roleplaying" aspect until this campaign. Though maybe part of it is that we're doing an all-furry campaign and I'm hopelessly furrypilled, so maybe I just needed that?
Posted using PostyBirb
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Being combat-focused has nothing to do with it -- combat encounters are still a way to shape your story, through victory or defeat. The problem is when you have no opportunity to shape the story significantly beyond the plot beats provided by the module writer.
This is hardly exclusive to premades, mind you. "Railroading" is a term for a reason.
This is hardly exclusive to premades, mind you. "Railroading" is a term for a reason.
There's a complete template for turning virtually any creature/species into a taur in the D&D 3.25E Savage Species manual.
And that isn't a typo up there, I do mean 3.25 Edition; Savage Species was published when 3.5 was already on the horizon but before it actually came out, so it's a kind of weird mix of the two, such as no references to Alchemy as a skill but rather Craft (Alchemy) being a skill, Survival instead of Wilderness Lore as a skill, and several other things.
And that isn't a typo up there, I do mean 3.25 Edition; Savage Species was published when 3.5 was already on the horizon but before it actually came out, so it's a kind of weird mix of the two, such as no references to Alchemy as a skill but rather Craft (Alchemy) being a skill, Survival instead of Wilderness Lore as a skill, and several other things.
https://the-eye. eu/public/Books/rpg.rem.uz/Dungeons%20&%20Dragons/D&D%203rd%20Edition/D%26D%203.0e%20Core/Savage%20Species.pdf
Posting the link in one piece went bonkers with how links get processed in comments. Just get rid of the space between 'eye.' and 'eu'. Source: top result in Google for "D&D savage species pdf"
Posting the link in one piece went bonkers with how links get processed in comments. Just get rid of the space between 'eye.' and 'eu'. Source: top result in Google for "D&D savage species pdf"
Ah, the Forever DM disease. That's a sickness that I've been subject to for about twenty years now, despite my best efforts to teach others how to DM. Every rare once in a while though, I would get a chance to play. I'm happy though that I've finally gotten my best friend and DM padawan up to enough knowledge and confidence to DM his own homemade campaign, a mix of 3/3.5/5E with a sprinkling of Pathfinder for flavor, and we're having a blast with it (and I'm actually getting to play!).
Just one minor problem; at this point, I've read and memorized so much info for obscure spells and abilities (some of the best stuff came from Dragon Magazine, particularly issue #304, and I've got every issue) and know exactly how to build a character to be a powerhouse by level 5 without even using any of the regular min/max species/class trickery BS. And that, friends, is when that old DM experience comes in; DO make your power character with legitimate methods, DON'T play them like a dick, and you generally won't get flak from the DM or the party. And remember; any super-powerful ability your character has, the DM has at least three different ways to nullify it.
Just one minor problem; at this point, I've read and memorized so much info for obscure spells and abilities (some of the best stuff came from Dragon Magazine, particularly issue #304, and I've got every issue) and know exactly how to build a character to be a powerhouse by level 5 without even using any of the regular min/max species/class trickery BS. And that, friends, is when that old DM experience comes in; DO make your power character with legitimate methods, DON'T play them like a dick, and you generally won't get flak from the DM or the party. And remember; any super-powerful ability your character has, the DM has at least three different ways to nullify it.
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