Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

update on the game that's been going on for half a decade now since everyone's like level 30 will you finally decided that we should go kill this guy who screwed us over in a deal when we were trying to find high-level Epic Level material to build more epic weapons even though we have weapons that are capable of killing Gods he ran away after turning himself into a giant squid monster.
also all high-level damage epic Spells Of God awful so I just Spam ninth level and 8th level spells with energy add mixture and energy add mixture maximize twin spell and repeating spell as well as quick and spell.
 
My PF2 campaign chugs along, but it's a slog, and it's clear the game is going to be a combat gauntlet from here on out, as the party have all but decided to not bother with negotiation or nuance and just kill everything they see. Only one seems to be invested in the narrative. He's also the only one that is doing his homework. I have noticed they are thrifty with gold.
My advice? If you're enjoying running combat gaunlet, lean into it. Turn it into PF Killteam. Have little side missions for gear and goodies. IF you aren't, I'm not 100% what to tell you.
Only advice I have to give you is try to create a nemesis for your party, and have him completely curb stomp the party because he talked to people. When the party's backsides look like pin cushions from poisoned darts they'll maybe start thinking about learning Hovitos next time.

I don't know if I mentioned this, but I've been interested in one shots that form a narrative, specifically Paizo's "organized play" modules. I'm not interested in organized play itself, just the adventures. From the ones I've seen, they're generic and flawed in many ways, but they're all self contained with a vague narrative through line for those that stick with it. They also use stock content. Supposedly DnD has a similar series, "Adventure League" and "DMs Guild", but I found neither on the high seas. What's more, DMs Guild is also the name of a third party publisher/drive thru store and both terms are used interchangeably.
No clue about AL & Pozzio's OP, but I recall the 4e version of the "weekly adventures" was bundled into a single volume at the end.

My advice really is don't work with that stuff. Find one-shots you like and build your own narrative with them.
 
My PF2 campaign chugs along, but it's a slog, and it's clear the game is going to be a combat gauntlet from here on out, as the party have all but decided to not bother with negotiation or nuance and just kill everything they see. Only one seems to be invested in the narrative. He's also the only one that is doing his homework. I have noticed they are thrifty with gold.
My go and my blunt hammer approach with most games I run is to focus on putting interesting NPCs in whatever spot they'll fit. Dungeons with treasures can have interesting NPCs, NPCs can show up and bother the party during travel, NPCs can show up out of nowhere if things feel stale. I've mentioned before that I cram lolcow shit into my games all the time and the un-initiated eat it up, get a good JF Gerepy impression down and you have a serial killer in your pack pocket. It's not really limited to that, like a character from fiction just file the serial numbers off and toss them in. You'd be surprised at how rarely they pick up on it.

I'm not interested in organized play itself, just the adventures. From the ones I've seen, they're generic and flawed in many ways, but they're all self contained with a vague narrative through line for those that stick with it.
I've played a few of the first edition organized play modules and didn't think they were very good. They felt shat out in order to keep tables at Gencon full. I'd dig up old dungeon magazine stuff or check out published adventure paths, personally. The early ones like rise of the runelords are specifically designed to be ripped apart and thrown into a different world. If there's something you're not fond of just throw it out and start ignoring the story, by the time you know who your party is things start writing themselves.
 
My advice? If you're enjoying running combat gaunlet, lean into it. Turn it into PF Killteam. Have little side missions for gear and goodies. IF you aren't, I'm not 100% what to tell you.
I can do that. It's just a shame some of the more interesting encounters are going to be cut off from them. They're also over level, so only the major boss encounters phase them. The module seems to expect them to ally with the drow, but we'll see.

I've mentioned before that I cram lolcow shit into my games all the time and the un-initiated eat it up, get a good JF Gerepy impression down and you have a serial killer in your pack pocket.
As encounters, or recurring villains/allies?

I had a one session villain based on some internet guy I didn't like. The closest KF example would be YandereDev, or the currently pinned Tyger post, basically a guy who would shit out a bunch of half arsed crap. In game, it was a wizard who half arsed an army of golems which went rogue and he got trapped in his own lab by them. I considered giving him a small cult of sycophantic lackeys to represent his paypigs and defenders. Not sure if it was cringe or fine, but it never got to the table.

I've played a few of the first edition organized play modules and didn't think they were very good. They felt shat out in order to keep tables at Gencon full. I'd dig up old dungeon magazine stuff or check out published adventure paths, personally.
That bite size 1-3 hour play time is the appeal. There's a bizzare catch 22 where people don't want to commit to a years long campaign, but a 3 month game or one shot doesn't do it for them. I personally like the smaller 3 month or so format as it allows people to make characters often without the low stakes of a one shot.

The paizo stuff I mention because they have a shared theme. Corruptions Reach is about a mysterious group attacking Pathfinder lodges. Scoured Stars is about rebuilding Starfinder Society after a major calamity all but wiped them out. I didn't know they were con games, but it makes sense as the constrained playtime and each adventure being stand alone, with a story that comes together if you play a bunch of them.

Of the paizo ones I've skimmed, the finale is a problem, as they are big multi-table events where actions on one table effect another. Usually some kind of massive battle. In general the modules are a bit slight, and the plots mostly rote.

I've not read much Dragon magazine, but the adventures seem okay. Being very long and dense. I gave the one you recommended a page or two back a skim though.
 
That bite size 1-3 hour play time is the appeal. There's a bizzare catch 22 where people don't want to commit to a years long campaign, but a 3 month game or one shot doesn't do it for them. I personally like the smaller 3 month or so format as it allows people to make characters often without the low stakes of a one shot.
That happens in a lot of things, where people assume they can take up a hobby, whatever it is from tabletop games to fishing, and once they realize to actually get a lot out of it they need to commit some time on a regular basis to get anywhere, they don't want to. Those convention one shots are basically the equivalent of a cruise ship excursion. Maximum entertainment, with minimal input required.
 
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I can do that. It's just a shame some of the more interesting encounters are going to be cut off from them. They're also over level, so only the major boss encounters phase them. The module seems to expect them to ally with the drow, but we'll see.

Like I said, turn it into PF Killteam.
Borrow from 4e and just turn anything mook-like into minions with maybe make some "super minions" to make things interesting. Upscale the subcommanders to Bosses, and turn the boss into a legendary.

Anything too weak to matter just dies. Subcommanders test tactics and resource management on their way to challenge the bigbad.
 
Back on the topic of Lancer. I keep reading that it plays best on VTT, which makes sense given the app is supposedly all but required to make a character. I'm thinking of dropping money on Battletech (the wargame), which could double up as Lancer pieces easily, but might not be worth the prep if it needs a VTT to play at it's best.

Like I said, turn it into PF Killteam.
Borrow from 4e and just turn anything mook-like into minions with maybe make some "super minions" to make things interesting. Upscale the subcommanders to Bosses, and turn the boss into a legendary.

Anything too weak to matter just dies. Subcommanders test tactics and resource management on their way to challenge the bigbad.
In that case, I'm not sure what you mean by PF Killteam. I've not played 4e so I don't know how minions work. In games like Nimble and Savage Worlds, they are mooks that die to one hit, sometimes with rules for overkill similar to cleave. If it's worth it I can try and sail the high seas or watch YouTube to get the idea.
 
Back on the topic of Lancer.
Oh dear god, not fucking Lancer. No no no no just do yourself a favor and don't.

Community is more of a rainbow dumpster fire than D&D, PF, Battletech, and so on. There's a reason for this that I'll get to later.
Half of the Lancer content that exists is just homebrewed bullshit with official logos on it pretending to be official content with logos and shit, and it's usually wildly unbalanced(moreso than just finding someone's homebrew crap on a 5e wiki).
The setting is autisticly detailed in a good way. Even down to the economy, space ship combat, and so on. The problem is that since the players are all just mech pilots, they'll never interact with any of it.
There is almost no support for the "game" part of roleplaying game outside of the mechs. In other words, it's just talking with trying to shoehorn in a reason to even use a skill for a diceroll.
Players start at license level 0, there is next to no choice for anything till you can get some mechs as an option at license level 2. If I recall correctly the system expects around 4 combat encounters for every license level. But then the game also caps out at license level 6, so for about 1/3 of the campaign, one shot, whatever you're doing if you start at 0 your players will have next to nothing to pick from(this is why most people start at LL3 or 4).
Running the game, for whatever reason all enemy mechs are different and incompatible to what the players use even though in universe this shit is basically all made on giant 3d printers. Because of that there's also no salvage, usually no "loot"(some of their written adventures have an occasional experimental weapon or gear item drop but it's not common and they aren't amazing compared to what you can normally just pick at your current LL), and so on.
The enemy mechs are also just base model units that have modifiers, and even more modifiers and then more modifiers tacked on. Played a game at LL3, and the DM showed me an example of what he was having to parse through to determine NPC combat abilities. Most of it's just stat modifiers but it's like having 10 different yugioh cards worth of text to read to determine wtf the enemy is supposed to be capable of doing in combat.
Initiative alternates between players and DM, which can sometimes result in a canadian stand-off of people not wanting to go first, or an alternative of people wanting to take forever to determine an order because they want to get some kind of synergy going, which can drag out combats forever.
Because of the lack of individual player options at lower levels trying to find synergies with other players is basically the only way to avoid "I walk over and hit the thing with my stick". But then if someone has a chomolungma now you've got a 15 minute player turn sorting out the hacking if they use their cooldowns all at once. Kinda like the problem of someone playing a decker in shadowrun.

Lancer SHOULD have been a skirmish mech combat game. Not a fucking TTRPG. This becomes very obvious, very quickly when you realize that you're just playing on side of the table in an army, while the players are just playing as individual models in the equivalent of an army for Killteam, Infinity, etc.

On top of all of that. The game encourages just flippantly swapping out almost everything about your mech, including the mech itself so on top of not having a character that can do anything meaningful on their own, the mech isn't anything special nor is there any downside to getting it blown up. And that leads into the reason the genderspecial alphabet people love this shit because their mech is just like them, and can change to whatever whenever.
 
As encounters, or recurring villains/allies?
Just whatever as long as the PCs have something to interact with. Parties are weird too, they might really take a liking to some random shlub with a bit of a personality you toss on to them and might deliberately ignore someone important. It's one of those things where you have to be ready to pivot based on their whims.

Back on the topic of Lancer. I keep reading that it plays best on VTT, which makes sense given the app is supposedly all but required to make a character. I'm thinking of dropping money on Battletech (the wargame), which could double up as Lancer pieces easily, but might not be worth the prep if it needs a VTT to play at it's best.
I've played lancer a couple of times, both in Table Top Simulator and had a great time. There's a lot of fun little combinations you can do to put your giant robot together. I remember going heavily in on grappling and ran around slamming robots into the ground like a pro wrestler.
 
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In that case, I'm not sure what you mean by PF Killteam. I've not played 4e so I don't know how minions work. In games like Nimble and Savage Worlds, they are mooks that die to one hit, sometimes with rules for overkill similar to cleave. If it's worth it I can try and sail the high seas or watch YouTube to get the idea.

By Pathfinder Killteam, I mean treating the sessions like 40K Killteam - small band of elite badasses with the best gear murking xenos whatever it is that needs murking; leaning into the tatical wargame aspect. Maybe add in more environmental interactions and some puzzles.

4e Minions are 1-HP enemies. No over kill rules unless its specific to a particular type of minion.

There are some caveats like they never take damage on a miss and if you have bean-counter players you can fuck with said beancounters by giving them resistances and TempHP.

When doing homebrew, I've also messed with "super minions" which are minions that have an encounter ability "When reduced to 0HP by an attack that is not a critical, encounter, or daily, Minion recovers 1HP as an immediate interupt" (again to fuck with beancounters.) Which is good for pack leaders or rooms where you don't want have a miniboss, but also want to have something that takes at least a follow up to kill, usually evidenced by better gear/weapons/physique.
 
That happens in a lot of things, where people assume they can take up a hobby, whatever it is from tabletop games to fishing, and once they realize to actually get a lot out of it they need to commit some time on a regular basis to get anywhere, they don't want to. Those convention one shots are basically the equivalent of a cruise ship excursion. Maximum entertainment, with minimal input required.
I'm in the same D&D game for the better part of a decade everyone shows up on time everyone usually gives a week's notice if they're not going to show up I can make it for a month and that was fine I like campaigns that go on for a while then again I am getting a bit tired of us not figuring out what were exactly supposed to do with the final boss but then again we keep just getting distracted rather than following the story beats to the DM.

I like to make the joke that the party half does every single Quest and then we have to go back and fix all of the screw-ups of not actually finishing off the bad guys.
 
Back on the topic of Lancer. I keep reading that it plays best on VTT, which makes sense given the app is supposedly all but required to make a character. I'm thinking of dropping money on Battletech (the wargame), which could double up as Lancer pieces easily, but might not be worth the prep if it needs a VTT to play at it's best.
MegaMek is the preferred VTT for Battletech. It's pretty much custom-built for Battletech, complete with rules packs and automation for many things. You can probably find some videos online, of which I recommend WBPL-76
 
MegaMek is the preferred VTT for Battletech. It's pretty much custom-built for Battletech, complete with rules packs and automation for many things. You can probably find some videos online, of which I recommend WBPL-76
I played around with an ancient build of Megamek back in the day and even back then it was (as far as my uneducated ass could tell) a solid implementation of the rules.
 
By Pathfinder Killteam, I mean treating the sessions like 40K Killteam - small band of elite badasses with the best gear murking xenos whatever it is that needs murking; leaning into the tatical wargame aspect. Maybe add in more environmental interactions and some puzzles.

4e Minions are 1-HP enemies. No over kill rules unless its specific to a particular type of minion.

There are some caveats like they never take damage on a miss and if you have bean-counter players you can fuck with said beancounters by giving them resistances and TempHP.

When doing homebrew, I've also messed with "super minions" which are minions that have an encounter ability "When reduced to 0HP by an attack that is not a critical, encounter, or daily, Minion recovers 1HP as an immediate interupt" (again to fuck with beancounters.) Which is good for pack leaders or rooms where you don't want have a miniboss, but also want to have something that takes at least a follow up to kill, usually evidenced by better gear/weapons/physique.
The 3rd party book, Conflict PvP: Tactics & Teams Rulebook, could be good for that.
 
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Nope not at my table.
 
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