Pathfinder for Fantasy Hero
Ok, there is no doubt I love me some point based systems which is why I tend to run Hero for just about anything. This past week, I ran my occasional Fantasy Hero game in which I have been using the new Pathfinder adventure path.
Now, maybe I was just in a doofus mood, but during the game I was noticing one of the characters was just lobbing out a pot load of damage when compared to the others. Usually, I try not to bring these things up during the game, but this time I did. I think it went ok and the player and I discussed it further afterwards. I just regret that I brought it up during play. Basically, the character is a archer/ druid type and is doing 3d6 killing (+1 stun mod), has rapid fire and the archery skill. So, he’s T-ing off on one of the tough baddies and keeps firing, firing, firing…saying as long as he doesn’t miss, it’s ok (yes, there are minuses to each shot after the first, but he has skill levels and the baddie is stunned…).
So, we’ve agreed that three shots is enough, period. That my reason for this was not to cause an imbalance within the group (combat wise), any more than there is already.
As an aside, I think the adventure is going well, though I am undecided as to if I am going to run the whole “play” part of the second module for this adventure path.
More Fantasy Hero
Well, I ran Fantasy Hero this past Sunday and I have to say, I’ve missed running FH. I run it as kind of a “fill in” game when the regular GM (who is running Pulp Hero) can’t make it. Instead of running a “One Shot” I decided to start a rather long adventure. It may take all year to get thru this one, depending on how many times our regular GM can’t make it.
I purposely took out my own “PC” out of the adventure early on. I’m running an altered version of Wolfgang Baur’s Empire of the Ghouls and my PC is a Necromancer, so…. I just felt it would be better for her not to be there. I’ve streamlined the adventure and toned it down a bit for the points that the players are at, so I hope it will be an adventure that will last a bit and by the time they’re done they should be quite a kick butt group.
Tying Up Fantasy Hero
We played this past Sunday and I finished up a module I was running. I ended a story line that was going on behind the scenes and got everyone back to the campaign’s main city. I’ve enjoyed running FH and I hope that the players have enjoyed it as well. We’re going to be restarting Pulp Hero in two weeks and I’m looking forward to playing rather than GMing all the time.
I think we’ll come back to FH at some point. I’ve got a few plot ideas I’d like to persue. It’s been interesting to run a fantasy game for a change. I’ve been pushing for more campaign participation by the players and I’ve seen a little of it, but not as much as I would have liked. I want the players to set up a market, adventurers guild, take over a village/ town, start up a tavern…whatever.
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