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  • #269920
    Anonymous
    Inactive

    I think there are three interlocking issues/questions:
    (1) Will the divergence in xp/levels cause future problems for forming tables or writing modules?
    (2) Are there members of the campaign that don’t make it to the relevant cons who feel they are missing part of the story (because they don’t have access to any of the special events)?
    (3) Is it a potential disincentive to new players who can’t won’t make it to the relevant cons?

    1 does not yet turns up locally but someday it could. 2 turns up locally. 3 I have no idea about… But I do worry a little bit about it.

    I think all points of view are valid and need to be heard. However, for Situation #2 above, why are these members of the campaign unable or unwilling to attend cons? That is really a big factor in how to solve the issue…

    If the issue is that there are folks who just cannot afford (or never have the time) to attend any cons, I sympathize. I don’t know how many of these folks there are. However, I’m guessing those folks are probably not playing with a big contingent of campaign players who DO attend all the cons (Due to being in another country, etc.) Therefore, the #1 or #3 above probably aren’t going to be a concern of those players.

    If the issue is that some folks *could* go to conventions but choose not to for whatever reason, then that is a choice and I don’t feel there needs to be any big sweeping changes to accommodate those folks specifically around changing the way Con modules work. Could there be other changes to have more unique events offered as home play? Sure.

    John

    #269923
    Anonymous
    Inactive

    As a player I do not mind other players being at different levels so long as we are still all able to participate on a broadly equal footing. I also do not mind there being special rewards and modules for the people who are able to and make the effort to go to cons. What I dislike though is the idea that plot-centric events may occur at a con and I’ll be missing them. So…Some Val has lost his favourite puppy and wants to give a favour to the players who return him? Sure do it at a con. Have the final epic battle or a important point of lore revealed then sure, do it at the con if we can also partake somehow. Cons, imho, should be bonuses for the players or else run the risk of side lining chunks of the player base.

    #269925
    Anonymous
    Inactive

    Nice to see a good dialog here in terms of different points of view while still remaining civil.

    At the height of the old 3.5 campaign we were regularly seeing 100+ players at the BIs. I don’t recall what the highest number ever seated was. My recollection was ~200, but it’s been a while. For various reasons, interest has waned. There needs to be an invigorated and engaged player base to support continued development both in terms of releases and the living campaign itself.

    For the first time in many years I spent a day at Gencon as well as going to Origins. I ran 3 slots on Saturday and of the 17 players I ran, 14 had never played Arcanis before that Gencon. No idea how many picked up books or will come back, but it was good to see new blood. Origins and Arcanicon seem to be primarily established players.

    I mention the above to help put the cons I’ve seen in some perspective as that in part informs my suggestions as to rewards.

    1. Arcanis is a story driven game. That has been it’s strength and appeal for many if not most of the players across both living incarnations. Because of that, all players should have access to major story points. The question is how.

    In any case other than the full BI being available, a summary published to the forums, available for download, etc. would be good to have available. This helps address the story concerns.

    In an ideal world, here’s how I would probably like to see the special events play out. The key central story for the BI is covered in a single slot worth of time. That contains the key rewards, and is published for home play and integrated into the con experience. The other slot worth of time for the BI represents special missions that wrap up or open up side plots, adjust the difficulty of future BI rounds, even helping finalize the overall difficulty for home play. I remember special missions seeking out and dealing with Morshun val’Ishi, with the opposing enemy general whose name escapes me at the moment or rescuing characters captured by the harvesters.

    The special mission portion could grant awards that have meaning without being over powered. They could build on options available to players of the base BI. For example, if the BI granted access to a choice of Tier I Runes from a limited list, a special mission might open up an additional option.

    In terms of con rewards, the extra Fate Point for use in a BI earned from being the Veteran of a BI is both tangible and limited at the same time. The temporary blessing granting bonus stamina falls into the same camp.

    Another idea might be being able to name one of the character’s exceptional weapons or armor as Heirloom after one or more special events. The item in question would already have to meet the requirements mechanically (Exceptional quality). What would be gained would be the reputation bonus – and penalties if ever lost or sold. A character could say “THIS was the sword I used to strike a telling blow against Uxbraxtixt!” (sorry about the misspelling)

    Titles I think were mentioned and could be interesting. Medals recognizing service provide an RP hook. A minor social bonus with appropriate audiences could be included.

    If something like the above won’t work, I like the idea of an exclusive event not available for con play taking place at the same time. Now, what would be REALLY cool, though perhaps a pain to organize would be to set up in advance time for people to home play the exclusive mod that has an impact on the specials at the con. In a perfect world, you’d have them run the same weekend (up through noon Saturday to submit results) and have those factored into the difficulty of the BI or special event.

    Also, for events at the cons make it clear that all of the critical events impact and results are pulled from those attending even if the mod’s accessible to homeplay. Influencing the story for good or ill is something the con events have always done to my knowledge. Having some tangible sign of how as a reminder to players may help as well.

    I agree with the person who said there isn’t a clear win for the staff on this issue. Making everyone happy isn’t possible.

    Hopefully ideas from this thread will be useful to the staff as they decide what to do with future special events.

    With a sweep of his hat,

    Paul

    #269926
    frootsnax
    Participant

    If the issue is that there are folks who just cannot afford (or never have the time) to attend any cons, I sympathize. I don’t know how many of these folks there are. However, I’m guessing those folks are probably not playing with a big contingent of campaign players who DO attend all the cons …snip…

    Well locally in Oregon there are two of us who make it to Origins and Acaniscon most years (myself and Stephen Raymond). There are maybe 20 people in the Arcanis community here (though probably only half that play as regularly as mods allow). Either way most of the people I play with don’t get to the Big Cons but interact with players/characters who do. My guess is this is “normal” outside the midwest, but I don’t really know how other regions shake out.

    I know for people locally its primarily cost that’s a barrier to attending. Going to Origins alone for me is close to a $1000 proposition. Flight usually runs at or above $500 from Portland. Hotels run $250ish with a roommate for 4 nights. Add in food and a little madness money in the dealer room … its not cheap. Every year without fail I hear someone in the Registration line grumbling about the cost for the Origins Badge and I find myself a little jealous…that’s the smallest part of my cost to attend.

    If I had kids or a non-gaming spouse I probably wouldn’t be able to make it. And of course Oregon is cheap compared to those people who come from down under or across the pond.

    #269927
    Anonymous
    Inactive

    I think there are three interlocking issues/questions:
    (1) Will the divergence in xp/levels cause future problems for forming tables or writing modules?
    (2) Are there members of the campaign that don’t make it to the relevant cons who feel they are missing part of the story (because they don’t have access to any of the special events)?
    (3) Is it a potential disincentive to new players who can’t won’t make it to the relevant cons?

    1. When I transition over from the 3.5 system and I started reading the rule set of this Arcanis. I saw something that I thought was obvious but may be wrong about. The game went from a max level of 20 to a max level of 5. Arcanis took the grittiness of playing the game at lower levels where a character survives less on super powers, and magic items and more on their own merit, and the player’s ability to role play.
    I took this to mean that PCI really hoped to move away from modules that have 10 different bundles of monster stats (as some of the later hard points have to go from APL 2 to APL 21.) They didn’t want to exclude new player, so the monster stat writers were burdened with the work. This new system of a 5 level system would mean by the end of the campaign there would only be a need for 5 sets of monster stats, one for each Tier. Instead we are seeing half Tier stat blocks (1.5-1.10, 2.1-2.5, etc)
    I am personally fine with there being a difference between those who go to cons, those who don’t, and new players. In fact I would prefer if the 1.5 cert was removed, and modules had stat blocks, for each Tier (1.1-1.10, 2.1-2.10) rather then the half Tier stat blocks that have been released for some soft points.
    In 3.5 you got more XP for playing a higher APL, because you needed more XP to level up. But that’s not the case in Arcanis. A Hard Point can give 350XP to a 2.9 character and a 1.3 character. this is because they are dealing with battles, and traps, that are an equally amount of challenge to one of their Tier.
    One thing that would occur, is that people of different Tiers would not be able to play at the same table. But this is something that the PCI has dealt with before under a more divisive rule set.

    2. Yes this is a huge issue to me, and I hope others.
    What I dislike though is the idea that plot-centric events may occur at a con and I’ll be missing them.
    This has being going on since the 3.5 system. Hard Points and some Soft Points have stories that lead towards BIs. But the BIs were never released for home play. Arcanis is story driven, how would anyone like to read a book, and then have a whole chapter missing, or worse the end of the story.
    I get that it is balance between keeping business up, and making the player base happy. But honestly there are better solutions then not releasing a module. Releasing it with reduced rewards, without rewards, without certs. You want the good stuff come to the Con. But at least release the module.

    3. Again Arcanis is story driven it has a compelling world, unique races, cultures, and political situations, and it has some great writers working on it. If a new player joins in the next story arc when the majority of people of people are 3.1 they will stay with it for the awesome story. What would their starting level be? Start at 1.1 or a 2.5 leveling cert, without the ability to play Arc 1 or Arc 2? Tier 2.5 characters have a larger tool box of skills and talents, it’s hard to create a character a higher levels, let alone understand everything you have access to at the level. I think having modules that support Tier 1 to Tier 3 PCs is a better idea, and it seemed like it was the original idea with this 5 Tier system.

    Allow there to be the level gaps between players. Convention rewards can be normal, home play rewards for BIs reduced or removed. That’s my ideas on the subject as some who hasn’t been to a Con before.

    #269928
    Anonymous
    Inactive

    It will be interesting to see what happens as the current arc ends and the next one begins. Given the focus on story, I’d be inclined to structure a leveling cert something like the following:

    Arc 1
    Hard Points (Yes / No) Rewards if yes: # XP, # Sc (other awards if appropriate)
    Soft Points (Yes / No) Rewards if yes: # XP, # Sc (other awards if appropriate)

    Arc 2
    Hard Points (Yes / No) Rewards if yes: # XP, # Sc (other awards if appropriate)
    Soft Points (Yes / No) Rewards if yes: # XP, # Sc (other awards if appropriate)

    So a new character could start with a leveling cert where they get something for excluding all Arc 1 & 2 Soft Points. The goal for the character is to play through the main story threads, but exclude the SPs so they can get caught up more quickly.

    If it’s a new PC for a character who’s already played everything, they could get credit for all Arc 1 & 2 Stuff so they can jump off and hit the ground running with Arc 3.

    The campaign staff would determine what the totals are for each grouping. Maybe there are a few sub-groupings if there are relevant Arc 3 “feeder” story mods HPs, SPs or both that are most useful in being prepared for Arc 3.

    I think we’re still a ways off for this, and this is actually more a tangent from the threads purpose, so apologies for the distraction.

    With a sweep of his hat,

    Paul

    #269929
    Anonymous
    Inactive

    Rewards for con-only events is a debate that has been around in living campaigns for years, and it’s not possible to please everyone. Is it fair that someone who can’t afford the time or money to attend a con miss out? Is it fair that someone who devotes the effort to play at a special event at a con doesn’t get anything special? What is best for the players and best for the campaign? It’s a balancing act where staff has to be careful not to listen to one group over the other just because they’re loudspoken.

    #269930
    Anonymous
    Inactive

    1. When I transition over from the 3.5 system and I started reading the rule set of this Arcanis. I saw something that I thought was obvious but may be wrong about. The game went from a max level of 20 to a max level of 5. Arcanis took the grittiness of playing the game at lower levels where a character survives less on super powers, and magic items and more on their own merit, and the player’s ability to role play.

    Personally, I look at it the opposite way. Arcanis has 50 levels as compared to 3.5’s 20 levels. The mechanics are completely different and they went with a different (better imnsho) feel than D&D.

    In fact I would prefer if the 1.5 cert was removed, and modules had stat blocks, for each Tier (1.1-1.10, 2.1-2.10) rather then the half Tier stat blocks that have been released for some soft points.

    I completely disagree with everything you said here.

    Replaying (or rerunning) the same modules over and over gets boring. There needs to be a level-up cert (at least) per story arc. My complaint is that the 1.5 cert is too low (the xp gained by playing the HPs and SPs that are not 1.5 legal puts you at 1.8 or 1.9 – I’d like to see the 1.5 cert be 1.7 or 1.8).

    An entire tier is a huge range in Arcanis. There needs to be stat blocks for half tiers.

    In 3.5 you got more XP for playing a higher APL, because you needed more XP to level up. But that’s not the case in Arcanis. A Hard Point can give 350XP to a 2.9 character and a 1.3 character. this is because they are dealing with battles, and traps, that are an equally amount of challenge to one of their Tier.

    I agree with your first part but don’t fully agree with the second. The skills, defenses, stamina, and most other stats will be significantly higher on a 2.9 than a 1.3 so the trap/monster/whatever must be scaled to the appropriate level (then it is a similar challenge).

    #269931
    Anonymous
    Inactive

    I see both sides of this and agree you won’t be able to please everyone. But we should try to give those who can’t go to a con (and I totally get the money issue!) something resembling the BI experience. While I do enjoy the BI I would be fine with something less intensive and hopefully less work for the staff. Perhaps that would be easier to package for home play. I liked the special we did this year at Arcanicon maybe use the time and energy saved by creating a shorter BI and use it for that sort of con experience instead. As for an abbreviated BI I would be okay with six fights either broken in half or perhaps four and two. Maybe do it in six to eight hour time slot? I like the special mission idea for con BIs as well.

    P.S. Like Paul I am happy this is turning out to be a civil discussion of ideas.

    #269932
    Anonymous
    Inactive

    Conplay vs. Homeplay is one of those things that I think is very difficult to manage, and in truth, I’m not even sure how I feel about it, because I hold these conflicting ideas to be important:

    1. The campaign should be fair, and allow equal treatment of all players.
    2. All characters should have equal opportunity to influence the plot line
    3. Player driven plot change is desirable
    4. Staff involvement and reaction to player actions is desired and the sign of a good campaign.
    5. Good playing and special/dangerous events should be rewarded
    6. Special events help drive convention attendance, and convention attendance is good because it help build a larger sense of community.

    How are these conflicting? The equal treatment of everyone vs. encouraging/rewarding convention attendance. What are the rewards of the specials? More x.p., gold, magic, special options/recognition, and plot control. Some of these things can be handled “easily” by either reducing x.p./gold/magic (i.e. power in one form or another) rewarded or by releasing a separate module a character who played the module can’t play – either of these reduce the differential in power between characters who attended and those who didn’t. But reducing power rewarded by it also reduces the reward for attendance, and the reward for facing greater risk – which doesn’t seem like a “fair” action either. That is why I favor the extra module approach.

    But all those corrections for power don’t address the other “plot control” issue. I’ve seen it in reading about the first campaign. I read a bunch of modules, and they clearly build toward an apex – but the resolution is missing – because that was done at a BI, and I don’t have a copy of it. It’s very unsatisfying – and that’s just in putting it all together later! Being a player in the campaign and missing the big game changing events must suck! But how else do you do it? Having campaign staff on hand to adapt and react to events as they happen at these crucial points is critical. It is amazing to here at the end of an event that our actions during the event mean a, b, and c will happen or not happen. And the possibility of something unique happening to your character because you did something unique is priceless. This kind of activity is what helps bring a more home-play feel to a shared campaign. It wouldn’t be Arcanis without it, in my opinion; but by its very definition it isn’t “fair.”

    So, while I really do feel that I see both sides of the argument, I think at the end of the day I like the idea of special events continuing to be “special” effecting some of the big plot questions, giving special rewards, but I think that some things can be done to ameliorate the impact a little. Publishing the special afterward for home play with less reward and impact would be the ideal, since then players would still get to experience it, even if to only a lesser degree. But since that has been decided against (which I understand), I think the next best option is a SP module replacement that can’t be played by characters that played the special. If that is too much work for the campaign for too little reward, than I still think that special should be done, but we have to accept the situation that there will be a growing gap between the “haves” and the “have nots.”

    Of course, I think that has already been accepted to some degree. After all, in the discussion of the level-up certs, it is my understanding that PCI does not intend to do any other level cert, even as the campaign level grows. That means that we will always have to have a lot of APLs for modules, so new players can play, secondary characters can play, and new characters of those who have died can play. After all, I’m playing every crusade arc I can get into, and in the last 6 months that’s been… 1.5 modules. At this rate I might get up to the current level cert before I (not my character) die of old age. So play of older modules doesn’t appear to be as viable as I think the campaign staff would like to think. (Shameless reminder of my proposal to play the first three hardpoints of the crusade arc at Ucon – to which I have gotten no responses…)

    #269942
    Anonymous
    Inactive

    Wilcoxon I understand where you are coming from.

    You believe that each Arc should have a minimum level requirement so everyone is on the same playing field, and be about the same power level. This allows writers to only ever have to make a single set of stat blocks for monsters and traps. It also means that player who never play to together but come to Convention shouldn’t have a problem finding a table with similarity powered PCs. This means you never have to level secondary characters, and new players have to feel inferior to long time players.

    I disagree with that arrangement for multiple reasons. I believe that people who spend time and money deserve to be rewarded for that by being higher level, having more gold, or having special certs that are provided from those events. But the story should not be denied to those who can’t attend.
    People who join the campaign later should not be given a leveling cert so they are same as someone who has been playing from the beginning, or just slightly lower. A new character should always start at 1.1 to learn how to use the character’s abilities, and get a feel for where they want to go with own personal story.
    More importantly I don’t like that it denies them the prior modules and the great story that the prior Arcs have. They should be encouraged to play those modules and experience the stories themselves.
    I know it creates more work for whomever does the monsters of the module, because it basically brings back Average Party Levels (APLs) but the Tier system I feel can handle that and I believe (perhaps incorrectly) that it was designed to limit it to 5 levels. 5 Tiers = 5 levels of difficulty for PCs.
    There can be tables of Tier 1 characters, Tier 2 characters and Tier 3 characters, that are being challenged at their own level but going through the same story.

    Dante you’re 100% correct you can’t please everyone. But I do hope that PCI changes some of it’s current policies to promote it’s strengths. The amazing story. Because we all love it together.

    #269945
    Anonymous
    Inactive

    You believe that each Arc should have a minimum level requirement so everyone is on the same playing field, and be about the same power level. This allows writers to only ever have to make a single set of stat blocks for monsters and traps. It also means that player who never play to together but come to Convention shouldn’t have a problem finding a table with similarity powered PCs. This means you never have to level secondary characters, and new players have to feel inferior to long time players.

    I disagree with that arrangement for multiple reasons. I believe that people who spend time and money deserve to be rewarded for that by being higher level, having more gold, or having special certs that are provided from those events. But the story should not be denied to those who can’t attend.

    I strongly feel that we do need leveling certs that come close to matching the publicly released adventures in XP and (to a lesser extent) gold. If we use the 1.5 cert as an example, the XP is too low (in my opinion) and the gold is maybe a little low (it gives far less gold than playing the adventures). Even if the XP and gold were equal then there are still lots of items, favor, and special things on the adventure certs that aren’t granted by a leveling cert.

    People who join the campaign later should not be given a leveling cert so they are same as someone who has been playing from the beginning, or just slightly lower. A new character should always start at 1.1 to learn how to use the character’s abilities, and get a feel for where they want to go with own personal story.

    There are two huge problems with this approach:

  • It can be very hard to find games for very old adventures. This will tend to drive new players away from the game if they can’t find games/groups to play in.[/*:m]
  • (Some) established players will be bored replaying/rerunning the same adventures over and over just to try new character concepts. If a character died and then the player was forced to restart at 1.1, some players would then leave the game.[/*:m]

    I know a lot of people that refuse to play in PFS at least partially because they force any character to start at level 1.

    You do not need to start at 1.1 to understand a character’s abilities provided you have a good grasp of the mechanics. Even a new player can have a pretty good grasp of the mechanics (it depends on the player).

    I know it creates more work for whomever does the monsters of the module, because it basically brings back Average Party Levels (APLs) but the Tier system I feel can handle that and I believe (perhaps incorrectly) that it was designed to limit it to 5 levels. 5 Tiers = 5 levels of difficulty for PCs.

    As I said previously, I disagree. A full tier spread is too large for the mechanics of Arcanis. Given the multiple half-tier stat blocks, a GM can utilize different stats vs different characters but it is a lot more work for the GM.

#269947
Anonymous
Inactive

There are two huge problems with this approach:

  • It can be very hard to find games for very old adventures. This will tend to drive new players away from the game if they can’t find games/groups to play in.[/*:m]
  • (Some) established players will be bored replaying/rerunning the same adventures over and over just to try new character concepts. If a character died and then the player was forced to restart at 1.1, some players would then leave the game.[/*:m]

    I know a lot of people that refuse to play in PFS at least partially because they force any character to start at level 1.

    I can personally attest to getting bored having run Into the Blessed Lands three times and played it twice. Replay does get old after a time, but can be useful to do a couple of times (see my comment below for clarification)

    As the bit about the Pathfinder Society that especially applies to a tight knit group. Most places I have been including OP at home we start a group and once we tier out at say 6th level we start another group of characters. It’s not possible to play every mod with the same character so there’s plenty of incentive to try out new character concepts. But if you think you can run the same character all the way through Arcanis, well I suppose that’s possible, but it’s been my experience that not every character is a good fit for every mod. My Beltinian would never go to Canceri (unless I really wanted to lose the character. \":(\" ). Granted the staff has been really good in making sure any character can play any mod but there are exceptions.

    One thing I will point out is sometimes it’s fun to replay a mod with a different character especially if their approach to things is radically different. I for one can’t wait to play the Arcanicon mods just released with my hedonistic Ursula as opposed to the uptight/prudish Haakon. Fun times in Savona will ensue… \":o\" \":shock:\" \":D\"

    Actually I would like to hear for Matt Flinn on this since he does a lot of stat blocks. How much work would it be Matt to do stat blocks across say three Tiers of play?

  • #269948
    Anonymous
    Inactive

    Speaking as someone who does statblocks, at least for his own work and a few other people, it isn’t so much hard to make the statblocks as it is EXTREMELY time consuming. It usually takes me almost as long to make my statblocks as it does to write the actual adventure owing to the more intricate process of filling in the Statblock format sheets and double checking to make sure all the numbers are correct (I admit, I usually fail at this). As an editor statblocks are also a pain to edit since they are very information dense and sometimes hard to ‘reverse engineer’ to ensure they are legal.

    The other big issues with multiple statblocks is they massively bloat the document size, especially if you want the statblocks to be separated by scene, and that they mean you don’t get as tight of a story. In the later case, if you are making multiple enemies across multiple tiers you cannot give them the same gear, talents, spells, etc across the board, which makes them more difficult for GM’s to manage and at some of the statblocks will either have extra talents thrown in to ‘boost them up’ or have abilities you really want taken away to ‘dumb them down.’ Personally, I’d only like to do no more than 2 sets of statblocks per adventure, but the way the campaign is set up right now we really have to do a minimum of 3 (1.5, 2.5, and now 3.5) and rely on the GM to pick and choose stats appropriately.

    #269949
    Anonymous
    Inactive

    Thanks Cody! That was what I was afraid of. I was hoping that Arcanis stat blocks might be easier to deal with than the old 3.5 versions but this does not seem to be the case. I know as a GM I hate having to deal with more than two sets of stat blocks. I think that’s why I like running lower tier stuff be it Arcanis or PFS. Less stuff to worry about means I can focus on telling a good story and ensuring my players have a good time. That’s been my experience in both systems.

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