this post was submitted on 11 Jan 2024
6 points (100.0% liked)

Ask Game Masters

902 readers
1 users here now

A place where Game Masters, Dungeon Masters, Storytellers, Narrators, Referees (and etc) can gather and ask questions. Uncertain of where to take the story? Want to spice up your big baddie? Encounters? That player? Ask away!

And if you have questions about becoming a Game Master you are most welcome with those as well!

Rules

founded 1 year ago
MODERATORS
 

Hey there, I'm new to PF2E, but not to GMing. Played PF1, shadowrun, star wars, 40k etc. etc.

I've done a bit of Trouble Under Otari just to get used to the system and give the players a base to work out from.

The big campaign I'm running is Abomination Vaults. I got the module on foundry and have skimmed it and will run it.

I have a barbarian, bard, wizard, gunslinger and NPC rogue for the party.

Any suggestions or tips for what's ahead? As mentioned, I haven't run pathfinder before and I'm leaving it to the players to know their class and feats etc. but it'll be nice to know if anyone else who has run this module says what to look out for. My players are all adults and communicative so no hostile shennenigans are expected.

Edit: Any tips for actually running PF2E appreciated too!

you are viewing a single comment's thread
view the rest of the comments
[โ€“] [email protected] 2 points 11 months ago (1 children)

My group is about 30-40% of the way through, so I can speak from experience about the later parts of the campaign. But so far we are enjoying it.

It's a combat-heavy campaign as written, so if your party wants to just roll dice and smash things, you might be fine running it completely as is.

My group is more focused on mystery solving and roleplay; they get more of a kick out of piecing together what happened down there than powering through baddies. One of my gripes about the module is there is a huge amount of back story that's given to the GM for each area, but few suggestions on how to get that information to the players. I've started to tailor some encounters to have more options to use stealth or talking to avoid encounters and/or get more information, as well as adding things like old notes and letters to find.

The other thing I've found is, as written, the Vaults can feel very static. The players can clear a few rooms, leave, come back, and everything is where they left it. If you want to making it react more to a party rampaging around, it will take additional work.

Abomination Vaults Expanded (https://www.drivethrurpg.com/product/418672/The-Abomination-Vaults-Expanded) is one resources I've been borrowing ideas from to adding bulk to the campaign, and might be worth looking at.

[โ€“] [email protected] 2 points 11 months ago

OMG, the Expanded PDF is amazing and absolutely the type of thing I am looking for! Thank you so much for that. I'm already excited to put the ideas into play.