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line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() WorldWorksGames • View topic - Running Pathfinder At A Dry Bar....
I just got a request in the mail to run Pathfinder at a dry bar in Portland - for members of AA. A paying gig, not much, but paying. Based on a recommendation by one of the players in one of my older groups. (He spent some time in jail because of drinking - he is a remarkably sweet guy, as far as I know he has not had a drink since.)
It will be on Tuesday nights, about four hours a session, every other week.
Anybody have any idea what I should expect? I have never been to AA, and don't drink a whole lot, so I have no experience with what I am likely to see. I am suspecting that it will be just like running a regular game, but I just want to make sure of that.
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
I've never been either, but know some guys that have. Just keep the booze in game to a minimum and enjoy yourself. I think its a great idea and will give these guys a bi-weekly focus that they can look forward to. Good job. I bet the fun you have will be worth much more than whatever they are paying you.
In a hole there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbit-hole, and that means comfort...
Several of the players I game with regularly have gone through AA. Great, enthusiastic gamers. One of them met his wife years ago because after he got out of the nearby addiction center, he stayed in the area and would get together with other recovering alcoholics on Friday or Saturday nights. His wife had also gone through AA and attended those same get-togethers.
It should be like any other gaming session, but these folks will probably want to be more engaged in the game than your typical college-age gamer 'cuz they want to keep busy so they're not thinking of going back to their old habits. You don't have to avoid having alcohol mentioned in the game, but I wouldn't emphasize it, either. And, of course it goes without saying, just don't have actual alcohol at the table.
Post subject: Re: Running Pathfinder At A Dry Bar....
Posted: 02-23-2013, 03:00 PM
WorldWorks Moderator Joined: 10-17-2006, 05:54 PM Posts: 1847
I have an alcoholic in my regular D&D group (21 years sober today!) and it doesn't change the game at all in my experience. My default meeting place is "inn" not "tavern" and booze is not a fixture in my game. But everyone is different...
Now to decide whether to run my homebrew 1630s game or the homebrew 1750s game.... Or something more traditional? (I am a fan of fantasy with black powder.)
I am leaning towards 1750s... Orcs & Elves on one side, Humans and mercenary Dwarfs on the other. The orcs aren't the bad guys, the elves aren't the good guys, and plenty of incompetence to go around. Standard gear for an elf soldier - Coat, sleeved jacket often worn as an outer garment, two pairs of breeches, three shirts, a pair of gaiters, two pairs of shoes with two pairs of spare soles, two pairs of socks, and a black stock (neck cloth), haversack, blanket, knife, fork, spoon, awl, thread, and six needles. Typical armament is a musket and bayonet. In winter a bear skin is added as well as cloth to make mittens.
The human Regular get one coat, one shirt, trousers, and one pair of boots per year. Arms are supplied - everything else comes out of his pay - six copper pieces per day.
Milishy get a coat, a 'soldier hat', and a blanket. The coat is worn over their everyday clothes. They have to supply their own gun, powder, and balls. Training is a half hour.... (The setting uses the Guns Everywhere option from Ultimate Combat - muskets are a Simple Weapon, and a lot cheaper than in baseline Pathfinder.)
The orcs and the dwarf mercenaries are expected to supply themselves - both commonly raid settlements for supplies. While some orcs do use bows and arrows they are more commonly using muskets.
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
In a hole there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbit-hole, and that means comfort...
Huh, losing my touch... first game and nobody's dead yet....
Character generation finsihed, and I ran the game to the point where their mission goes all pear shaped. (They are sent to do reccon on orc encampments - the encampments are empty because the orcs are off massacring the settlement that the PCs were sent from....)
Next session it all really goes downhill. Starting with finding the orcs that they had talked with before leaving the settlement hanging from the lintel of the gate - executed because they were the first orcs that the cavalry captain could find. Easy enough to do - the orcs were in the ruins of the settlement trying to help the survivors.... The half orcs in the party are accused of collusion by the military commander - the party will have exactly eight hours to rescue them. (And because the commander really does not care that they are innocent proving that they didn't have anything to do with the attack just won't work.)
Possible allies include two dwarfs and an ogre, all mercenary infantry, and not at all happy with the way the captain is handling the situation. Not enough to stage a rescue themselves, but enough that they are willing to help the PCs if they want to try to free the prisoners.
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
Things went a bit different - the party split into two groups, the two fastest (in the woods) PCs heading to town to try to beat the orc war parties. They will not be in time, worse, the fast team members are the two half-orcs. A ranger and a scout.
The military commander at the garrison is not looking to punish the guilty, he is looking to have a visible example; if things go horribly wrong then the two half-orcs will be hanged along with the local orcs (who also had nothing to do with the raids) before the rest of the party can get there.
The military commander is Lawful Evil of the 'Expediency Before Justice' variety.
So... rather than have the PCs hanged, I think that I will have the dwarf and ogre mercs bust them out, along with the local orcs. The ranger has a good relationship with both the dwarfs and the ogre. (In this setting ogres and dwarfs get along just fine, and serve in the same mercenary companies - currently working for the humans.)
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
Picking this back up in a few weeks - we had six months on, then somebody else took over, now back to me.
Folks will have the option of picking up new characters or sticking with their old characters - the party had just reached 7th level when the game wrapped -
Six months have passed between games - both in game and out, and the Orc & Elf War is in full swing.
The humans have done a very good job of discouraging any orc allies - meanwhile the elves have been getting along just fine with the orcs.
Massacres on both sides - with the humans massacring orcs that are in the right direction - regardless of that village's involvement in the attack.
The elves have just paying the orcs for human and dwarf scalps.
Night battles... do not go well for the humans - the orcs and elves see just fine by night.
Humans end up with a bad case of 'the shadows' (combat fatigue, coupled with fear of the dark).
Fought all through this wilderness, in fifty-nine. Still fancy I see shadows movin', time after time. Still fancy I see shadows movin', time after time.
If it doesn't lift your spirits, Well it leaves ya numb. Best cure for the shadows is a bottle of rum. Only cure for shadows is a bottle of rum.....
Day battles do not go well for the orcs - and the orcs that are attacked are typically the wrong orcs - a great exodus of orcs are moving north and west, while the northern and western or tribes are creeping south to attack the human settlements, largely along the major rivers.
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
I am planning out a session that uses the Victory Point system from Heroes of Battle (one of WotC's best books - and that system can be used with any RPG, not just D&D/Pathfinder).
One big challenge - I have no idea which side the PCs might come in on, at this point.
I have been looking forward to this part - it is based on the story of Duncan Campbell. Murder, betrayal, vengeful ghosts, and prophecy.
From Mudcat - PIPER'S REFRAIN (DUNCAN CAMPBELL) (Rich Nardin)
I'll tell it to you as they told it to me By the glow of the campfire burning. By the banks of the water where we sported and played, They once faced the fury of battle.
CHO: And up through the Champlain came the Highland Brigade The pipes and the drummer played "Scotland the Brave." But when they sailed home the piper's refrain Was, Oh, how cruel the volley."
To one Duncan Campbell it came in a dream That he'd meet his fate where he never had been; Where the blue waters roll and the stickerbush tear, It's "Travel well, Duncan, I'll wait for you there.
"For the French and the Indian have challenged our King." (To a soldier like Duncan, no need to explain.) "It's many a time I've travelled the waves To find my fate in the fire."
From Fort William Henry their boats have shoved off To the North of Lake George in the morning; To the place the Frenchmen call Carillon, And the Indians: Ticonderoga.
And the word struck Duncan like a thunderbolt there; Everyone knew of the warning. "Oh, give us a tune to remember me by, For tomorrow I'll not be returning."
When the gunpowder flashed, the Highlanders died, Never again to walk the hillside. In the wilderness green, in the sun and the rain, It's here they're forever remaining.
And I've told it to you as they told it to me, Of one Duncan Campbell and the Highland Brigade. When the campfires flicker in the summertime's wane, through the mist on the water comes the piper's refrain.
(There are two songs (at least) about Duncan Campbell, the Highland Brigade, and the French and Indian War. One by Margaret MacArthur and the other this one by Rick Nardin. Margaret's song starts with the death of the cousin, the other starts in Canada. It is a wonderful legend. Duncan Campbell is woken one night with a friend at the door asking to be hidden from pursuit and swears Duncan to silence. The search party arrives and says they are looking for the man who killed Duncan's cousin. Since Duncan promised, he says he has not seen him. The cousin's ghost comes and tell him he will die at Ticonderoga. Years later, Duncan and his son are in a hieland brigade in the French and Indian War and are marching toward a fort with a French name, "but the Indians call Ticonderoga". They try to keep the name from Duncan (they have heard the tale) and when he finds out, he knows he will die in the battle. He and his son are two of the three casualties that day.) (SOF)
When last we left the party they had problems with both sides of the war (as well they should) - but with the most sympathy going to the orcs. Even the dwarf ranger in the party liked the orcs better than either the humans or the elves.... He is a dwarf boatman from Arcadia (the equivalent of Acadia) his friends and neighbors were largely half-elves.
At the end of the war, assuming that the humans win, the Arcadians will be driven south along the coast, eventually ending up in the bayou country. The name will shift over time, being softened to 'Cadjun' - and the people will remain a mix of half-elves, elves, and humans, with a few dwarfs heading for the deepest swamps. (Strange to say - the dwarfs embrace being swampies, though the bayou is so very different from the hills and mountains of their ancestors.
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
Tuesday is the first game of the second season at the Sahara Club.
One thing that I noticed is that they go through an amazing amount of coffee. Three or four cups over the course of four hours.
Most of them smoke like chimneys - but not inside the club. (Maine has laws about smoking inside of businesses.)
Plotted out the battle scenario - unless the PCs do something to upset the balance then it is going to be a decisive human victory followed by an equally decisive loss - but it is by no means certain which side, if any, the PCs are going to be on.
The Battle of Mananghala took place in the six months between arcs - the human general died of infected wounds after the battle.
The Battle of Manghala was an utter disaster - the human general scorned the use of native guides, and was acting on outdated intelligence. Instead of outnumbering the elves by two to one they were outnumbered by the elves and their orc allies by almost a third.
The human army was caught on the road, guns limbered, while the orcs and elves, in skirmish formation, attacked from the woods on either side of the road - not quite an ambush, but not far from being one.
The elven captain also fell, early in the battle, but the orcs held the line, and later nailed the scalps of fallen human soldiers to the trees.
This is a major battle for Colonel Farmer Worth - who will later lead the human colonies in a revolt against the Agravainic Crown. He manages to maintain discipline during the retreat under fire, even though he had no proper place in the Agravainic chain of command, being instead commander of the milishy.
For the armies from The Old World supply lines are stretched - and the humans have control of the seas pretty much locked down.
The elves are fighting a losing war - corruption has set in at the highest level of their colonial government, and their soldiers are encumbered by being over equipped.
The orcs... are caught in the middle. The elves and the humans are fighting over land that they are both stealing from the orcs.
But the elves, at least, are also cooperating with the local tribes, while the humans are almost random in their punitive attacks on the orcs.
But the losers in the shortest term are the Arcadians - the mixed community of elves, humans, and half-elves, who are being expelled from their towns. Roughly 10,000 people being uprooted and deported south. Later they will be sent back to the Old World, and then returned to the New World, even further south down the coast. (The elves do not want them back.) 2,000 of them will die during deportation - disease, exposure, and drowning, mostly.
The cause of the expulsion was the refusal of the Arcadians to make an unconditional oath of allegiance to the Agravainic crown. The Arcadians wished to remain neutral in the battles between the humans and the elves, as did their own orc allies - the Wanaki.
I am getting part of that plot from a friend of mine that is a Passamaquoddy - there were a whole lot of people in Maine, native and European alike, that really just wanted to be left alone.
And the Expulsion of the Arcadians is where the story picks up on Tuesday.
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
The next scenario is titled 'The Devil Will Be My Sergeant'....
And the title is indeed literal.
Poor old soldier, Poor old soldier, If ever I go as a soldier again, The Devil will be my sergeant....
They just had their first character death of the year - so very, very dead.
Charging a field gun with light cavalry - they got the gun, but the gun got two of them, with a whiff of grapeshot. One survived, the other... negative twenty five hit points - the cannon got a crit.... Two horses, also dead.
The PCs had to take out the guns - and only took fire from the light field piece; the rest of the guns were firing at the orc village... mostly noncombatants.
It was a neutral village, but the closest one by road - the attackers came down the Canobuck river, and had nothing to do with the village that the humans attacked.
Thirty six orcs were killed - including sixteen children. Mostly from the initial volley.
The players were not best pleased....
The Auld Grump - and they still have no idea which side they should be on....
Nullum magnum ingenium sine mixtura dementiae fuit.
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