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Cake day: June 2nd, 2023

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  • As a GM, the Pathfinder adventure paths are so freaking good, you can run them with minimal prep or adaption if you lack the time. Really well done. Still, if you want to adapt, you have a ton of stuff ready to be plugged in without breaking things. Also, the system works great at high levels, my group is lvl 14 and fights are still nailbiters most of the time (I sprinkle in the occasional easier encounter so my players can go crazy)








  • Here are a few cents from my side. I’ve been running games for about 20 years now, and if I had to start out now, it would be daunting. Critical Role and all of that set the expectation so high, and a lot of our communities don’t take you seriously until you created your own world. Creating a dungeon with monsters to fight seems easier than creating social encoungers.

    So here is my insight: Talk to your gm what you like and what you dislike. Also, check other systems, maybe something free-flowing like blades in the dark is more up your speed.

    Tell your GM you are fine with a premade module. way easier to prepare and most of them are a good mixture between combat and social encounter. If you want to stick with dnd, maybe still have a look at paizos Abomination Vault adventure path, its foundry module is delightful and its a really fun adventure with a good mixture of dungeon crawling, fights and social encounters.

    Do a session 0 and decide, what kind of game you want to play.

    Get your GM a copy of the Return of the lazy GM. It helped me so much with just letting go and get the players to do things. Encourage your GM to let a session run by the players and tell him when you had fun.