Of note: the first practice of the Eight Practices is missing half it's text; it should read, as erratas in the Foundry module's players guide "Do not call a ghost a ghost, instead address it with a friendly greeting." This is very important info and will mechanically matter.
How It's Played also does a great series of videos on Gaming certain adventure paths. They're incredibly helpful, if you haven't checked them out already.
I love the character options recommendations in this one. Great job, as always! I don't have time to play most of the APs, so watching your videos alongside How It's Played is one of my favorite ways to enjoy them ♥️
So you know... that teaser... There was a video series that I originally planned for this year that I had to cut after I decided to go back to school... I want you to know, that teaser produced a ridiculous amount of hype when I heard it! LOL! I'm glad I'm not the only content creator insane enough to think along those lines!
Would like to add that Animist is a strong fit for a class as well. It fits the themes of connecting with spirits, both natural and of the deceased, and the access to flexible lores is more than helpful
Loved this video. Listened to it on my whole train ride. One question: is there a particular reason you do not mention the Cleric as a recommended class? It feels like their role as a more literal monk- one that is not a martial artist but one dedicated to prayer and their gods, feels like a great fit. As well as both superstition and religion. Is there something that made you not include them or is it just a miss or, possibly perhaps, too obvious to include?
I find it odd that people talk about the fights being 'easy' in this AP. Don't PF2e GMs automatically adapt their fight difficulties to the ability of their players? I'm still new to PF2e but that is pretty normal in all other systems I have run.
Not necessarily. It takes an experienced GM to recognize the strengths of their players and adapt accordingly. Additionally, some GMs (even good ones who really know the system) might not automatically adjust encounter difficulty in a pre-written AP, since there might be moving parts behind the scenes that adjusting individual encounter balance might negatively impact. There's also a history of PF2E APs being over-tuned and crazy hard (Age of Ashes, for example), especially because the page count limit encourages authors to use lots of single-enemy encounters featuring bosses that can easily critically hit PCs. I also just put out that warning for GMs. If their gaming group is used to harder fights and wants the challenge, they should know up front that some extra work will be needed to get the combats they are used to. Edit: I should clarify that I agree that some amount of tailoring should be the expectation and the norm, but I don't feel that it can be relied upon. Hence the warning about the relatively easy combats.
ah, season of ghosts, the campaign you can spoil by knowing what year it is, being too honest when asked what country it's set in, your players knowing anything about the continent its set in, watching this video for more than a few seconds, trying to build a setting-appropriate character and of course all the normal ways a game is spoiled thankfully, the average player research level will likely save you
Of note: the first practice of the Eight Practices is missing half it's text; it should read, as erratas in the Foundry module's players guide "Do not call a ghost a ghost, instead address it with a friendly greeting." This is very important info and will mechanically matter.
Thank you! I was going off the physical printings in the books, so I appt the update!
Perfect timing. I just started beginner box with a party that I want to play season of ghosts with
I just bought Season of Ghost for Foundry! This is a super nice surprise :D
Unofficial requirement to play this campaign is to make your party the kids from the Ghost Stories dub.
As a guy looking to gm, i find these useful.
How It's Played also does a great series of videos on Gaming certain adventure paths. They're incredibly helpful, if you haven't checked them out already.
I love the character options recommendations in this one. Great job, as always! I don't have time to play most of the APs, so watching your videos alongside How It's Played is one of my favorite ways to enjoy them ♥️
These are soooooo soooo good. Thank you!!
So you know... that teaser...
There was a video series that I originally planned for this year that I had to cut after I decided to go back to school...
I want you to know, that teaser produced a ridiculous amount of hype when I heard it! LOL!
I'm glad I'm not the only content creator insane enough to think along those lines!
I hope it lives up to your expectations. It has quicky spiraled out of control, but I'm having a lot of fun putting it together.
very good video, subscribed
Thanks very much!
Would like to add that Animist is a strong fit for a class as well. It fits the themes of connecting with spirits, both natural and of the deceased, and the access to flexible lores is more than helpful
Excellent point. Unfortunately, I wrote and recorded this video prior to the release of War of Immortals.
@ I figured that was the case
"No pun intended."
I don't believe you.
Loved this video. Listened to it on my whole train ride.
One question: is there a particular reason you do not mention the Cleric as a recommended class? It feels like their role as a more literal monk- one that is not a martial artist but one dedicated to prayer and their gods, feels like a great fit. As well as both superstition and religion.
Is there something that made you not include them or is it just a miss or, possibly perhaps, too obvious to include?
This was absolutely an oversight on my part. My bad. Cleric is a great choice for this campaign, assuming you choose an appropriate deity.
Could you do Strength of Thousands next?
It's on the schedule for early 2025. Not next, but it's coming.
I find it odd that people talk about the fights being 'easy' in this AP. Don't PF2e GMs automatically adapt their fight difficulties to the ability of their players? I'm still new to PF2e but that is pretty normal in all other systems I have run.
Not necessarily. It takes an experienced GM to recognize the strengths of their players and adapt accordingly. Additionally, some GMs (even good ones who really know the system) might not automatically adjust encounter difficulty in a pre-written AP, since there might be moving parts behind the scenes that adjusting individual encounter balance might negatively impact. There's also a history of PF2E APs being over-tuned and crazy hard (Age of Ashes, for example), especially because the page count limit encourages authors to use lots of single-enemy encounters featuring bosses that can easily critically hit PCs.
I also just put out that warning for GMs. If their gaming group is used to harder fights and wants the challenge, they should know up front that some extra work will be needed to get the combats they are used to.
Edit: I should clarify that I agree that some amount of tailoring should be the expectation and the norm, but I don't feel that it can be relied upon. Hence the warning about the relatively easy combats.
@@Podfinder Aah I get it - thanks!
Bro wanted to describe willowshore but described Vermont instead smh
ah, season of ghosts, the campaign you can spoil by knowing what year it is, being too honest when asked what country it's set in, your players knowing anything about the continent its set in, watching this video for more than a few seconds, trying to build a setting-appropriate character and of course all the normal ways a game is spoiled
thankfully, the average player research level will likely save you
Hahaha ikr? I'm sure I could change the name of the continent my players are in every session and they would not even notice. Let alone the year.