Somethings been rattling around in my head for a long time.
I've been running RPGs for about a decade now. I started with 5e when it was pretty new, had a good time, and slowly became disenfranchised with its myriad problems. Along the way I found a lot of great advice, especially from Matt Colville and The Alexandrian, but for a long time I mostly ran either published modules or homebrew adventures that were in a similar style.
When I switched to Pathfinder 2e in 2020, I didn't really have problems with the rules themselves. There are still things that don't quite match my preferences, and certain things that I'd probably have done differently, but for the most part the system just works. If I'm too tired to make a call, the game has me covered. I don't have to worry about PCs accidentally becoming overpowered or trivializing an encounters due to a broken rules interaction. And if I do have the energy to make a call that's outside-the-box, or the players come up with an idea clever enough that I want to let them trivialize an encounter, I always have the freedom to do so.
With less work to do hammering the rules into place, however, I could focus more on the adventures themselves. My first real project on this blog was Remixing Strength of Thousands Book 2 in the style of the Dragon Heist Remix, where I deconstructed the grab bag of random quests and put them back together into a more cohesive whole. To date, it's my second most popular series after my Red Hand of Doom Conversion. Ever since, most of my blog has been doing the same - tinkering with adventures to make them more fun to run and play - but the series that finally crystalized my main point today was the one about Negotiations in Mzali.
Now, you might say, "Why do you need to tinker with Pathfinder 2e Adventure Paths? They are so much better than 5e adventures!" And that's true! Genuinely! I love APs, but they still often have problems of their own. Probably the most common complaint about them is about how over-complicated a lot of subsystems are, and I think that is often true! If you've been following this blog for a while, however, you might guess that to me those are just symptoms of a larger issue: structure.
This series is about Scenario Structures: what they are, why they're important, and why Pathfinder 2e would benefit from more of a focus on them. That's right, I said series - as you might be able to tell from the length of that intro, this is a topic I've thought a lot about, and it's gotten a bit away from me. Here's my plan for this series (I'll update it as things develop):
- Introduction & Defining Terms (this post)
- Pathfinder 2e Subsystem Analysis (focusing on Encounter Structures)
- Pathfinder 2e's Infiltration Subsystem
- Pathfinder 2e's other Scenario Structures
- Towards Better Scenario Structures
- Dungeon Crawling
- (I plan to add several other articles on different Scenario Structures, but that's likely a ways off unless I feel unexpectedly inspired)
Let's jump into Part 1!