Zach M
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About me
I have been game mastering for a little over three years, starting with Dungeons and Dragons 5e, and then running Blades in the Dark and Pathfinder 2e. I have happily been the forever GM of my group, and have loved expanding my social circles, learning both the mechanics of systems and the soft skills of GMing, and putting them together to give friends old and new a chance to enjoy the combination of epic fantasy, improv comedy, and tactical creativity that only TTRPG's can provide.
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Reviews I've given (3)
I've played four sessions with Pablo as a GM. I think he's a really solid choice. I especially reccomend him if you: 1) Want input into the overall campaign structure and style. Pablo is open to discussion about what optional rules, subsystems, third party content ect. he will incorporate. Very much NOT a dictator GM, who has pre-determined ideas on PvP or captaining a ship that players have to follow. (Conversly if you like a benevolent dictator GM and don't like debates with fellow players, maybe a note of caution that there can be a risk of getting sucked into some Discord back and forth) 2) Want someone who is very familiar with Foundry VTT and curated almost 100 modules to make the experience fluid. If you are not familiar, Foundry is the virtual table top most (at least in my experience) online Pathfinder games are played on, and while it's a decent base platform, downloading and activating the optional tools is what makes it great, Pablo has clearly put time and effort into that. 3) Likes a slower based adventure that has some strong downtime/life sim elements. This might be campaign specific, but we've had a lot of rollable tables for daily tasks and slowly getting to know the NPC cast. Compare that to official PF2e adventures like Abomination Vaults and Outlaws of Alkenstar where you are immediatly running into monster filled dungeons/robbing banks, Pablo's forte might be a slower pased more simulationist(ish) approach to running games. Finally one note is that Pablo definetly likes using AI for character art and to summarize sessions. I know that's a deal breaker for some people, so I just feel like I need to mention that.
I'm in the middle of a campaign of Outlaws of Alkenstar right now, and my player's are having a great time! A wonderful blend of classic Pathfinder high fantasy and steampunk. Lot's of comedic situations and characters to roleplay with, and overall a super fun and light hearted adventure with lots of wacky and colorful situations and NPCs for players to encounter. I also really like how the opening gives the players mutual foes to unite against, rather than yet another situation where the team might just be randomly assembled. The main issues are 1. Despite title the player's get quasi-legitimized part way through the first act, so players that really want to play up the outlaw narrative might be a little bit let down. 2. The middle act meanders a bit with a kind of fetch quest, where the campaign's villains are out of focus. If I run this again I think I would re-write things a little bit to keep Mugland and Loveless tied into the main plot and give the PC's that extra motivation the first act does such a good job of setting up. 3. The adventure, especially the middle section, can be a little linear/on rails with up to dozen "events" in a row that are thrown at players to react to. There's still opportunities for the players to make interesting decisions within those sections, but they are expected to be reacting rather than proactively deciding how to proceed through the story. Despite those quibbles every week my players indicate they are having a great time. The more linear style also makes this adventure relatively fast paced, every session does feel like an episode of a TV show where some key plot points get hit and things keep moving and staying fresh. Overall it definitely meets Paizo's high standard of quality and is an adventure I will be excited to share with more players in the future.
Abomination Vaults is one of the most popular adventure paths for PF2e for good reason. The classic old school dungeon crawl feel done excellently here, as player navigate the mysterious gauntlight. The adventure is challenging but not cruel, with horror elements that fit the difficulty and give it a great "Diablo-lite" style. Apart from the content Paizo is also just an excellent publisher. The book is easy for new GMs to follow and does not require tons of reading ahead, and if you are playing on a virtual tabletop, which if you're playing through StartPlaying you probably are, the module on Foundry is outstanding, including not only all the book's content but also music, sound effects, and custom macros. Run/play it if you -Like combat heavy campaigns, that still has plenty of story and exploration -Want an adventure that is a little more challenging than some of the more popular 5e campaigns -Like slowly piecing together a mystery rather than rushing to plot points Maybe consider a different AP if you -Don't want to be frequently challenged by combat encounters -Have a larger group that might get frustrated by some of the map's long bottlenecking hallways -Want a huge emphasis on intrigue and social roleplaying Overall I think as long as players understand that their characters are at an actual risk of dying, this is a excellent adventure for players and GMs of any experience level, and I will be excited to run it for players for years to come.
