Gatekeepers Campaign for PF2 – Mystery Points
I’ve now run the first session of my Gatekeepers campaign for PF2. There was the usual awkwardness to be expected when a group tackles a brand-new game system (I’m the only person in that group to have played in a PF2 game, and I’ve never been the GM for one before), but everyone agreed they had a good time.
I also dropped something new on the players, to represent strange forces at play within the reality of the game — Mystery Points.
Every player began the game with one Hero Point, which was represented by a black poker chip. I clarified that spending a Hero Point was a player-based decision that did not necessarily represent any special effort on the part of their character.
However, each player also got four Mystery Points which were represented by a set of 4 poker chips, 1 each of blue, green, red, and white for each player. Players were told that a Mystery Point worked like a Hero Point, but it DID represent an in-character choice on the part of the character. Specifically, sensing a deep reserve within themselves that they could access with extra effort, without truly understanding what it was. And that using these was entirely option, no one had to do it, and while there might well be consequences they were designed as a fun part of the campaign, not a way to screw players over. (This is a group I’ve played with for 35+ years, so trust is well-established.)
One a character played a Mystery Point, they lost all their other mystery points, Further, every other player would lose access to the Mystery Point of that color. There were four players so everyone had a shot at a Mystery Point, but the choice of colors (which I affirmed when asked did meant *something*, but I didn’t say what) would dwindle as other players used them.
I also affirmed that Mystery Points were not guaranteed to be used in every game session, or to work the same way if they did show up again.
To embrace the fun, all four players did end up using a Mystery Point during the first game session, and their characters discovered this gave them a brief burst of elemental power (blue = water, green = earth, red = fire, and white = air; while later discovering a NPC had also experienced something similar with either “shadow” or “spirit”). How and when the characters decided to share that revelation with each other and NPCs on the Town Council became an important roleplaying aspect of the night which influenced play far more than the one extra Hero Point of options had. I was extremely pleased how the use of game mechanics and props managed to create an actual air of mystery for the players, where they could choose on their own when to potentially become embroiled with unknown powers, and then explore what their characters though was going on.
If there’s interest, I’ll talk briefly about what actually happened in that first game session in a future post.
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Posted on October 10, 2022, in Adventure Design, Appendix O, Game Design, Microsetting, Pathfinder 2nd Ed and tagged Game Design, gaming, Gatekeeper Campaign, Geekery. Bookmark the permalink. Leave a comment.