The NPC gallery from the legacy GMG wasn’t reprinted in GMC. No more generic “bandit” “mad scientist”, “assassin”, “priest”, “necromancer”, “gang leader”
These had a lot of value for telling the sort of stories I like to tell in my games, which are less about killing unequivocally evil “monsters” and more about regular people who may be morally complex and provoke more interaction from the players.
I’m well aware one can simply use legacy content, but that ignores that some of these had mechanics that have been revised in the remaster, and they were an important part of the toolkit provided to GMs in the GMG. Right now, the GM Core feels very lacking in terms of providing support for creating a cast of NPCs in adventures. There’s literally a half a page dedicated to NPCs and it basically just says “make 'em up”. Saying “You can use legacy content” is not a valid point when these new books are supposed to serve as a foundation for the system standing on their own.
Additionally, the official Paizo FoundryVTT bestiary portraits module, which I paid good money for, appears to have removed the portraits for these generic NPCs when the remaster content was added to the system. The realization of that was actually the thing that prompted this post. I was setting up an encounter for my players and was confused as to why the “Antipaladin” art was this instead of this. I am almost certain that before the remaster it used the art from the GMG for those tokens.
Oh ok! We have all played 5e for years now so we never remember recall knowledge in combat. As a matter of fact I think I may have forgotten to mention it at all throughout the beginner box so I should certainly do that for the next session. Getting your ass kicked and then coming back and stacking bodies after learning some new vital info about the enemy sounds like a really satisfying gameplay loop and I hope I’m able to emulate that in our campaign.
Yeah it lends a real Dark Souls kind of flavour to things where in addition to characters levelling up, the players actually feel like they are getting better simply by virtue of slowly learning more about the system.
When I ran the beginner box, the room where Recall Knowledge ended up coming out was when the players nearly got TPKd by the fire rat. At that point I was like, “you know, you guys can learn about creature’s weaknesses with this one-action ability that anyone can do”
It’s funny you should mention that rat! Lmao in our last session they fought that cinder rat and were getting absolutely stomped by it while rolling garbage on their flat checks. It downed two PCs and set them all on fire before they managed to kill it. And I made them all rage quit at the end of the session when I thanked them all for letting me “smoke their asses.”
I would definitely use that as a teachable moment for your group. If players feel like encounters are just sometimes bullshit, they won’t have a good impression of PF2e. But instead if you do a bit of a postmortem on the rat fight, you can help them understand that one of the great things about this system is that some encounters are less of a slugfest and more of a puzzle to solve using the combat mechanics of the game.
The whole point of the BB is to introduce players to the system, so don’t be afraid to stop things and explain what lesson should be learned.