With our regular Pathfinder campaign paused in order to give GM Ben a bit of time to recharge, we've been taking the opportunity to try some new games. Last week Stuart blessed us with another excellent Cold City scenario -- it remains a brilliant game -- and last night I picked up the baton and ran a one-off Pathfinder scenario, as Ben had mentioned that he was keen on seeing what it was like to play the game from the other side of the GM screen. I picked Paizo's Carrion Hill, as all my games seem to turn into Call of Cthulhu at some point, and this gave me an excuse.
I think I ended up running the thing by default, as no one else was in a position to volunteer, and I have to admit I was a bit concerned. My tastes in game design are for more simple rulesets, not the five hundred page monster that is the Pathfinder rpg, but I think it turned out okay. While the game does seem to have a rule for everything, in most cases you can get away with picking a target number, and getting the players to roll a d20 and add the result to whatever ability you just decided on a fraction of a second before.
One might think that having a prepared scenario helped, but I've discovered that Carrion Hill, which seemed so strong on a read through, has some real problems. I won't go into them now, as we're only half way through and I don't want to spoil anything for next week, but suffice to say that it has some serious design flaws, some of which a half decent editor should have spotted.
All that said, my first attempt at running the game didn't seem to be as huge a disaster as I'd imagined it would be, but I'm still not sure it gave Ben the experience he wanted! He has been nudging me into running Swords and Wizardry or Runequest though, both of which are much more my kind of thing, so we'll see what, if anything, happens on that front.