I just found this community today and figured I'd kick off some discussion about what people are playing!
As for me, I'm running a cosmic horror campaign with some homebrew insanity rules. The players are stuck in an area with multidimensional beings, and a murderer who's killing those trying to help the players escape.
Normally I run PFS at our local lodge, so not that interesting.
I am working on getting Foundry set up to run Beginner Box -> Troubles in Otari -> The Slithering, with some quests and bounties thrown in randomly with an old group that all moved to different regions. I want to follow that up with Abomination Vaults (new characters), and then possibly do something homebrew. I'm starting a masters program in the fall, so pre-built stuff, rather than homebrew is probably what I have to stick with while I juggle school and work.
I want to use the official adventures to work on my improve, storytelling, voices, etc., so that when I do have the bandwidth to build a homebrew campaign, I'm already well practiced at those skills.
I'm a player in an Extinction Curse AP campaign, where we are just shy of level 7, having cleared out the first level of a dungeon. So far I'm enjoying it, playing an Animal Instinct (Snake) Barbarian with Wrestler archetype (the strong-girl of the circus, even came up with my own trick where I use Athletics and the barbarian feat Bashing Charge to burst through large walls set up in the circus for entertainment).
https://pathbuilder2e.com/launch.html?build=456368 Here's the Pathbuilder of her. Note that due to overlapping Titan Wrestler from background and Wrestler archetype, my DM let me take Cat Fall in place of the Wrestler's Titan Wrestler, the one thing that I don't think can show up on Pathbuilder.
Basically focusing on grappling and wanting to use Suplex as much as possible.
New to pf2e too, and animal instinct Barb using unarmed strikes was my first attempted build. Didn't know much about archetypes though, this works way better!
Originally this campaign started off as a DnD 5e campaign, but due to WotC’s kneejerk I had a look at pf2e rules and was completely blown away by its cohesiveness and completeness.
But… Tyranny Of Dragons, where the heroes need to battle the cult of the dragon in order to stop them to summon Tiamat.
We’re almost half way and having a blast!
Pathfinder 2e didn't work out well in my main group, so Ive started running Abomination Vaults for my kids. It's a lot of fun but the younger ones drop in and out, so my oldest ends up running all 3 sometimes.
My group just finished the Beginner Box and next time they will be welcomed in Jamandi Aldoris Mansion in Restov while I prep the second chapter (it's damn long, but it's a hexploration sandbox) of Kingmaker P2.
Looked at PF2e when the entire WOTC stuff was going down. My 5e campaign was winding down around the same time and most of the group wanted to try PF2e.
I started Gatewalkers AP in person, with FoundryVTT on a TV layed flat on the table for the battlemaps. Works well enough, and if we ever have to go online for whatever reason it won't be too much work.
Normally I'm the forever GM and ran 2 and a bit 1E APs; but I'm playing in a Kingmaker game atm. We barely started and just leveled up to L2, but it's already great fun.
Last combat encounter, a small bandit camp, my Swashbuckler/Wrestler just had the most incredible luck and basically 1-hit killed everything he touched.
Sentry up a tree? Just athletics up the tree and dropkick the bandits sternum through his spine.
Another 3 bandits met similarly brutal demises.
@ParanoidAndroid@supersonicstork I love how #Pathfinder2e is designed to allow the player to 'feel' their character get better as they level up. (Apparently not yours though, you're doing GREAT!)
Things like the slowly increasing proficiency bonus, feats that come online to make things easier (example: Quick Draw), and how the T/E/M/L levels bump up what's important to the character for a noticeable boost.
A boost that works because the math is so very well done.
I'm in an evil campaign set in the Scarred Lands setting run by a friend who's relatively new to the system. He's morally opposed to running a campaign of anything without blatantly overpowered homebrew, but it has been fun so far.
About to start a new gm-less co-op campaign with the spouse. It takes place in a setting we've been building for years. Basically a gothic horror/steampunk world where the goddess of the sun and healing has died, so there's no sun and healing/resurrections don't work as expected. As a result of all the failed resurrections, there's all sorts of phantoms and abominations roaming the darkness in between the remaining cities. So lots of tension and horror, our favorite thematic elements.
I love the idea of doing a GM-less co-op campaign with your spouse! How did you go about worldbuilding together? Do you guys have a shared space with notes or something, or is it less formal than that?
Shared worldbuilding is something I absolutely love the idea of but haven't really tried except in the context of trying to get my players to add to my homebrew world.
I am running a campaign based in and around (and under) a dwarven metropolis that explores the nature of power, corruption, and what it truly takes to be a God. The players fight to dismantle a mafia that is secretly controlling the city, uncover a demonic cult hell bent resurrecting a dead God, and realize the true cost of power.
Finishing up Troubles in Otari and we'll transition over to Agents of Edgewatch from there. I've been trying to set it up by mentioning the big event in Absalom and I'll have Vandy recommend the PCs to a friend who is looking for new recruits.
I've had lots of 5e experience and some pathfinder 1e experience (honestly really did not enjoy 1e) but I wanted to give 2e a shot, started up The Fall of Plaguestone, all of us are new to the system and we're absolutely loving it!
I've been playing a trouble under otari + abomination vaults campaign for about two years now!
I play a level 4 baba yaga witch (familiar master dedication), and my familiar is a button-eyed doll with master's form. Pronouns are they/them, which is especially easy for me because they're never apart. They're the party's utility character- they can fly, pick locks, manipulate distant objects, and their pack has 2 of every mundane/alchemical item in the game. They deal very little damage with the occult spell list but they get into the funniest high jinks.
Insanity rules sound neat! Do you have them written down anywhere?