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Eric Hinkle wrote:
Mission accomplished! :)
Cool. Because, so far in my development, there's at least one NPC in each volume that uses either a class, archetype, spell, or feat from Occult Adventures. The flavor fits so well that I couldn't pass it up. Also, just to be as transparent as I can at this point, there is one adventure that deals heavily with dreams that uses material from Occult Adventures related to the Dreamlands/Dimension of Dreams.
That said, there's still plenty of rogues, wizards, fighters, clerics, sorcerers, and whatnot. :) Regardless, I hope you check out Strange Aeons. It should be a fun, weird, and scary ride.
Only slightly related, but I was curious to ask... How do you feel about the times when we use a class, feat, spell, or archetype for NPCs that come from other hardcover sources (like Advanced Player's Guide, Ultimate Combat, and Ultimate Magic) that are freely available on the PRD? I'm just trying to get a feel of where different people draw the line.
The one time we used that colonialist spelling. ;)
From the Office of Expectation Management...
We discussed it, but I'm here to report that there will be no integrated sanity system in this Adventure Path. There is a very good chance that an optional system for this might show up in Horror Adventures, but I didn't feel it was the best thing to hardcode into Strange Aeons. I know this might sound counterintuitive to people expecting a Pathfinderization of Call of Cthulhu, but that kind of system doesn't fit the broader game as a whole and is more appropriate for groups that opt in for that kind of system. The point I'm making about this is that in Pathfinder adventurers come across all kinds of forbidden lore and face a number of mind shattering monsters, and to this point we've never said that they wreck your mind or anything like that (with the exception of a couple of adventures). It seems weird to me that someone playing Pathfinder could come across some of this stuff in other games and then all of a sudden while playing in Strange Aeons be subjected to debilitating effects just for seeing or reading something in this campaign.
Now, that said... there are certainly moments in this Adventure Path that have negative effects on the characters involved. Some of these aren't in control of the PCs. For example, the premise of the start of the campaign has the PCs affected by an amnesiac fugue state from the start of the campaign (which gets resolved during the events in the storyline), and I think that's enough of a detriment for most characters (and players).
AND... this isn't to say that GMs can't or shouldn't use the potential sanity system if their group is down for that. If you think that's going to click with your group, there'll be plenty of opportunity for it. This AP is still in development (by me), and I can say that there are a few events in the story that force some sort of negative mental effects on the characters (if they fail saves, etc), and all of those are directly related to the story we're telling here.
Oh, man. Convention season is always weird for me in that I recognize so many people from previous years, but my big dumb name memory always fails me. I almost always remember folks that were in my games or other more intensive interactions, but I fail more often than not. I'm really happy that we let folks put their messageboard handles on their badges, because that helps me make the connection between real name and cool-person-from-the-messageboards-that-I've-interacted-with-for-years that much faster.
(Which I guess is me saying... Don't be upset if I forget your name. I meet hundreds of people every summer... and... tell me your messageboard name... and... don't be afraid to approach us, we're there to see all y'all!)
And to add to what Wayne said above... While we have a glimmer of an idea of an iconic when we plan them and send the art description to Wayne, we almost never write the backstory until we get the art in. Seeing the final piece always gives a wealth of inspiration for the character write up. For example, I started to make notes for what I wanted to do with Zelhara when the first sketches of her came in, but I didn't even get close to finalizing her until I saw her (wonderfully creepy) final painting.
The research rules from Ultimate Intrigue show up in a few of the adventures, but I made sure to provide enough information in the text for a GM to run those encounters without needing to reference Ultimate Intrigue.
Writing one of the adventures is freelance and not done on the clock. Crystal simply had too much on her plate to tackle writing the volume that I asked her to write. As for her developing, she is developing the (unannounced) Adventure Path after Strange Aeons.
Marco Massoudi wrote:
This was the line up when we announced the Adventure Path at GenCon, but between then and now things have changed a bit. The Thrushmoor Terror is by Tito Leati and Dreams of the Yellow King is by Ron Lundeen.
Eric Hinkle wrote:
Okay, that introduction to the campaign sounds like one of the most original ideas I've heard in a long time. I hope they don't play this too close to actual Call of Cthulhu, though, unless the idea is for players to be rolling up new characters for every single book. Then again, that might be amusing for the right group.
While Call of Cthulhu is a fun game, this is Pathfinder and as such this Adventure Path isn't going to play like a CoC game. That said, it will be dripping with mythos references and elements all attached to a horror frame.
Thomas Seitz wrote:
Interestingly, even though the cover is a mock up, I truly like the background on it. Especially that [redacted].
The art's not final? You fooled me. It looks great!
Surprise! That's a final cover. No mock up here!
(At least as far as I know, and as the developer, I'm pretty sure that's final unless some minor tweaking goes on before it ships to the printer.)
Something else I'd like to add to this conversation is that when it comes to an AP some that's very important is that the developer of an AP be interested and enthusiastic about the location, theme, and story of the Adventure Path. I'm very, very appreciative that management and executive feel strongly about this, especially as I move into developing the adventures in the Adventure Paths.
Now that said, I'll completely admit that I'm not the developer to come to with the desire for more eastern Asian-themed material. It's not one of the things that I'm super-knowledgeable about, and would hate to do it wrong for the people that are excited for that material.
I'll see ya in other parts of the world... ;)
• You're a collector.
(I'm not trying to be contrary, but I know that Haladir has been a subscriber for a while and there's no way he's been able to run every AP that's come out since he's been subscribing. I was a full-on subscriber before I became an employee and the reasons I listed above were reasons I never considered adventures I didn't get to run "dead books".)
Part of the reason Distant Shores exists is that we wanted to do some things outside of the Inner Sea and then see where people were interested in seeing us go in the future. Think of it as a sampler platter. However, it doesn't seem like the book was a huge splash. It's been out for a few months and still doesn't have a review, and most of the comments about the book after its release was about the small amount of mechanics the book contained.