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Steve Geddes wrote:
Way fewer tentacles and a much better smell.
Steve Geddes wrote:
It's not like the hotel is a big spread out convention like GenCon. You will absolutely be able to spot us in our blue Paizo shirts. Many of us might be running from place to place to take care of things or make it to our next panel or game, but we're around on site all weekend. Make sure you say "hi" to me when you see me. I like meeting the fans, especially ones that have been around for a long time and are good folks.
We really haven't done anything with the past as far back as you are looking. We've talked about some of the ancient cultures like Azlant, Thassilon, Jistka, Ancient Osirion and such, but as far back as we've mentioned is only ~10,000 years—not far enough back for tectonic movement and whatnot. Further back than those cultures, when humans were truly primitive on Golarion, you'll find the Age of Serpents when serpentfolk had a lot of control, and before that the Vault Builders were the movers and shakers.
Ask a Shoanti wrote:
Thanks again for originally creating this event way back when and for letting me take care of it all these years!
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.
John Compton wrote:
That also sounds like a lot of work for a human to do. Maybe someone could run it through a voice-to-text program, but then some human would have to go through and format it and attribute the things said to each person.
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!)
Adam I didnt mean my previous statement as an insult. I was just explaining how the rules forum works.
No insult taken. Judging from post history, the original poster is new to the forums and likely doesn't know the distinction between various members of our staff. It's good to provide that information to people new to our community.
I sent an email to Adam Daigle on behalf of all of you who clearly misunderstand the rules. If he chooses to answer it I'll provide you with his word on it.
Hi! I know people use the word developer and designer interchangeably, but the design team is responsible for rules clarifications and such. While developers and designers do very similar work, I typically only weigh in on rules discussions when they pertain to the products I personally work on. (In this case, the Pathfinder Adventure Paths.) I saw your email after getting back to my desk from a meeting, and figured that it was related to a disagreement on the messageboards. I rarely answer rules emails, because the majority of the time its someone looking to use my "voice" and job title as a circumstance bonus in an argument. If you're not satisfied with the answers you've received in this thread from other knowledgeable members of the community, I suggest you follow at least one of the suggestions and contact the design team with your query
Sara Marie wrote:
Not to mention that I'd approximate 70% of my posts (if not more) are from before I was hired.
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.