AlgaeNymph wrote:1) Why do you have to? First, Kingmaker is built the way it is because the customers asked for it. After several adventure paths (ALL of them, in fact) that had themes of "The big bad end boss is looming from day one... oh no you all better race to defeat him/her/it" people were asking for one that didn't have that big of a looming threat. They were also calling for a sandbox. Sandboxes work best when you can explore at your own pace, and if there's a big looming threat the party feels rushed and doesn't get to enjoy the slower pace of a sandbox. If you bolster the nymph's presence in Kingmaker, you run the risk of the players feeling rushed or even resenting a lot of the sandbox elements because they're not part of the "plot." The fact that there's not an obvious villain for much of Kingmaker is one of the campaign's charms and unique facets, in my opinion. For alert and observant players, she's there to pick up on, and by the end players SHOULD be going "OH! So that's what was up with the dead unicorn/strange fey/etc."
1. You: Precisely the exact nymph angle you mention. She IS the main bad gal of the entire AP, and even though the PCs may not realize it, she's got machinations (very subtle ones) spread throughout all six adventures.
And that’s the problem, they’re very subtle. She’s like one of those Final Fantasy villains you know nothing about until the very last dungeon, meaning she feels forced than as part of the story. So how would you recumbent amping up the nymph angle?
A while ago, you said to amp up the nymph angle if I want Kingmaker to mesh well with Arshean themes. So, does your advice still stand? If so, how could I do it without ruining the sandbox elements of the AP?
Also, I didn’t know that the final boss’ absence was a feature rather than a bug. It makes sense now.