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BPorter's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. 1,240 posts. 2 reviews. No lists. No wishlists.


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Rynjin wrote:
Green Arrow from the comics (I believe. I'm assuming his portrayal is the same as in the cartoons) is basically "Liberal hippy Batman".

At times this has been true in the comics, usually it was done in a very ham-fisted way that didn't do the character (or the causes) any favors. Basically, they took the Robin Hood angle and amped it to 11. Which made him a bit of a hypocrite being a billionaire. Unfortunately, many writers were fond of making him a hypocrite in most facets of his personal interactions as well.

Much of this was (thankfully) jettisoned with the New 52 reboot. Unfortunately, it took a bit for rebooted Green Arrow to find his New 52 footing but the recent run by Lemire has quickly become a fan-favorite take on the character. The current writing team, I believe, are actually from the Arrow show and even before that, the show had begun to positively impact the comics with the introduction of characters like Diggle.

The take on Green Arrow and his progression/evolution from vigilante to hero in the show has been far superior to many (not all) portrayals in the comics and if the show can continue to not only take content from the comics and reimagine it, but then also positively influence the comics then I'll be a happy viewer & a happy reader for years to come.


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Hal Jordan or nothing.


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Freehold DM wrote:
No, I'm not, I- OH! Skyhold. Nm.

Ha!

(Looks at the DA dialogue tree...)

Friendly response: Nicely played.
Humorous Response: I don't think you're my type.
Antagonistic Response: Yeah, you wish!


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SKYHOLD!!!

Finally, you are mine!


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The following locations need to NOT be in this movie:

Tattooine - seriously, for as often as this planet gets used, it's tough to buy it as a backwater planet of any kind.

Hoth

Endor's moon (no g-d Ewoks!)

Overall, I liked what I saw although I'm curious why the female character is wearing the Rebellion forest-style garb in a desert. Also, the speeder sounded more powerful/faster than the blocky sled she was driving.

And I could see myself getting tired of the "cute" droid very, very quickly.


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Here, here! Well-deserved praise!

And thank you for all of the reviews!

Happy Thanksgiving everyone!


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Also, I'm impressed that the dialogue and companion opinions seem much more nuanced. Yes, with it being the 3rd installment they don't have to establish the basics as much but Vivienne's view on Circle life and the Tempars was surprising and refreshing. Similarly, Solas' opinions on the Fade are intriguing rather than off-putting which is no small feat given the Breach.

The conflicts and political situation are also much more nuanced than the "us-vs.-them" mindsets I was expecting to see. Great stuff and great inspiration for my own Pathfinder campaigns.


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This game is amazing. I was skeptical of Bioware's "open world" claims on this one. Is it as open or varied as Skyrim? No. However, as with Skyrim, it does a fantastic job of enticing me to explore around just one more turn or over just one more hill. It's fantastic. Even though I know they are self-contained, they don't feel small the way earlier installments in the series did.

I'd say it's similar to the Witcher 2 but with much larger free-roaming areas. Nice balance of story and exploration.

My only quibble thus far is that it maintains the Dragon Age tradition of douchey elf companions (Zevran, Fenris, Sera). I was sorely tempted to not recruit her given my immediate dislike of her.

Solas, however, is awesome so far.


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Good Lord. I sat down to play after the kids went to bed and before I knew it, eight hours had passed.

Fantastic game. So far, everything I enjoy in FRPGs, Dragon Age lore, and Mass Effect-style interaction. LOVING this game so far....

.....just so tired. :)


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Irnk, Dead-Eye's Prodigal wrote:

Again, it sounds as though they are using the Ultimate FF as source material. Victor Von Doom was a student along w Reed, Sue, and Johnny at whatever they named that hyper-smart think tank/high school. He was actually a part of the same accident that gave the FF thier powers. The accident was proven to be a direct result of his f@~!ing w Reed's experiment & he was expelled before his powers manifested. He wound up going back to Europe & 'slumming' it as an underground 'tech head' before resurfacing with a plan to use all the people he had provided tech to as mind-controlled army...

This is a very condensed & simplified version of the first Ultimate Dr Doom storyline & could easily be the seed Fox is going with, simplifying his description further for the 'elevator pitch' to 'hacker'...

Very likely.

Still sucks.


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Pre-ordered and anxiously awaiting it. Getting a good night's sleep tonight in anticipation of playing into the wee hours tomorrow.


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MMCJawa wrote:


At least if Fantastic Four bombs, maybe Fox will give it back to Marvel? Come on, you know you want to see Doom or Skrulls face off against the Avengers someday.

Fervently hoping for this FF movie to bomb...


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Aranna wrote:


Doom however needed a rewrite. And some crazy hacktivist blogger might appeal to the coffee shop hipster crowd.

HAHAHAHA....

...oh wait, you're serious?


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Owen KC Stephens wrote:

While any additional Green Ronin Pathfinder-Compatible Kickstarter is going to have to wait until we've fulfilled all the major elements of the Freeport and Advanced Bestiary Kickstarter campaigns, and there's not likely to be any practical way to redo the entire Black Company book (no matter how big a fan I am of the book series and the work Rob Schwalb and I put into that rpg), it's *possible* that the magic system, divorced from the setting, could be adapted and released somehow.

The question is, would it sell well by itself? Would it sell as part of a book of alternate Pathfinder systems?

I'd buy it in a heartbeat. I loved the original system.


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Qstor wrote:

any rules like vitality in d20 Modern?

Mike

See Ultimate Combat.


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Will this also include some expansion of the Organization rules from Ultimate Campaign?


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Kthulhu wrote:

So, do you apply that standard to Paizo as well? Because they don't have a character generator. Hero Lab is NOT Paizo, it's Lone Wolf.

As for Dungeonscape....meh...I really don't care. 5e isn't an overly-complicated system like Pathfinder where there's a real need for these kinds of digital tools.

This is from lonewolf-Rob back in 2010:

"We'll be outlining our overall digital tools vision to Paizo. That includes our existing Hero Lab product and our evolution plans for it. It also includes our upcoming Realm Works product and how it fits into our vision. Plus it includes a variety of other elements that I'm not at liberty to discuss publicly right now. Basically, it's where we are, where we're going, and the synergies we envision with Paizo and the Pathfinder line.

Paizo is undoubtedly talking to multiple tool developers about their respective visions. Based on those discussions, I'm guessing that Paizo will identify the companies whose vision best matches Paizo's own vision and/or best resonates with Paizo's goals. Strategic partnerships can then be established with those companies to bring the most value to Paizo's customer base."

Paizo also has a Pathfinder tie-in with Syrinscape.

So, how is this really different from what WotC had with Trapdoor?

As a gamer, do the differences really matter?

I'm as tired of edition wars as the next person but regardless of your feelings towards WotC's games, staff, etc. their ability to support digital tools in any reasonable fashion is incredibly lacking.


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Vibranium is what Cap's shield is made of.


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Rakshaka wrote:

Oh, believe me, between Stoneshape and some of the other Druid spells, I've crafted coffin scenarios that were as vexing as hunting down a Lich's phylactery. It's amazing how many one inch tunnels you can put into a 5' cubic square of stone.

Its not so much the action economy that gets me, more of the "Is this monster behaving like every legend and myth that's been told about" shtick. More often than not, its alway better to mist the vampire from damage than wasting the action on turning them away. I'm wishing I was wrong about that and am looking for examples to solidify my conflicted opinion.. 'Has PF made vamps no different than any other monster? Is the folklore (weaknesses) ignored in favor of the mathematical practicality of damage until death?

Off to bed, so I'll be back to respond in 7-10 hours.

In my experience, yes the vampire weaknesses come into play. They almost HAVE to if you're running vampires effectively.

Vampires are social creatures that can enlist outside, non-vampire resources, especially if they're wealthy and can leverage civilization's laws against the players.

Vampires should not be going toe-toe with PCs all the time, especially if it's a vampire that's survived for decades, let alone centuries. Guerilla tactics, dividing the party and attacking isolated PCs or NPCs, softening them up with dominated NPCs/creatures and "creatures of the night" should be employed.

In other words, in my experience, when vampires are played to utilize the benefits at their disposal in a manner that the PCs themselves would employ, those vampire weaknesses become essential tools. If vampires are limited to a static role in an encounter/location then don't be surprised if they get killed like "just another monster".


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Lord Fyre wrote:
Purple Dragon Knight wrote:


SHE'S SOOOOOOOOOOOOOO CUTE!
Bah! Ming-Na Wen is way hotter!

Skye is hot, but EFFING A-RIGHT Ming-Na Wen is hotter!


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Yes, I'd buy this book.

Additionally, I'd like a book (or section) that shows how to apply Kingdom-building & Settlement-rules to existing settlements & nations, which, let's face it, is more likely to see use in a politics-influenced campaign than the development of virgin territory. I understand why Kingmaker took that approach and I love it, but I'd really like to see this next logical step taken.


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Marc Radle wrote:

The way I understand it, these dice will not be Kickstarter exclusives, but they will be produced in limited quantity. What that means is that folks who back the Southlands Kickstarter (even it it's only at the $1 level!) get first crack at adding the dice as an Add On - just be sure to increase your pledge enough to cover the dice!

Once all the backers that want the dice (or multiple sets ... come on, you know you want to :) have purchased them, any remaining sets (if any) will be offered for sale at some point from Kobold Press. Not sure if the price will go up at that point or not, or if there will be any left, but ... if you absolutely want to be sure you get one or more sets, your best bet is to get 'em now! :)

For Kickstarter apprentices, how does one manage/increase the pledge amount? Is it an incremental charge or is it cancelling the original and replacing it with the new value?


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Fantastic! Thanks so much for putting this together.


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Sean K Reynolds wrote:
Just to be clear, I'm not trying to justify why Andoran soldiers wear that (if they actually do), or what's written in Ultimate Equipment (I didn't write or develop the armor section), I just wanted to explain that the original text did explain the visually-memorable Andoren armor as parade armor.

Fair enough. Thanks again!


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I really hope that the new magic item creation system is simple, yet flexible - something along the lines of a rune-based enhancement system like those found in Dragon Age and Shadows of Mordor video games.

I really want a way to incorporate flavorful magic items with history and an ability to be improved by the PCs and get away from the "magic-mart" requirement/desire to replace Item X with new/different Item Y.


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Sean K Reynolds wrote:
BPorter wrote:
Kudaku wrote:
So... The Andoran militia wear parade armor, while most other militia wear studded leather armor (or the equivalent). What's the problem?

From Ultimate Equipment: "Parade armor may be crafted from leather, metal, or a mixture of both."

"for use in showy noncombat situations"
"for example, one country's parade armor may be a chain shirt, tabard, leather greaves, and a winged helm"
NONE of those describe the Andoran uniforms & hats.

Just so you know:

1) Parade armor first appeared in the Golarion-setting book Adventurer's Armory.
2) Its description there includes this text: "for example, the parade armor of the Eagle Knights of Andoran is a blue coat reinforced with light chain, white breeches, and thick blue leather boots."
3) Years later, Ultimate Equipment picked up many items from Adventurer's Armory and other Golarion-setting books, and made them setting-neutral, which meant taking out the Andoran reference in the parade armor description and replacing it with a setting-neutral example of parade armor (the "winged helm" reference you quoted).

So the "item's description doesn't match what's in the art" argument doesn't apply.

Thanks for the historical perspective, Sean. That said, I still haven't seen a logical or canonical reason why Andoran would choose to outfit it's military in parade armor which is "for use in showy, non-combat situations".

I get that it makes up the iconic look Andoran military as presented in the Golarion sourcebooks. It's a stylistic choice and Paizo's choice. I still don't like it, find it jarring, and find no reason for it to exist. It's a personal taste. Some people look at it and can say "looks cool is good enough for me" or perhaps their players don't particularly care about setting details. Others like me, look for "little details" in a setting because they add to their enjoyment and immersion in the game. I care about a nation's population, trade routes, imports & exports. Even though those details hold little "adventuring value", they are imagination springboards for me when I'm developing adventures within a setting.

While there is plenty about Golarion that I love as a campaign setting, Andoran's anachronisms are something that doesn't fit as neatly with the rest of the Inner Sea. I like kitchen sink settings, but as kitchen sink settings go, I think perhaps I come down on the side of "melting pot" vs. "patchwork quilt".

Bottom line, there's just a lot about Andoran that seems like a missed opportunity to me.

Similarly, the nonsensical never-ending revolution of Galt is in the negative cool points range when I stack-rank the Inner Sea nations. It is, hands down, my least favorite nation in the entire setting - including Alkenstar (I tend to dislike firearms in my FRPGs). Numeria, however, ranks high in the cool points range.

As for Ultimate Equipment, I think the entry would have been better served if the phrase "chain reinforcements" had been used instead of "chain shirt" just to avoid confusion & apparent contradictions with the lower armor class of parade armor.


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Can't wait! I've been looking forward to this one.

FWIW, Iron Gods is awesome as well. However, I think those bemoaning a return to "classic" tropes are forgetting - or perhaps ignoring - that for players new to the hobby these aren't "classic", they're new. I run a campaign for a bunch of 14-yr olds and none of them have heard of, much less played, Against the Giants.

And given my newfound love of orc-slaying thanks to Shadows of Mordor, hell yeah, bring on the orcs. (Tolkein or otherwise.)


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Note that the following question...

BPorter wrote:


Even if I accept the "parade armor is standard issue premise" (which I don't) -- why does Andoran do it?

... is rhetorical. I'm not looking for speculation. I'm looking for an in-setting explanation of it. Also, how is it viewed outside of Andoran? By other, more "traditional" armies and navies? Are the Andorans viewed as wimps putting on airs ("They're pretty but can't fight for sh!#") or are they viewed as the avante-garde of Golarion warfare?

Much focus is placed on the Andoran navy. Perhaps the army operates differently? Which is more respected, powerful, or prominent?

Hopefully, the Andoran book will answer questions like these. Right now, though, they look like they're bringing a mindset to battle that is at odds with the tech & tactics of the world in which they live. Unless they're magic-heavy (also not suggested by canon-to-date), they're going to get their butts kicked frequently unless they have overwhelming numbers in every engagement. Again, as a former vassal state, there's not much to suggest that this would be the case.


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Kudaku wrote:
So... The Andoran militia wear parade armor, while most other militia wear studded leather armor (or the equivalent). What's the problem?

From Ultimate Equipment: "Parade armor may be crafted from leather, metal, or a mixture of both."

"for use in showy noncombat situations"

"for example, one country's parade armor may be a chain shirt, tabard, leather greaves, and a winged helm"

NONE of those describe the Andoran uniforms & hats. They're clearly depicted as worn in combat, don't incorporate recognizable armor (like chain shirts) and unless belts & bandoliers now count as leather armor, they aren't even wearing leather armor, let alone a studded leather equivalent. The best you could do is perhaps argue that they're outfitted with armored coats, but those are supposed to be made up of metal-reinforced leather jackets where the Andoran uniforms in question sure look like cloth to me.

Even if I accept the "parade armor is standard issue premise" (which I don't) -- why does Andoran do it?

Also, Andoran employs a volunteer army and navy rather than conscripts or mercenaries. While I'm sure there are militia, I don't think they get the spiffy blue coats.


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Axial wrote:


Are all Andoran soldiers, like, dex-based fighters or something?

Since several of the Andoran artwork pieces depict two-handed swords being wielded, I'm thinking "no".


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Marc Radle wrote:
BPorter wrote:
Qstor wrote:
BPorter wrote:


Midgard has become the go-to campaign setting for me.

Thanks for the pointers.

Yeah I'm starting a game next week in Midgard. I was just curious. I saw that SpirosBlaak can't be placed in Midgard so I told the players if they had Gunpowder their characters were from far away.

I did the Southlands Kickstarter too.

Wolfgang any chance of a Castle Shadowcrag available for Pathfinder? I know it wasn't released for 3.x generally.

Mike

I don't know much about SpirosBlaak, so I can't speak to setting incompatibility but Midgard embraces a "make it your own" philosophy so I don't know why you couldn't have it sitting somewhere "off the map". Obviously, that's not canon but likely wouldn't be setting-breaking.

I know that I'm strongly considering placing Freeport in the Western Ocean once I have details on the Southlands. I'm hoping to be able to have a logical placement for the pirate haven where it can reach the shipping lanes between northern Midgard and the Southlands.

BPorter, Kobold Press recently released a Freeport collection of adventures called Dark Deeds in Freeport. I think I've heard Wolfgang give his thoughts on where he'd place Freeport in Midgard before ... and I kind of think somewhere in the Wester Ocean is where is suggested ...

Thanks, Marc! It's been on my wish list but there's been other Midgard goodies higher on the list. Nice to know that there's some official guidance on where to fit it into Midgard.


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Qstor wrote:
BPorter wrote:


Midgard has become the go-to campaign setting for me.

Thanks for the pointers.

Yeah I'm starting a game next week in Midgard. I was just curious. I saw that SpirosBlaak can't be placed in Midgard so I told the players if they had Gunpowder their characters were from far away.

I did the Southlands Kickstarter too.

Wolfgang any chance of a Castle Shadowcrag available for Pathfinder? I know it wasn't released for 3.x generally.

Mike

I don't know much about SpirosBlaak, so I can't speak to setting incompatibility but Midgard embraces a "make it your own" philosophy so I don't know why you couldn't have it sitting somewhere "off the map". Obviously, that's not canon but likely wouldn't be setting-breaking.

I know that I'm strongly considering placing Freeport in the Western Ocean once I have details on the Southlands. I'm hoping to be able to have a logical placement for the pirate haven where it can reach the shipping lanes between northern Midgard and the Southlands.


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Tirisfal wrote:

Its THAT argument again!

Look, first off, 17th-19th century stuff is my favorite; my homebrew is heavily inspired by the cultures of that era (such as colonial America, the French Revolution, the Age of Enlightenment, Edo Period, etc), so its safe to say that this is totally my cup of tea. I get that this isn't for some people, just as pirates and space lazors aren't for others, but I'm the target demographic for this one.

Secondly, how does this really anachronistically stick out when its stuck between a nation with a space ship jutting out of a mountain, a nation with an abyssal chasm torn into it, or (my favorite) a nation shrouded in fog and overrun by Victorian zombies, vampires, and werewolves and was once ruled by Sauron?

Last I checked, Golarion is supposed to be a kitchen sink, so claiming that ONE nation is anachronistic when the rest of the campaign setting is taken into account is just silly.

Oh, it's THAT defense again! Kitchen sink is supposed to be a feature, not an excuse.

It's anachronistic given that in the case of the Worldwound & Numeria, there are in-setting reasons containing/limiting the influence of those regions beyond their borders. With Andoran, you have one of the dominant nations in the Inner Sea which is also one of the largest naval powers whose influence extends far beyond their borders.

From a warfare/technology perspective, if Andoran is entering into battle with inferior weapons/armor compared to, say Cheliax, they're going to get slaughtered unless in-setting reasons are presented for why their unarmored armies can go toe-toe with "traditional" armies - and none of the Andoran source material indicates that it's now the dominant firearm-bearing nation of the setting.

Kitchen sink is supposed to allow for a wide variety of playstyles, genres, locales, etc. It doesn't have to mean "anything/everything goes because it's just a game". If there are in-game reasons presented in the campaign setting material, no problem. If there aren't and it's presented just to look different/cool, you're needlessly weakening the setting by weakening the immersion/consistency factor.

I'm a Golarion fan and I appreciate the design & business considerations behind the "self-contained" nation/area approach. However, the biggest issue that I have with Golarion is that sometimes "halfway" approach of integrating elements into the setting.


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Fourshadow wrote:
It has already been established as such, so why change it now?

Because it's needlessly anachronistic and sticks out like a sore thumb compared to the rest of the setting, especially given how this nation supposedly grew out of a vassal state of other realms. Also, in a setting where firearms are rare and armored warriors still prevail, they've been set up to be slaughtered in any battle.

While the attire, colonial US anachronisms, etc. would be fine in another setting, given Andoran's prominence in the Inner Sea, just "ignoring it" doesn't really work.

I love the premise of Andoran as a solid "good guy nation", but every time I had to look at the uber-colonial artwork, it killed it for me. Andoran is the nation that I WANT to like the most (I've centered a campaign there).


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Fake Healer wrote:

3 words-

Elder Scrolls Khajiit.

I never cared much before playing that series, never got into the almost disturbing "furry", manga, toony bull**** that seems to surround people that tend to like catfolk

100% THIS.

Khajiit-style? Yes! Other (but I'm so cute!) - No thanks


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Having recently purchased a PS4, my initial batch of games were all FPS (great ones, esp. rendered via the PS4) but Shadows of Mordor came yesterday and damn, what a cool game.

In the early trailers & interviews I jumped to the obvious conclusion that it was a re-skinned Assassin's Creed in Middle Earth. This wasn't particularly a problem for me as it appeared to combine two incredible elements: the Middle Earth setting and the great gameplay of AC2 and had the added bonus of no Animus/modern-day gunk to suffer through. The video highlighting the Nemesis system showed that leaving the comparison their was premature.

Having played about 4 hours of the game, while there is certainly AC-style elements with Talion's ability to climb, Shadow of Mordor's true inspiration (and I'm now seeing interviews confirming this) is Arkham Asylum/City.

The environment is much more reminiscent of Arkham City, where just about everyone is hostile to you vs. AC's ability to hide/blend in plain sight. The gameplay is very good and I do find the combat more reminiscent of Arkham games than Assassin's Creed, which although both are good - I prefer Arkham's combat flow to AC's, so this is definitely a good thing.

The voice acting is top-notch, the lore is rich, again more like Arkham-lore in presentation & tone, IMO and there I love the open-world come-at-it-as-you-choose approach to things.

Hands down, however, the standout here are the villains and the Nemesis system. The orcs are intriguing, varied, and disgusting. I find myself listening to conversations just for the enjoyment of it, sometimes forgetting to plan my next move. I can't express the surprise and glee of seeing orcs that just killed me promoted and gain new weapons/armor as they "leveled".

Thoroughly impressed thus far!


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Theorycrafting has a place but in just about EVERYTHING the practical & actual trumps theory. Theoretical and/or statistical analysis is fine but let's not pretend that the scientific method is getting rigorously applied here. In most cases, the "analysis" is comparable to a bunch of sports fans arguing the merits of a fantasy football (insert preferred sport, if you prefer) league and their Dream Team.

And with RPGs, there are multiple, yet equally valid play styles to consider. The majority of the Theorycrafting on these boards that I've read, particularly with respect to playtests, make zero provisions for that consideration. Honestly, most of it comes across as political lobbying for what they want rather than objective analysis. Not all, certainly, and perhaps "most" is overstating it. Perhaps, it's just another very vocal and belligerent minority but it certainly undermines the "statistical sample".

In any case, I've been pretty happy with Paizo's ability to solicit feedback without surrendering the development process or sacrificing design goals. YMMV.


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Out of curiosity, is the slow tease approach to the stretch goals going to be the plan throughout the kickstarter or will more be teased at one time as the end date gets closer?

I have to admit, the "just around the corner" approach keeps me going back to the kickstarter page but last year's "scroll of awesomeness" list where all of the potential goals were listed did as well. Not sure which method I prefer. I definitely appreciate the teaser tags for each goal this go-round, though.

Now back to watching for the next unlocked goal!


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Kthulhu wrote:

I love the classic X-Men storyline where Magneto steals Xavier's spell component pouch.

:P

Since they said upfront that it was going to be more "Penny Dreadful" and less "Professor X", what exactly are you complaining about? The former style will mesh with existing PF canon better/easier than incorporating Mary-Sue-Telepathy into the game.

Also, doesn't Dreamscarred's treatment slant more towards Sci-fi/comics - style psionics?


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Wolfgang Baur wrote:


I would say there is much less on styles of dress or marriage ceremonies, though there is some emphasis on coming-of-age/adulthood rites and on certain markers of status equipment.

Hmmm, but that would be great fodder for a "Cultures of Midgard" book post-Southlands, right? Right?!? I mean with two continents (3 counting Northlands) and all of those races, there would have to be enough material! ;)

If you expand it out to gear, we could even hope for regional/cultural-specific weapons & armor lists. PLEEEAAASE!

(Goes back to watching stretch goals unlock)


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Scythia wrote:

Lately it seems like the forthcoming Pathfinder Unchained is being offered as the (potential) solution of all problems. Don't like how X class works? Unchained. Want a rules light/streamlined game? Unchained. Want a secret edition playtest/stealth edition change? Unchained. Are your colours fading in the wash? Unchained. (One of these is facetious.)

When I read the write-up for Unchained, my impression was that it would essentially be like a Dev. brainstorming session, in book form. Equal parts "wish we'd thought of that before", and "here's a cool idea that wouldn't fly in a canon rule book". Perhaps I read it with different desires.

What do you expect Unchained to contain, and do you think it can live up to the expectations being placed on it?

I agree with your assessment. I expect it to be a good book but if it follows the premise of a PF Unearthed Arcana, it'll be a grab-bag and not something taken as a whole.

As for living up to expectations, given how of late a very vocal group of critics deride anything that deviates from their view of how PF should evolve (going so far to trash developers efforts & refer to content as crap)... no, it can't live up to expectations. I expect much gnashing of teeth and wailing about the need for a radically different new edition by that crowd...and a lot of "hey, that's cool stuff" from the bulk of the fans regarding Unchained's content.


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terraleon wrote:
BPorter wrote:
Quick question - How do the Add-Ons work? I'd like to add a hardbound Midgard Campaign Setting. Do I just add $50 to the pledge amount of the backer tier that I want when I go to complete the pledge?

I believe so, yes. That's how we've done it before.

-Ben.

....and backed! I ended up going higher than intended, curse the Kobold merchant's tempting wares. Threw in for the hardback Midgard Campaign Setting as well. :)

Now, to watch the stretch goals roll along.


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By Khors' Bright Chariot, yes!

Quick question - How do the Add-Ons work? I'd like to add a hardbound Midgard Campaign Setting. Do I just add $50 to the pledge amount of the backer tier that I want when I go to complete the pledge?


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So, after reading through the thread and hearing Louis' teasers, I think I have a better understanding of the goal. It also radically changes my previous answers. -- Prepare for rampant speculation & opinion-waving... in 3... 2... 1....

First off, I love the idea of riffing off an "Infinite Crisis"/parallel universe concept. Coincidentally, my primary Pathfinder campaign started in Golarion but I wanted to give Midgard a try. My players wanted to migrate over fully to Midgard but some of the players preferred their original Golarion-based characters. A short "let's do it like the DC multiverse" discussion later and several alternate versions of the Golarion counterparts manifested in Midgard -- Win-Win!

For this kind of project to work, however, the contrasts have to be significant enough to notice/matter. So if the baseline is going to be say, Greyhawk, you're throwing out Forgotten Realms, and Kalamar most likely.

If the AP is going to conclude with a new setting, ala a "converged multiverse" event - where a new setting is born from the outcome (I LOVE this concept, by the way!) it's going to need to be sustainable -- DC has used these events as an attempt (you can argue the successfulness) of cleaning up setting continuity. So if you include something too gonzo, it's likely going to need to be dialed way back in the new timeline. IMO, if you don't do this, you're just creating a niche/flash-in-the-pan setting and not something that will last. So it would make sense to throw out some of the more "out there" settings as endgame results -- Ravenloft, Dark Suns, Eberron, Planescape, etc. However, the culmination of the new setting can't just be a new version of the original. Gonzo/niche doesn't last & won't receive the support it should to become a setting people will care about. I certainly don't need another "interesting, but I'll never run it" setting in my RPG library.

All that taken into account, here are my 4:

Greyhawk - the baseline

Azeroth - this is a setting built around world-shaking conflicts but has far richer cultural detail than FR & it's ham-fisted Realms-shaking events. The setting also supports shades-of-gray/truth-in-the-eye-of-the-beholder style conflicts. This could also stand in for Greyhawk as the baseline. The only reason I don't lead with this one is due to the world-shaking conflicts.

Scarred Lands - I love the backdrop, the gods, titans, and races. Tailor-made high-fantasy conflict. The setting, itself, however is an utter mess. If ever a setting needed a canon-cleansing reboot and was worth the effort, this is the one.

Midnight - You get to play off the Tolkein-vibe, you get to have your horror & march-of-evil/post-apoc that Dark Suns can provide. Dark Sun comes in at #2 choice but may not be dark enough.

And the culmination of these 4 in a brave, new, campaign setting: A setting that comfortably sits somewhere between Conan's swords-n-sorcery Hyboria and an Azeroth/Scarred Lands high-fantasy. Embrace the Pathfinder races & D&D roots but create distinctive CULTURES so it's not just another generic fantasy setting but not so gonzo that it's a barrier to entry for new players.

Settings excluded:
Kalamar - as much as I love it, it's more grounded environment doesn't lend itself to a universe-shaking AP event.
Ravenloft - take the RPG-horror elements and re-season. The whole Demiplane of Dread shtick doesn't work as the "new world" birthed from the AP. Honestly, the horror-kitchen-sink / patchwork setting of the demiplane never really works well anyway. I know it has it's fans but unless the AP is culminating in a downer outcome, it can't be the final world.
Eberron - take elements for seasoning the new setting.
[bb]Dark Sun[/b] - use a region to take the best elements for seasoning. Combine with Azeroth-style orcs and Midnight and you've basically got your own version of Mordor.
Spelljammer - out. Just out. You're already juggling multiple worlds/universes. Don't clutter it up further with planet-hopping.
Planescape - obviously, I can see an argument for this one with a world-hopping AP. The issue with it is, the focus needs to be on the worlds, not the planes. If Planescape stuff is included, my mind immediately sees it going to the confusing/nonsensical backstory and filler pages in comics like CoIE, Zero Hour, Onslaught, etc. Age of Apocalypse was cool; reading about how Magneto & Xavier merged somehow is crap.

If the goal is to arrive at a gonzo-style setting as the end product, then all 4 picks should fall in that category.

I can appreciate why Louis framed the original question as he did. By determining which settings resonate best, he and the writers (assuming all licensing/permissions fall into place) can then focus on what elements to take from each setting. From a fan-perspective, however, it's probably easier to call out what setting elements are favorites than trying to pit settings as a whole against each other.

Best of luck with the project. I'll be looking for the Kickstarter and additional info.


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After two evenings of extensive play, I have to say that I love this game.

First, it's drop dead gorgeous - Bungie has made an amazing universe that I find myself frequently stopping to admire in a reaction similar to when I first played Skyrim.

Second, the game play is tight. Guns have appreciable look, feel, & performance differences. Bungie has incorporated FPS features lacking from Halo without sacrificing Halo-style fun.

Third, the setting & story are interesting. Honestly, these were the elements that on the surface in interviews & trailers underwhelmed me but I was completely sucked in after the intro.

Fourth, it's just FUN. It's not grimdark like most post-apoc and I really appreciate the fact that it's rated T rather than M so my kids can enjoy it. It doesn't have the CoD run-and-twitch gameplay (doesn't force it at any rate) and maintains the positive Halo-style gameplay while adopting a Borderlands-style RPG & loot structure.


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While most of my RPG-experience has been centered around fantasy RPGs, my love of science fiction predates my love of the fantasy genre and while basic D&D was my first RPG purchase, it was Star Frontiers that forever hooked me on tabletop role-playing games.

With my discovery of Savage Worlds, my interest in sci-fi RPGs was rekindled and with all of the various tools I’ve obtained this year (SFC, SPC2, Interface Zero, etc.) I’ve been looking to build a few sci-fi campaigns.

In my experience, one of the biggest challenges with SF gaming is that science fiction is so broad that it can mean many, many things to different people. In a cRPG or FPS videogame, the setting and role of the players is typically defined, allowing the developers to focus on a particular facet of the fictional universe or sub-genre of SF in general.

In tabletop RPGs, however, players come with different expectations – often FRPG-fueled expectations, that mishmash of roles/vocations – the cliché “you met in a tavern” style that doesn’t often translate well to SF gaming. The two most successful workarounds that I’ve found to this issue are the Theme & the Event.

The Theme is where every involved in the game is bought into the same campaign framework: the tramp freighter campaign of Traveller, the Federation starship crew, etc. – with the best depiction of this in recent RPGs is the approach taken by the Star Wars Edge of the Empire/Age of Rebellion. The Theme approach is the one used by most publishers, but I’ve found it to be the hardest to get long-term player buy-in. Even licensed settings familiar to the players doesn’t always help: everyone wants to be the captain, everyone wants to be the bounty hunter, everyone wants to be the Jedi, etc.

The Event lends itself to accommodating a wide mix of player types & backgrounds but sometimes trades long-term sustainability for that freedom. The starship crash, the outbreak, the invasion, etc. – they support scenarios where a diverse mix of people, races, and occupations intersect and have to work together.

While Savage Worlds can easily accommodate either style of campaign, since my current crop of players are new to SFRPGs and I haven’t figured out which Theme-style campaigns will work for them yet, I’ve been focusing my efforts on Event-style campaigns. The Event-style also seems to lend itself easily to the Plot-Point campaign structure. My first campaign is a zombie-style outbreak in space. However, I’m looking at options for a second campaign, and I’m looking at a New Colony framework.

My idea is that the initial plot-point campaign would be the establishment of the colony on a new world. Players would be colonists and the small population and limited resources would lend credibility to the idea that the players would need to work together despite being from different (perhaps very different) backgrounds/occupations. (Yes, Civilization: Beyond Earth is looking pretty good to me. :) )

So, with all of that said, I’m looking for RPG resources – Savage Worlds or otherwise, that could aid in this effort. Specifically:

Would Lost Colony lend itself to such a campaign style? Or is the Deadlands/weird magic element so ingrained that it’s difficult to remove or re-skin as alien tech rather than supernatural?

Is there any type of SF RPG that handles the establishment & running of a colony? Obviously, with the hope of adapting some/all of it to Savage Worlds I’m looking for something along the lines of Pathfinder’s Kingdom-building rules here. I recognize that this probably deviates from SW’s Fast, Furious, Fun focus but my players like the mini-game of developing resources like ships, bases, etc. and I’d like a framework other than GM fiat to run the campaign.

If no RPG resources spring to mind, any recommendations for books or games to mine for inspiration?


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1) Azeroth (Warcraft setting)
2) Greyhawk
3) Scarred Lands
4) Mystara/Known World


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That's full of AWESOME! I can't wait!


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Wolfgang Baur wrote:

**bampf** One kobold summoned! **

I'm happy to say that the video is almost ready, the design and editing of the rules and setting are well along, and the art is rolling in. There was supposed to be a series of blog posts about the Southlands coming at KoboldPress.com, but I think Gen Con may have pushed those back a bit.

The planned launch date is still mid-September. But you'll hear more about it soon.

Thank you, oh mighty kobold chieftain! Sounds great!

And thanks, Marc. That's a pretty cool spell. :)

The real question, though, isn't its level - its whether it's considered kobold, devil, or dragon magic! ;)

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