James Jacobs wrote:
A fair amount of people have problems with the implications of the sheer amount of power characters gain in the game.
There isn't a question here and I don't have answers. These things were so much easier when I was 14.
I was watching the Star Trek episode "paradise syndrome" today. That is the one where native Americans think Kirk is a god because he performed CPR. That led me to googling and finding out resuscitation research is only a couple hundred years old and CPR is from 1960.
Do people on Golarion know CPR?
At the end of book 4 of rise of the runelords, I took 30 minutes for a quick scene of the church of abadar, calistria, and the Lord mayor making the transfer of funds and church/government purchase of an army's worth of loot taken in jorgenfist.
How do you like to handle this aspect of higher level adventuring? Do you make it no big deal in the world? Say it happens off screen? Provide a justification?
As an aside, it feels like RPGs get less leeway on suspension of disbelief than other media.
Baron Iveagh wrote:
Prophecy doesn't work for mortals/outsiders. If aroden knew he was going to die, and neither him nor any other god told anyone, it doesn't change that prophecy failed.
James Jacobs wrote:
Curse of the crimson throne, adventurer's guide, book of the damned, and bestiary 6 all in a row? That is a hefty set of hardcovers.
John Mechalas wrote:
If I used georeferencing in qgis, is that information that can be saved as a kml file? I'm willing to learn that if it would then be easy to look at it in something more friendly.
Speaking of which, that is something you can do in Google Earth right now. You can't really do a region map (too much stretching), but you can make image overlays of the city maps and scale them on there after loading the kmz files.
James Jacobs wrote:
I was wondering more in the writer's room sense. Did it start with someone saying the devil nation should have knights from hell? Are the knights as a concept older than the idea of cheliax? We're they two independent ideas brought together?
My favorite part of threads like this are the insights into the creative process.
Wayne Reynolds wrote:
Ugh. I can never read artist signatures.
James Jacobs wrote:
Did you design anything for Absalom?
I will stop there. I can pontificate about Absalom all day.
Absalom has always struck me as a little strange among first/primary cities (is there a term for fantasy metropolis settings are interwoven around). A few of the stranger ideas are the puddles, statue street (weird for lawful neutral), and the 12 magic cornucopias. It seems like the hobby traditionally skews more conventional for the prime city.
What are your thoughts on prime cities in general and Absalom specifically?
I have been mulling over a question about strange aeons art in general then I saw your 1930s iconics in the blog post.
How do you approach art for a project like that? Flipping through them, the art is the the most "modern" looking dress and design of the golarian setting. How do you push the fantasy tradition while still maintaining the feel?
You are right that chaotic is not a good fit for the elder mythos. But that makes sense. Chaos as only bound by whim is an aspect of the outer planes (Elysium, Maelstrom, and abyss). The elder mythos are Gods of the material plane and do not seem to form connections with the outer planes. So the alignment system doesn't reflect their soul or cosmic ideology, they don't have one, but their consequences of destruction and madness.
John Mechalas wrote:
Nasif is right that into the darklands is the best source. If you like maps, I think it is a great book.
I also like maps and have been hesitant to pick up the new qadira book. It looks like it adds about 100 miles east into casmaron?
John Mechalas wrote:
Just a quick update for those following at home. I am getting closer to releasing my GIS data layers as ESRI shapefiles and KML. Progress has been a little slow this week in part because my employer expects me to work (the horror!) but it's coming along. However, I can share a little teaser: a vector map of the Inner Sea region. This map image is a week old (the river layer has made a lot of progress since it was generated) but that should show you where things are headed.
I was playing with the KML files in Google Earth (I have one of the free GIS programs to teach my dumb self how to load these in there).
The new protection of the inner sea looks beautiful and indirectly duplicates the historical event it is based on....The linnorm kings are significantly closer to Arcadia.
I understand that Absalom is on the prime meridian, but that is all relative. Maybe shift everything about 1200 miles to the East so it is mostly over Europe and Africa? That way we can look at the underlying countries. Since most players are in the US, maybe a new world version over the US and Mexico would also work.
Have you considered adding a darklands layer? I think"into the darklands" is still the main source for those maps.
Why would you have to solve it?
Arch of aroden, the taldor expeditions, gallowspire, pushing a demon in a lake, and Absalom are all part of it. I was looking at River kingdom stuff and taldor/aroden influence is there.
Every adventure path. Aroden's death was the end of prophecy. So, events that were foretold (rising runelords, second earthfall, a genie returning to summon a monster, armag in the river kingdoms) are not being stopped by God intervention or prophecied rescuers. It is up to players/heroes.
I'm working on an alternative and learning a lot in the process. If you try stretching the longitude based on latitude in GIMP or Google earth, it tries which is attempting to maintain parallel lines distorting vertically. I'm trying a script that stretches like a trapazoid to keep distance but distorts what is "north" anywhere on the map.
The most interesting issue is that at 59 degrees latitude, the inner sea takes up 20% of the circumference of the latitude line.
Plausible Pseudonym wrote:
My thinking is they just didn't want to draw them. On the map you can see the elevated coast.
In the section that describes the crown of the world in the book it actually says the mountains at the top of the inner sea map, and the mountains on the crown map are not the same. There is a stretch of land between the two that is a taiga biome.
Garrett Guillotte wrote:
What I meant was instead of assuming the inner sea poster map is a Mercator projection from the globe and attaching it based on that, interpret the map as a different projection from the globe and attaching based on that.
So, it would "stretch" the top of the inner sea map. We think of the longitude lines on the inner sea map as being parallel. If we draw them more "conical" and converging near the top, we preserve the area of each nation relative to eachother.
If we are compromising between size, shape, and location, I would say cutting g up my inner sea map, placing irrisen right next to osirion, and having size and shape be correct is more important than saying the inner sea map correctly captures that brinewall is due north of the arch of aroden.
This is awesome.
I know almost nothing about maps. Have you considered a non Mercator projection on the inner sea map? I think area preserving ones might be a cool alternative.
I was playing around with this website projectionwizard.org and for a map about the size of the inner sea, it proposed using things such as oblique Lambert azimuthal equal area and others.
I take a more author oriented view of the game. For example, my case for 2nd edition is I respect the artistic work of Erik Mona and Jason Buhlmann, and would be excited if they were excited.
I may not support more player companions if it was the same people from six years ago. But there are some cool new voices now like Alex augunus and thurston Hillman (it helps that they are coming out of third parties and blogs). It isn't just minor variations on a theme.
Eta...I didn't mean I had something against the writers six years ago. I'm saying I'm glad we had good writers then and good, different writers now.
What is the objection to the concept (asked by a person with no thoughts on the subject)?
Ogre and Bob Dolon wrote:
Irrelevant? I'm sure experiencing death on the material plane repeatedly is high on the suck list. We know summoned outsiders still feel pain.
I think I have some different sort of advice.
Take a deep breath.
Pathfinder is 6 years old. You will notice the forum is not loaded with complaints about detect magic.
I would bet your players are not complaining and having fun. There is still that experience of discovery for them. They are meant to use detect magic a lot. Heck, the spell can be made permanent.
In a lot of ways, if there are no enemies in the room, the players are meant to discover the secrets in the room relatively easily. That really is the jumping off point of the story point. The width of walls will stop through-wall detection. I would recommend giving the impression that while not many people have detect magic, heroes do have detect magic and its use doesn't infuriate you.
The next question is why doesn't it matter if they use detect magic at will? There has been a lot of theory of RPGs since second edition. Discovering a hidden trap in a room doesn't work as well in RPGs as fiction. In fiction, it often serves as a tool to relate how clever the protagonist is or to say something about the character. In an RPG, players may not be able to figure out the "trick" (we as GMs like to think our puzzle is clever logic but it is often a trick), or it is so easy it invites mockery. Or, it involves artificially restricting their powers.
Earlier I started a thread to get ideas on what a refreshed Valeros Iconic would look like. The reason I thought about refreshing it is the iconics have a lot different meaning for me than when I started with the game. Before they were core-rules demonstration of that class. After 8 years of appearing in art and now having appeared in several issues of comic books, Valeros is his own NPC.
Also in that time, what is available to a human fighter has had a makeover (weapons master, unchained stamina, etc)
So, I set some guidelines on what a new Valeros Iconic could be
-Use any of the Paizo sources (I will make any changes for society if I ever go down that road)
-Reflect the character of Valeros in personality and background (andoran, worships Cayden, left the farm to be a mercenary, etc).
-reflect the fighting style in the art
-Keep it to fighter levels and prestige classes (he is still the iconic fighter)
-After fulfilling the previous three adequately, try and make him "good" at it.
Here is my draft. I got bored at around level 12 because I don't actually like making characters (I GM mostly, but having a good NPC is always cool). I have to thank everyone in the previous thread for helping. Now that I actually have a baseline, I'm hoping there is plenty of room for improvement.
Str 16 +2
1 Fighter 1 Two-Weapon Fighting, Double Slice
You picked the one by Ed Greenwood. That might be exactly what h was going for .
If we pick a Paizo staffer who is a forum regular who wrote a level that has this issue, we may even get a direct answer.
...or maybe I will hop over to the James Jacobs thread and ask there.