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Having run Razor Coast for the past 2+ years,I agree with a good amount of End's points, especially with the organization and structure. Frankly, I think it helped that I had started the campaign based on the "orginal" incomplete version, in being able to delve into the campaign well. I agree that some of the "AP" like guidelines become a bit to disparate, and cumbersome upon face value.
I think what those guidelines are meant to portray is how certain interactions change the "path" of the campaign more than anything else, rather than as a hard guideline, and the concept itself is great, especially when it comes to the fate of the NPCs and what side they fall in.
In running the game, it's been my experience that these issues are primarily non existent, since the players have their own agendas, and different players have followed different paths. However, it would be impossible to run it if the GM tries to force a specific course based on the guidelines in the book.
FYI End, the book does refer to Heart of the Razor, and the indulgences in certain areas, though the integration could be more extensive.
in game spoilers:
It's evolved that the party primarily works for Hargorve though they despise him, and due to key interractions, Hargrove himself has benefited by "elevating" the Tulita. It should also be noted that the whole Jalamar plot thread shows that the Tulita themselves aren't necessarily noble savages, and there is a good amount of Tulita that worship Djobas. The same goes for the Krakanti who are also the "fallen" Tulita in a way.
Not helping the Tulita might make it hard with the night of the shark, but that is to be expected; and the powers that be can easily manipulate that event to their benefit (i.e., further subjugation of the Tulita)
Ultimately, I think there is a LOT of really good material here to do whatever the heck you want with Razor Coast.
It is also a LOT more easier to run RC from the PDF that it would ever be from the book. The book is way too cumbersome to use, especially since it follows a "plot web" template, and requires a lot of flipping back and forth. A product like this can be made even better by using lots of internal links. I find it odd that very few, if any, publishers, have fully embraced even such a basic level of internal linking to create a true adventure "path." [i.e., if party decides on "B" click on link "the flumph avenger."]
Sweet...."a colossal biomechanical death-machine in the shape of a great prehistoric beast known as a Doom Golem. The PCs must figure out how to reactivate the machine and return to the surface through the Sink. Emerging in the center of the Great City, they face off against the Trypus Academy's own mecha-kaiju death-machine in an epic battle that threatens to smash the city to rubble."
Louis Agresta wrote:
It's perfect for my GMing style (most of nick's stuff is). Soo...when are you guys going to work on Ebon Shroud? There is a certain female NPC from that that I dearly want to see done justice...;) Oh, and i found it interesting that Mr.H looks different in the current version of RC.
I used the fantastic 3rd edition adventure,Maiden Voyage- the party is a group of settlers journeying to Port Shaw. Some of the indulgences work very well as well within such a Trans-oceanic journey.
This one might not be fully baked, but it is indeed, the most creative and exciting of the proposal; I personally value those two qualities in a proposal more than how complete the proposal might be! I want this developed, and as such you'll get my vote.
FYI Wulfgang has done a "lost city" adventure exceptionally well within a 32 page count (Crucible of Chaos). The more i think of it, elements of this adventure also reminds me of another Wulfgang adventure a bit as well (From Shore to Sea).
I really love Freeport. But, at this point my home game players are burned out on pirate themed stuff. We played the 3.5 version of Freeport 2009-2010 time frame, and are now playing Skulls and Shackles. I'm a big fan of Green Ronin material, just this doesn't appleal to my group of players at this time. And by the way this also applies to Razor Coast, which we won't be playing due to the same pirate theme fatigue.
Razor Coast is not really Piratey; a lot of it is more about colonialism and ancient evils.
Funn, I have been GMing "Razor Coast" for 2 years! :) Can't wait to see what the actual finished product looks like and how far i have deviated from the setting, especially with some of the major NPCs.
You are a great designer Nick. I have worked in all of your dungeon adventures into my ongoing Razor Coast Campaign (I am running it based on your 40 or so pagea of pre pre draft....and I threw in some buried Old Ones etc.) oh and one of your preview characters from Ebon Shroud has also made her way to the coast to wreck some vampiric badness. Keep writing and I will keep running it.
Interesting terminology bigd. I get exactly what you mean; a lot of the old school trilogies and boxed sets, be it Saltmarsh, Night Below, or Elemental Evil, were set up thi way. They were anchor points to the campaign, without taking up the entire campaign, and giving the GM flexibility within the design space. My face was the trilogy based on the Illithiad.
Currently, there are few, if any adventures designed this way. I think the best bet is to piecemeal the various paizo and third party adventure paths. The are some longer adventures out there too like the gaming paper one....citadel of pain, and also the breaking of frostor nargar; both excellent anchoring adventures.
Tito is da awesome; The Champion''s Belt
Fire Mountain Games wrote:
I believe variants of this idea already exist in 3.5 e
I think its a great idea, though you might want to expand on the dwarves only focus. It could be reclaiming a dwarven hall but doesnt have to be a dwarven party- for example, Jade Regent has a similar trope.
A good part of it could be explorative, ala Night Below, and also making allies; perhaps there are "lost dwarves," elves, deep gnomes, drow etc. all down there doing their own thing, you might even throw in unrelated dungeons ala Lost Caverns of Tsojicanth.
I think the history of the game can give you some great ideas for adventure paths:
- Something full of history, evil and dungeony like Temple of Elemental Evil
- Something that starts small and goes big like the Sinister Secret of Saltmarsh Trilogy
- Something with great adversaries and confrontational like Against the Slavelords
-Something explorative and underdarky, like to The Night Below Boxed set
- Something Sandboxy like the Keep on the Borderlands
I think all of these provide you with broad ideas that are nostalgic, flavorful, and sucessful; they can provide lots of great inspiration for new adventure paths.
Born, brought up and still living in NYC...pretty much anything you can think of, you can find! Some options:
- Various museums-Guggenheim, Museum of Sex, The Whitney(american art), Museum of Art and Design, International Center of Photography, the Frick
-Exhibits; Discovery Times Square (Terra Cota Warriors), Bodies Exhibit ( South Street- SeaPort- fab place to hang out too)
-Parks- Bronx Zoo, Bronx Botanical Garden, Prospect Park
- Churches; My fav is St. John the Divine Cathedral on 110th; now considered the largest church in the world
- other stuff; just walk around. Manhattan is pretty easy to navigate (if going north, the street numbers increase, when going west the avenue numbers increase...). Lots of food and also all kinds of events.
What are your interests? I am sure there is plenty of stuff that's you'd enjoy
The PCs stand as the stalwart defenders of a newly settled colony against an oncoming invasion lead by a Witch Coven. As such, I need specific tasks that the PCs can acomplish to help fortify the defenses/ make their contribution active. Some criteria for consideration are:
Find new allies
Fight specific threats
I need help with adding details and specificity to any of the above/or anything else that all of your devious minds can come up with. A few plot points of note:
-Ancient Beings lie chained and dormant at the settlement site- an old prison, unknown to most.
- No plant life grows where the settlement is though the settlement is surrounded by an ancient forest
- Pirates abound the coast line
- The PCs suspect certain NPCs to be traitors
- The PCs work for the most dispicable man who is in charge, despite their distate for this (they agreed to this to pull together the alliance of natives, settlers and others).
You can also point me to any published sources as well ( i believe one of the savage tide adventures deal with a similar topic, as an example).
Thank you in advance!
I have hunted down every Nick Logue adventure, and incorporated them all into my "Razor Coast" campaign, including the entire Chimes at Midnight Arc, Blackmaw etc. Interestingly, the only product i have been unable to get a hand on is Blood of the Gorgon (looks longingly at Wulfgang); even subscribed to the midgard setting patronage so that i could purchase it. Alas, such an option was not available.
Welcome back Nick. Your talent and spirit have been sorely missed more than anything. The fact is that none of us are as alone as we think we are.
A lot of the anger towards you, i think, comes from the fact that you have a lot of fans who love what you do. You are exceptional as a RPG Designer- there are very few, if any, who are as talented and creative as you. I think we've all missed your work. It's like finding your favorite restaurant closed with no other recourse.
Lou, you are just an outstanding guy! I think those in your life are very blessed to have such a kind, responsible gentleman.
Quick question; is it possible to get the pdf of Razor Coast for those that ordered it?
Will you have the PDF available through the Paizo Store as well?
Hank Woon wrote:
What levels are the adventure paths for? I take it that the classes will be new and unique from Pathfinder? Any hints on what the adventure is about?
Blah. It's easy to run a non shoddy campaign; all you need are ninjas, dinosaurs, pirates and Sharks. Oh, and monkeys; if nothing else is working, toss a monkey at the party. :)
I hear ya though; hence the "uniform game experience" comment.
They've said that some of the folks in their games appear to know where to look for stuff, and exactly what to do in situations that you wouldnt necessarily know without intimate knowledge of the APs.
What kind of highlighted it to me was when i had a few folks who were looking for games who would only play in APs. I found that a bit odd at first, then chalked it up to uniform game experience, or a specific type of adventure that they might be looking for. However, i later came to realize that a couple of the folks appeared to be intimately familiar with APs based on their postings here and elsewhere.
The group that i play in is quite diverse, with some of the people playing in other groups as well. My campaign is a homebrew, and we were discussing the different adventure paths since 5 of the other campaigns that the different folks play in are all adventure paths. I have found the general interest in people wanting to play adventure paths to be very high and attributed this to an AP guarenteeing a uniform play experience with a promise to advance to higher levels.
Some of the others though, noted another factor; that they had observed the other players in their group to have intimate familiarity with the adventures to the point where they seemed to intuit where the hidden treasure was, or what to do next on a consistent basis. In a way, their characters were able to advance and suceed without challenge. Tangentially, i noted that some of the players in some of these groups appear to frequent these forums a lot and also appear to be reading up APs on a regular basis, and even appear to be subscribers. Personally, it rubs me the wrong way. Do others find any validity to this observation?