|
|
|
Recent posts by
DarkArt:
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Galnörag wrote:
I'm having a bit of a problem, that I think I know the solution to, but I'm going to toss it out in this thread.
My party is currently assaulting the academy and have just defeated the the Aboloth. During the battle one of the characters was affected by the Aboloth's mucus and can't breath air. So the party wants to wait until the mucus wears off before they proceed. They also believe that the portal behind the Aboloth's pool leads to the echo, they didn't stay to talk with the Aboloth for very long. So they don't know about the portal behind the door (although they do know it is there.)
So I'm left with 2 options, 1) wait have the Barbarian Guarding the portal bust in on them 2) hold the portal that is suppose to close open until they go. 3) Let the portal close and have to deal with rejigging the whole damn adventure.
Any thoughts?
I just described to the players that the other side of the portal holds a landscape filled with green trees, and lots of water from fountains and such. The disease isn't an instant kill, just a potential nuisance, so there's no absolute to staying behind while a very pressing matter beckons them onward. The party should have time to find a means of dealing with it.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
I think of esoteric branches of mainstream thought: Kabbalah, Sufism, Tantra, Gnosticism, and Monty Python's Flying Circus. In the fantasy, wizardry and clerical powers grasp the concrete, the literal. Psionics grasp the abstract and internal.
How one defines fantasy can influence one's regard towards psionics, but psionics could be made more flexible if the definition of fantasy could likewise be made more flexible. To some, adding psionics might as well bring in ray guns and space ships filled with Klingons. To others, that wanderer is not a "psionicist" but a wise woman, or maybe a fakir. Gandalf never carried around a spell book, used material components for every spell, and could use a sword rather dashingly, but he remains the iconic rallying cry against psionics. Does fantasy, then, mean the Dark Ages Europe, where witches were burned, and monks shaved the center of their heads? They recall that Conan was strong but forget that he was wise and intermingled in a very high-magic world?
Semantics/ diction, and re-defining "fantasy" could help make psionics more reasonable.
People perhaps think of "Spock" or "Charles Xavier" with hover chairs and body suits, but those using the mind to redefine reality through philosophy and practice have been around since before the Dark Ages Europe. If "monks" can be seeded into acceptability, then so can "psionics" with the right amount of creativity and open minds.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
I've run RotRL, played CotCT, and just started running 2D.
All three start en media res, which can be a great mechanism for otherwise uncooperative players. The second two add character traits, which help push players to begin the game with something in common/ some motivation that helps to initially connect PC's to the AP.
Perhaps CotCT was the best of the three because part of this connection was a common goal to confront a minor evil boss, which then connects easier to the rest of the AP. In RotRL and 2D, true, the PC's all start at ground zero of the first encounter, but nothing else pushes the PC's to react. They can choose to let others handle it. (This would make the creatures suddenly targeting the PC's a desperate action to get them involved.)
In 2D, only one PC accepted the offer, and then only because the character trait of "looking for work at the GG" was taken. I'm having to invest considerable more time to get the rest of the PC's reconnected to the path, and I may end up scratching out the boneyard encounter, or more. So far, if I can't seem to get the PC's back despite my tricks, I'll just chalk this up to being an AP my player just doesn't really care for, which is fine. The nature of these AP's are bound to have something sooner or later that just doesn't work out, so then I'll just look forward to the other AP later on.
I found the Set Piece to be a good game-saver when my PC's decided not to take the primary, initial hook at the GG encounter. The gambling scenario was very irritating when playing with just one player, so I went right into the action a.s.a.p. Without that set piece as a quick back-up, the session would have completely disintegrated.
This is one reason why I also believe it's important that discussion should take place in a group to see if there's interest in playing before getting the whole AP.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
For me, I play AP's because I have no time for home brew or crafting campaigns.
As I understood it, NONE of the current AP's or future AP's expect PC's to rise to 20th level on their own. 15th level seems to be the anticipated limit for the first few AP's and 13th level for Legacy of Fire.
For me, I would enjoy something catering to 13th+ level and taking them to an epic level goal. Once I finish CotCT, I will miss my group of PC's, and would be eager to get a chance to play them again. I don't care if the epic rules are revised or not.
Any epic setting, for me, would NOT have to be limited to just Varisia. Varisia is interesting, but such a small part of the world, which is a small part of the multi-verse of the Pathfinder Setting. It can be on the red planet, or in another plane. If Paizo made such a product, I'd check it out.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Blazej wrote:
Arcesilaus wrote:
By "others" here, I really mean the PCs, once they encounter the Winter Council. Obviously, everyone else (including me, as I read the AP) believes the Winter Council to be mighty. As I said, this makes the "reveal" when they find them to be much less powerful than imagined somewhat intriguing, but I think it's also quite disappointing. It feels like something that was scaled down to fit into a specified word count (which it likely was) rather than the grand, fantastic element that it could be, and I think my players will sense that, too.
I didn't get that sense from it that the council was scaled down. It seemed, to me, to fit with everything else rather than the council being much more powerful.
I also didn't get the sense that the current state of the council was due to a page count limit, nor would I feel that encountering them would be a "let down" for my group. There's plenty of juicy interaction that can happen, and with the current vulnerability, the PC's at this stage have greater potential for influence than if they were ants watching the people do battle in the sandbox. I'd figure the PC's would be slain on sight by either side without room for diplomacy, teaching them not to meddle in the affairs of powerful beings.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Erik Mona wrote:
<snip>
What are you looking for conceptually?
What are you looking for mechanically?
If you're skeptical, what can we do that might get you to give this one a try?
Any deal breakers?
1) Although the prime can still be made interesting at epic level, I've always envisioned those at epic levels to brush shoulders with the multiverse. It's no longer the local mayor asking for help, it's a Deva, or some alien from a far off world. Wherever one goes, people are more inclined to know about them.
2) I'd enjoy anything that simplified complex effects. Maybe fireballs just do an automated 60 damage without rolling. Maybe a simple diplomacy check to get two warring towns to make peace. Lower level spells 0 - 2 become silly at this point, so maybe they all merge into a cantrip-like effect or can be swapped out for more effective supernatural abilities
3) I'm not skeptical, but I would also like to see support in terms of modules and/ or some kind of AP that would be made for 13+ or epic level of play.
4) I can't think of any deal breakers.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Erik Mona wrote:
<snip>...
What does Psionics mean to you?
How can I get you to buy a psionics book and use it in your campaign?
What is an absolute deal-breaker?
Thanks again for the give-and-take.
--Erik
1) To me, psionics would be very close in gaming feel to picture an ascetic, monk, guru, yogi, tantric master, or fakir in a fantasy rpg. It goes beyond basic divine or arcane principles and taps into a source of energy some believe anyone can connect to through dedicated meditation. It is a belief that there's something beyond the flesh and what the senses perceive. Reality becomes the state of illusion for which psions aspire to ultimately disbelieve. Divine clerics choose to alter the world according to the will of those they worship, arcane casters choose to alter the world according to their whim, but psionicists choose to alter themselves for they are the world.
2) I think along the lines of the alpha and beta test, this might be a good way to put psionics in a trial run for anyone to come to terms for themselves if they remain adamantly opposed to all psionics or might permit Paizo's interpretation of them. Baring that, being a die-hard fan, just making anything with the Paizo spin on psionics will get me to buy it.
3) The absolute deal breaker would be to make psionics incompatible with arcane/ divine spells. A "dispel" effect should dispel anything regardless of the nature of the power, for example.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
There's commentary about "gray" and about "torture porn" out there with a vocal outcry desperately clinging to "black-and-white" D&D values of censored heroism, where magic is almost scant, and encumbrance rules rule the day.
I feel shame that my only and primary hesitation for not snatching Paizo's very first AP after the fall of Dungeon and Dragon magz was my petty cling to my love of psionics and Paizo's lack of love for it.
To date, as vocal as I am to indoctrinate psionics into AP's, I still revel them despite their love for psionics, and this first chapter of the 2D reminds me of just how deep my initial shame feels for this begins in a dramatic, mature, and exciting beginning to an AP that delivers on its promise of creating fun for those that don't have time for home brew.
This isn't for kiddies, but it can be modified for them. I was inspired to craft a Golden Goblin battle map, and I plan on putting my player through hell in Riddleport. Simpletons beware, for they will be eaten with mustard and ketchup.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Since I'm guessing the wait for a book on Dwarves will be either years from now or never, I went ahead and whipped up Dwarven Racial Traits for others to enjoy as well. These would be the kind of traits I'd anticipate in a "Dwarves of Golarion" companion book.
Dwarf Racial Traits
Artificer of Defense: Helping design fortifications, siege weapons, and strategies to defend your home, you know how to build a secure structure that will endure bombardment and create a killing field that will sorely punish foes for every part of ground traveled. You gain a + 1 to Engineering and to attack when using siege weapons.
Cave Delver: Perhaps you were a miner, scout, or just spent your leisure spelunking, but you’ve otherwise navigated enough in the dark places of Golarion to gain a + 1 to Dungeoneering checks.
Flesh of Stone: You’ve always felt a profound connection to rock and stone that bordered on the spiritual. Your skin changes color to blend with the surroundings when around stone, granting you a + 1 to Stealth.
Heir of Dragons: Your very blood pulses with raw power coming from an ancient ancestry traced back to a dragon. Perhaps even your outer appearance has taken on an appropriate coloration, but otherwise you gain a + 1 to any save vs. acid, fire, cold, or electricity, based on the appropriate dragon type.
War Hero: Resulting from some act of daring and accomplishment, you have been singled out for recognition by your superiors, and were perhaps even promoted. Tales of your valor have spread, and you receive a + 1 to Diplomacy.
Religious Traits
Battle Rager (Gorum): Your lust for combat has driven you towards violent conflict with intense and disturbing passion. Around others, you gain a + 1 to all Intimidate checks.
Friend of the Forge (Torag): Training as an acolyte at the temple forge has instilled you with a spiritual affinity for repairing forged items, and you can use Mending as a supernatural ability once per day.
Master of Toil (Droskar): Ceaselessly working to produce uninspired crafts in your youth has also given you the bonus of tremendous perseverance and tenacity no matter how dull the task. You gain a + 1 on any check to keep going under severe conditions, including boredom.
Shield of Torag (Torag): You took to heart the defense of your dwindling kin and your role as their protector. Torag blessed you with the ability to cast Resistance once per day.
Regional Traits
Ambassadorial Attaché (Highhelm): Maybe you haven’t attended meetings or negotiations so much as delivering messages and being the eyes and ears for your mentor. You gain a + 1 when gathering information and Sense Motive.
Black Marble Dealer (Janderhoff): Intermediating between Korvosa and the Shoanti, you have learned the Shoanti tongue and are initially treated by both societies one step closer to friendly when first encountered.
Frost Beard (Kalsgard): The unforgiving ice of the tundra means nothing to you. With a pale blue pallor to your skin and hair, you’ve developed an affinity to cold environments like that of the Endure Elements spell.
Ouat Caste (Osirion): Following a contemplative life since birth, you’ve gained an exceptional toughness of the mind. You gain a + 1 to Will saves.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
As an experienced player, it took many deaths for me to actualize a survivable character. When I play, most standard challenges aren't that tough. My wife is new to this, and the standard, as written, encounters can be brutal.
For me, though, the story supersedes the challenge rating. A challenge made too tough will ruin the mood, but an encounter that's a bit easy doesn't seem to disenfranchise the interest with it if the story behind the encounter is engaging enough.
If the encounter gets out the intended laugh, or a grimace over something gross, or gasp of awe over something bizarre and mind-blowing, that is always worth more to me as a player and DM. That beats a TPK any day.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
That makes sense. I think the key misunderstanding for me was the intent. I was thinking trade, and maintaining simple ties to Korvosa, but "invasion" was the meat of the matter.
When I started playing C.o.t.C.T., my impression was that Korvosa was cut off, and that no successful contact had been made to Cheliax, and vice-versa, and with the Campaign Setting's reference, I was misunderstanding the big picture.
I can clearly see, that, if invasion was the scope of Cheliax' interest, that Varisia would be small potatoes.
Thank you for the reply.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
I can see both sides to this. My wife will DM "by the book", as it were, and will never include a single random encounter, even if they're suggested in a given AP chapter. She will only use encounters explicitly detailed. I, myself, am also strapped for time, and I primarily use AP's to do the work I simply don't have time for. So, I can very much understand and sympathize with staying the way they were.
On the other hand, I love random encounters when I DM, and I enjoy tailoring adventures more appropriately to players. For Rise of the Runelords, I added an old Dungeon magazine adventure as a nice stop-over point, and I loved personalizing certain elements. As of Pathfinder #15, it's now written in to be creative. I'm looking forward to the chance when we play of putting in something I like from the Campaign Setting or other Pathfinder supplement that won't otherwise come up in the 2D AP. It will definitely give me the chance to put in something psionic.
The chance to do something else has electrified me, and I know that I can wait a few more weekends to make the time to tickle another level's worth of xp, but I can concede the point to those not having such time.
On the other hand, I am always impressed how Paizo tries new things, and I'd hate to suggest anything that would curb their zeal for growth and experimentation. I never want to see Paizo become stale and predictable.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
I've been roleplaying since I was 17, and generic themes bore me. For my own personal taste, if the AP's were bland, I might as well just pick out random stats from the MM and roll dice, which would make playing a video game, reading a book, or crafting a painting more interesting to me.
From my experiences of all of the things I have read, the AP's aren't dark to me, let alone "too" dark. The AP's aren't boiled cabbage either, but at least they hold my interest and compete for attention enough to get me and my wife to subscribe.
As far as Pett and Logue, I doubt they held a staff of fireballs to anyone's head to force dark matter on anyone. The staff at Paizo had the vision for these chapters in the AP and modules, and they merely chose suitable authors to bring their vision to fruition. These chapters then do go through editing before being shipped to print. Nothing comes as a surprise or shock except maybe the uncommon typo that sneaks past them.
As it is, when I come across anything, I've always modified material to suit my style of DM'ing. The AP's grip me as much as reading a book, but I have the power to change it as I see fit, and mostly, so far, it's primarily been just to incorporate psionics.
As a player in CotCT, so far, my experience has been that it's tame as hell, and I'm concerned that Paizo might have been intimidated into printing generic material from the "torture porn" thread.
Since I'm running 2D, the first chapter looks promising, like a step in the right direction. It's complex and not some lukewarm deal. I'm hoping the third AP meets with my high expectations and keeps the players guessing.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Even though they're aimed at pleasing as many people as possible, I feel that each AP will be modified enough that it may be said that every AP will not be able to 100% satisfy everyone. Any attempt at variety should sour someone eventually at some point. Ideally, there will be an AP that will match your group's interests. I don't know how large your group is, but the more players, the harder to satisfy everyone in one group, let alone all groups in the world.
I'd think that since buying a whole AP would be a considerable financial investment, that before buying the product, I'd think it would be appropriate to discuss with a group how interested they'd be to play it. I think it'd even be fine to discuss minor spoilers, or for a DM to share their concerns, and/or lack of enthusiasm for running the AP for them (maybe this might lead to a discussion among some groups to switch to a DM that will enjoy running a particular AP).
I would agree, that if all of the players run PC's that are simple-minded, sans street smarts, goody-two-shoes, run with a DM who has every NPC from every nook and cranny popping out of the woodworks to betray, backstab, rob, lie, cheat, and molest them to the severest degree (ie. throwing the sheep among the wolves), then I'd doubt such a game could be entertaining. The PC's constantly "falling for it" without a chance in the world to spot the scam, particularly no matter how high they advance their levels/ skills, would be depressing.
As above posts mention, it's critical to understand the setting of Riddleport, and that an evil alignment will be common. It mentions that those trying to rock the boat end up dead on the temple's steps or as food for the fish. Savvy PC's should expect the unexpected in Riddleport, and that there's always something more to someone's friendly smile. I would think some players would love a shot to enter an environment filled with scurvy knaves to test their luck. Also, as other posts mentioned, even in Riddleport, not every NPC will be out to hoodwink the PC's. I think having someone in the party with social-based skills would be critical in interacting well with this AP.
I wouldn't think that detecting evil should matter when one would be flooded by positive targets. Everyone's got skeletons in their closets at Riddleport, and evil doesn't always mean axe-murderer. I would expect that reading Saul as evil should be expected by wise PC's. They should eventually come to realize that Saul's up to something, that he's not truthful, and might guess that they could be set up for a fall. Crafty PC's invested in the AP should want to start to pick up on motives. Sure, Saul is CE, but he does have motives. He's not simply backstabbing the PC's to do it. PC's will then want to know why, and might enjoy playing along to find out more. A player hellbent on simply engaging a killing spree of genocide to eradicate all evil-aligned NPC's should not be permitted in this AP (I'd suggest these types of shallow PC concepts should be discouraged in any AP with a plot beyond a glamorized hack-n-slash-fest).
I can think of some motivations: 1) Eventual contact with knowledge that Saul is a part of something bigger, and secrets/ knowledge is just as powerful as gold in Riddleport. Someone who wants prestige in Riddleport, will want to know the dark on Saul. 2) Maybe someone comes into Riddleport with an angle a la the movie Yojimbo or Fistful of Dollars. They have a noble heart trapped under a cloak of grime, and they pit evil against evil to save whatever good they can. So, they play along, find out the movers and shakers, and then make their own moves. 3) In a doomsday scenario, something out to destroy, enslave, taint, transform the world, would ultimately pose a risk to anyone not part of the primary antagonizing force. Since a better chance of survival might come with defeating the antagonist, the evil PC decides to disarm them.
If a group chews and stews over this AP over every possible angle and still not find any lasting potential fun with it, I think it'd be wise just to not buy it and save money for an AP that the group will enjoy.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Mike McArtor wrote:
David Jackson 60 wrote:
This book is awesome.
Yay!
Please do me (and by extension, Paizo) a quick favor and answer these two simple questions:
What is your favorite part of the book's contents?
What part of the book's contents would you have liked to have seen done differently?
Thanks!
Unless it's mentioned in a module, I was hoping for more on what lied beneath Droskar's Crucible below dungeon level two, and/or info regarding Drazmorg, and/or the connection to Raseri Kanton and the allips and forge-spurned in the secrets section. Otherwise, the Secrets section and all of the details for werewolves were my favorites.
I was also curious about page 41 regarding Karlae's role.
|
|
|
|
|
 |
 |
 |
|
|