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Erik Mona wrote:
Developers are to Pathfinder RPG products what directors are to films.
They're involved in concepting projects. They pitch ideas, participate in product brainstorms, take part in world-building discussions, create outlines, and determine the best freelancers to work on products.
They're freelance wranglers. They divide projects into assignments, contact and organize freelancers, oversee milestones and deadlines, stay in communication throughout the project, review freelance handovers, request revisions, and serve as liaisons to other parts of the company the freelancer might need to contact. Internally, they report on their experiences with freelancers and their work with the rest of the creative team.
They're accomplished game designers, writers, and editors. They review the work of freelancers checking to make sure their decisions are logical, interesting, and in keeping with Pathfinder game rules, world canon, and company philosophies. This often means reworking stories, revising statblocks, redrawing maps, adjusting/recreating rules subsystems, improving the writing, and creating new content whole cloth. Many of the words you read in Pathfinder RPG products are the writing of developers (and designers and editors).
They're bookmakers. They select what parts of the text will receive illustrations, write art briefs, work with the art staff to make sure text fits/fills every page, write credits pages/back cover copy/preview text, answer all questions relating to their projects (from editors, art staff, or others), and solve any of the countless problems that might arise at any step of the book creation process. They do all this while striving to keep to the march of our varied subscription lines.
And a thousand other things. A developer helms the organization and creation of content for nearly every one of our product lines—Pathfinder Adventure Path, Campaign Setting, Modules, Player Companion, Pathfinder Society, etc. Additionally, they're all active on these boards, attend and run games at conventions, and help chart the course of the Pathfinder world. They're advocates for the Pathfinder game, representatives of Paizo, and active agents in making the gaming community more exciting, engaging, and welcoming.
Rob McCreary, Mark Moreland, Adam Daigle, John Compton, and Owen K. C. Stephens are among the most clever and creative game makers I've ever met, and among the brightest and most dedicated people I've ever known.
We're expecting a great deal from Linda, but even though she's barely been here a week, I'm 1000% convinced she's going to blow all our expectations completely out of the water.
So noted! That sounds like a great fit for a "Devils Revisited" book down the road.
Will we get specific half-fiend (devil) templates for each core devil in this manual?
Have we done that for any of the outsider races? I would kind of hate to lose the flexibility of the half-fiend template by saying "You're related to an X so you always have to have Y."
I think there's more magic and possibility relating to the offspring of planar beings than simple genetics.
Alex Smith 908 wrote:
I'm mildly confused as to what this will actually contain. Will it just be prestatted NPC monsters like Dragons Unleashed or something actively detailing the entire plane of Hell?
Presenting encounters similar to past unleashed projects and detailing more of Hell aren't mutually exclusive. While we're not traipsing through every layer, I expect you'll have a far better idea of how to include Hell in your game after this.
You're getting someone you've heard about from your grimoire readings. It's also probably one of the Infernal Dukes I've talked the most about—excluding Asmodeus and the Archdevils.
For all your country-related adjective and demonymn needs, check out Pathfinder Wiki. Mark keeps it updated with those straight from the Paizo styleguide.
In this case (combining answers from above),
Charlie Bell wrote:
I'd say it is for all the reasons you pointed out.
James Jacobs wrote:
Stop that. -_-
We've worked with Wayne for more than a decade and trust not just his artistic skill but also his fantastic insight into real-world arms and armor. While we very deliberately choose the genders, races, ethnicities, and general weapons and armors of new iconics in-house, Wayne is very much a creative partner in the creation of these characters. Less is usually more when it comes to ordering art, and in the case of art briefs for new iconics our descriptions typically include little more than what I already mentioned, and a sentence or two more of class particulars and other elements we're trying to highlight. Then Wayne does what makes him one of the best in the biz. We sometimes make minor tweaks upon seeing sketches, but more often than not we don't. Turns out Wayne knows what he's doing and getting a new piece from him always causes considerable buzz.
In Shardra's case in particular, we didn't ask for a dwarf-themed headdress, jade dagger, censer, etc. Dude knows the game, the industry, and his craft, and the results endlessly impress.
(You guys know Crowe, the Iconic Bloodrager is his Curse of the Crimson Throne Pathfinder character, right?)
Crystal Frasier wrote:
Crystal Frasier wrote:
Lissa ninja'd me on this, but yeah... I'm not only the creator of Shardra, I'm also a fan.
*Spams "favorite" button*
Ross Byers wrote:
And obviously problematic.
It's something we've addressed additively and will share more on soon.
We had a lengthy discussion about Damiel in the lead up to defining our new iconics. While Damiel made an okay option if we wanted to retcon one of the existing iconics into a transgender character, it would be a retcon. Also, if you read Damiel's backstory, you'll see he's not necessarily a nice person, and that he's on pretty shaky mental footing. That's not the way we wanted to represent our first transgender iconic.
Rather, than trying to shoehorn an iconic into a role, we opted for a specific, strong, and positive characterization. Something Crystal has achieved here brilliantly.
All that being said, alchemists would make strong choices for characters with similar backgrounds. You'll see why when the Advanced Class Guide debuts.
Liz Courts wrote:
There's no evidence of that...
I might have started this whole thing with Pathfinder #6. At the time I was quite taken with similar hidden credits page messages that Privateer Press had slipped into the Witchfire Trilogy. Having one in every Pathfinder volume seemed like too much of a chore, but having a special "post credits" message at the end of the whole AP felt very cinematic.
I didn't expect it to become tradition, but I'm glad it did. :)
Hi Wes! I just wanna let you know that I very much look forward to seeing this article. I've had numerous PCs die in my game, and I gave each one of them an "afterlife" scene.
Those sound awesome! And this article shouldn't muck with that great idea at all!
This is one of those rare articles that is very "secret history," as in very not information every commoner and guard in Golarion knows—or cleric and sage for that matter. It all also happens on a scale that involves extraplanar erosion, so it's not a process that makes any sense to measure in scales as fine as centuries.
I expect a lot of folks are going to have questions and assumptions, but the big part to get across for me is simply, don't let knowing how the system works screw with any of the awesome stuff you're already doing with it!
Ha! I remember seeing that when someone thought it might be heralding something Arcadian, and figured it would be a monster for Mummy's Mask. Never imagined it would be a 0-HD race, though.
Yup! There's a lot of eager will-be Arcadians out there, so any hint gets the rumor mill started.
As I said, now you've got me torn on what to do with the Adam Warlock analogue I've been tinkering with for a Guardians of Golarion style team.
Decisions, decisions. Part of the inspiration for the look of these guys was the Guardians episode of Avengers: Earth's Mightiest Heroes, which Warlock is in. And he's SUPER cool in it. Enough that I was like, oh, we need some of that in Pathfinder.
Also, I echo the sentiment on the River of Souls article. I haven't had a chance to examine it in depth, but on first glance, it looked really cool and informative. It might also help in clarifying some things for a sort of "soul transmigrational" adventure idea I've had in mind for some time now that was inspired by stories of Egyptian pharaohs being buried with their servants to assist them in the afterlife.
Sounds cool! Be sure to let us know how it goes as soon as you've got it together!
archmagi1's review wrote:
The post adventure material, though, is where this volume really shines. The River of Souls article is the most comprehensive study of fantasy death and afterlife that I've ever seen. Golarioverse's cycle of positive energy to soulstuff to outsiderstuff to planestuff to maelstrom energy is thoroughly explained and even has a few handy charts to help intrepid adventurers with ranks in Knowledge: Religion and Knowledge: Planes explain it to the Fighter!.
This is one of BEST reviews of this I could have hoped for. Thanks a ton man!
I was just flipping through this article yesterday and was like "How is this only 6 pages long!?" I researched, wrote, and rewrote so much on this to get it just right and assure it's a perfect launching pad for...
For what I want it to be. ;)
I think I'll put together a blog post with the River of Souls map up in the next few days. That piece is awesome and needs a good show off now that it's finally out of my notebook.
Advanced Class Guide Preview Schedule Update!
Look forward to the Meet the Iconics story for the iconic skald tomorrow.
Next week, we might be previewing the brawler... or the shaman... or something else. Who knows? Certainly no one here has said.
There's nothing else to see here. Carry on.
pH unbalanced wrote:
Wayne's fantastically knowledgeable about ancient and medieval weaponry—likely having something to do with living within spitting distance of the Leeds Armory. More than once I've seen him explain and demonstrate the freedom one would need to wield a massive weapon with any sort of speed and flexibility. It's pretty fascinating, but more than that, it's something he thoroughly considers in his designs.
For my piece, I didn't feel any more or less restricted in my mapping for this project than any other. Paizo only publishes dungeon maps in adventures as either full-pagers or half-pagers—there are always those specs on projects, you simply don't see us printing round maps or page-and-a-half-sized maps. If adventures feel like the designers have complete control over their medium, I rather think that speaks to the strengths and professionalism of the designer, not to their having carte blanche to do as they will. As I recall, the only additional specs added on for the Emerald Spire maps were to use 5-foot squares and to create a single level (no split levels), which didn't feel that outlandish. Heck, I seem to recall we even got graph paper of the proper size.
As with any project featuring this many participants you might be able to notice designers' particular strong points from level to level. Some designers are amazing storytellers, or encounter designers, or trap builders, or cartographers. As such, you might notice their particular strengths contrasted by their fellow authors' strengths. In effect, that means you're going to see the work of some awesome map makers next to the work of designers whose strengths lie elsewhere, or whose tastes are radically different. You're going to see some real old-school work in here—as there are a few real old-school authors—next to the work of those with more radical sensibilities. Readers are sure to find their favorites in the mix. But, at least for me, that's actually part of the appeal of an exquisite corpse project like this. It's the variety that makes experiments like this so interesting.
For folks who haven't seen the maps yet, I'll ask Owen to preview a couple in this weekend's Emerald Spire blog. I've also just posted the sketch I did for my dungeon, level 10, the Magma Vault, on my personal Tumblr here. It's not Jason Engle's awesome final map, but it suggests what you can expect in the awesome final piece.
(You can also check out more about this level, the Magma Vault, and some art from it in this past weekend's Emerald Spire preview on the Paizo blog.)
Overall, I think the breadth of talents featured in the Emerald Spire will make it rather difficult to generalize on any level. I think some folks are really going to love that and, beyond using it as a fascinating adventure, will find it chocked full of adventure design insights. For those who like the formality and unified tone of a single author adventure, though, might I recommend...
Cool. Will there be a strong backstory for the Emerald Spire, like who built it how long ago and why in the module or just stuff hinted at and referenced in generalizations, nothing spelled out exactly.
It's a complete adventure (series of adventures) with a complete background and plot.