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Recent posts by
Foxish:
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Vic Wertz wrote:
To that end, beginning with the Council of Thieves Adventure Path, the concept of the Player's Guide is taking a new direction. Instead of a guide aimed solely at players of the new AP, we're instead going to release Pathfinder Companion: Cheliax, Empire of Devils. This book will introduce players to Cheliax, the launching point for the Council of Thieves AP, and—just like the old Player's Guides—will provide them the background they need, as well as interesting new options for their characters, but we'll do it in a way that's more useful to players and GMs who are interested in Cheliax but aren't planning on playing the AP.
Tell us what you think!
I probably fall into a minority here, but I use a homebrew world rather than Golarian. So, a guide to Cheliax is less useful to me than a guide dedicated to the AP. The traits, feats, new equipment and whathaveyou are certainly worth having but, I don't see buying a guide for those elements plus 16 extra pages of material that has no bearing on the campaign I'll be running.
To put things into a context, the 16 page guides are a good tool for helping me translate the APs to my world of choice. They give me an idea of the geography and a broad sweep of the general character of the setting. I get the right amount of information I need at a reasonable price.
While I understand the need to support Golarian and cater to those customers hungry for more information about that world, I also have to consider the value I'm receiving on the money I spend. Which makes it highly unlikely that I would purchase guides in the format you describe...
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These would be my "trapped on a desert island" books:
-The Long Price Quartet, Daniel Abraham
-Shadowbridge + Lord Tophet, Gregory Frost
-Tigana, Guy Gavriel Kay
-The Dreaming Tree, C.J. Cherryh
-The Light Ages, Ian MacLeod
-Tales of the Otori, Lian Hearn
-The Girl in the Glass, Jeffrey Ford
-The Engineer Trilogy, K.J. Parker
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1) I'd love to see a good, old-fashioned war campaign.
2) The APs so far (even back to the Dungeon days) have been about stopping the powerful, ancient evil from conquering/destroying the world. I'd like to see an AP that turns this around — evil has conquered/ravaged the world and the PCs have to liberate/restore the world. The Original Trilogy of Star Wars, and more recently the Mistborn novels, do a decent job of this with minimal backstory. I'd love to see what the creative team at Paizo could do with this type story.
3) Less concretely, I'd like to see more variety in the types of campaigns each AP delivers. If the PCs stop the powerful, ancient evil in AP A, AP B should be about something different and AP C should be different from A and B. So on and so forth. While I recognize that "Save the World" is probably the easiest campaign to produce and sell, it's gotten repetitive. The Cagewrights, Kyuss, Demogorgon, Karzoug, Queen Ileosa, the Drow ... hasn't the world been pretty well saved by now?
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Cosmo wrote:
Foxish wrote:
Would you please cancel my order #948902. I've decided to go in a different direction and no longer need this product. Thank you and I apologize for the inconvenience.
M. Fox
Your book did ship before I got this notice, but I was able to stop th shipment and return the book before it left the building.
The difference being: The book was charged against your card and then returned.
Thanks,
cos
Thank you for your time and effort, it is much appreciated...
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Nicolas Logue wrote:
Honstly too Foxish, if you lost something, and someone returned it to you of their own accord, would you assume they stole it, or commited murder to get it back. I wouldn't. I've lost my wallet, my wedding ring, and all manner of accoutrements throughout my life and when they were returned to me by good samaritans who found them, I didn't grill them, I rewarded and or thanked them.
You're thinking in terms of yourself, and not in terms of being the Monarch of Korvosa. Think about it this way: assume you live in the United States, you find George Bush's wallet and want to return it. Isn't it a reasonable expectation that White House Security or the Secret Service would want to interview you to make sure you aren't a nutter or an assassin? Or that these security people would want to verify your statements to make sure those statements are truthful? Let's add that D.C. has just gone through a crisis. Isn't it another reasonable expectation that security in and around the White House would be extra tight? They aren't going to throw the gates wide open and let you stroll into the Oval Office. I could labor this to death, but do you see now where I'm going here? The events of Part 3 are completely unbelievable and incredible. I'm not attacking you; I think you're very talented. It's just that this adventure defies reason and common sense, in a negative way...
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the Shifter wrote:
Foxish, if you really want you can easily make up creative ways to work around this yourself; as it is, you sound like you're just asking Nic to be creative for you.
No, I stated in an earlier post I planned on writing my own adventure centering on the riots and finding the King's murderer. If I'm asking anything of Nic, its to keep in mind the reasons why I found this offering to be a wash the next time he writes an adventure. That at least with my group, a solid, logical story is better than a series of shambolic "sick."
I think what people are missing in my posts is that I'm simply pointing out that there's a considerable amount of illogic in the sequence of events and in how the NPCs are behaving. The hunt for the regicide is at the end of the adventure, not the beginning or even the focus. The Guard places their priority on the slaughterhouse and Eels End, not quieting the city or finding the killer. No one at the palace exhibits normal curiosity and asks the party when they return the brooch, "Where did you find it?" The Queen takes several weeks to realize that the King's death isn't going to blow-over and a culprit is needed to quiet things (I'll buy this if she's an idiot, but wouldn't that make for a poor villain?). On and on and on.
If I can't make rational sense out of the adventure, my players aren't going to either. In a nutshell, the adventure derails and unravels the moment someone asks a simple, intelligent question. As I said earlier, in order for me to have an adventure I enjoy running, and one my players enjoy playing, I find it necessary to ignore "Edge of Anarchy" and write an offering of my own. Maybe my comments help Nic improve down the road, maybe not. But I would hope that in the future, he puts more energy into making sure the progression of his adventures is more sensical and natural...
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Nicolas Logue wrote:
Also, if the PCs are returning the brooch, why oh why would they be branded as theives and liars. I could see this if they get caught with it on them, but not if they are voluntarily returning it. Weird.
It's weird that nobody in the palace would think to ask where the PCs found the brooch or how they got it? Or that if you boil the events of Part One down, they do come across as a bit odd? Also consider what the authorities would find if they wanted to verify the PCs story. The fortune-teller that hired them? All they find is a house that's been abandoned. A small-time crook and his goons enslaving children in an old fishery? According to the text of the adventure, the orphans scatter to the winds as soon as chance allows; all the paperwork in the office is meant to produce a veneer of legitimacy, just in case the authorities investigate; and the fishermen have no reason to suspect that the business is anything other than it appears to be. If the evidence doesn't support the PCs story, the authorities are going to come to the natural conclusion that something underhanded is going on. Killing Lamm and his henchmen only makes matters worse because without the testimony of the orphans, the authorities are going to assume that the PCs entered a business, murdered the employees and robbed the place. If you follow the natural chain of logic and human-behavior, the adventure completely falls apart. That's why once I have the whole campaign in front of me, I plan to produce an entirely different opening...
Congrats by the way on the new coordination position...
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Having only given the adventure a once-through and given I don't know how these events dovetail into future installments, my thoughts on "fixes" are:
1) Drop the brooch and Part 3. Personally, I found this area to be flimsy and non-sensical. Even if the PCs tell the truth, the story of how the party came into possession of the brooch would sound off, making the police suspicious. And, if they follow-up on the PCs story, all the cops are going to find is an abandoned house and a legitimate business full of corpses. The party comes across not only as pack of liars, but the evidence points to the party having killed the employees and looted the fishery, and upon discovering that the brooch was "hot," is attempting to return the thing in order to derive some gain from their failed robbery. The PCs are charged with murder and theft, imprisoned and the Queen gets her brooch back. End of adventure.
2) While the individual episodes are fine in isolation, together the whole seems piecemeal and unfocused. There's just no story or thread at all. Honestly, I plan to rubbish everything except Part 1 and the conclusion and rebuild the adventure around hunting for the "assassin." The alternative is to repurpose Part 2 to bring the PCs to the attention of the Guard. Part 3 and Part 7 get rubbished. Parts 4, 5 and 6 are repurposed around tracking the painter and possibly learning to doubt that she could be the killer. Otherwise, I'd say use a different opening to the campaign and carve Edge up for sidetreks or filler.
Its sad to say, but whenever I see the name Logue on an adventure, I immediately expect my workload to double. We know you can do better, lad...
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James Jacobs wrote:
Stuff like what you find in the Runelords and Crimson Throne player's guides will be in the Companions...
Thanks for answering my questions!
Am I to understand from the quote above that the free Players' Guides will no longer accompany the start of a new AP (beginning with Second Darkness and beyond) and instead, the content that would have been in the Guides will now be funneled into Companion?
Or will the Guides continue, and Companion serves as a more deluxe version for those looking for more depth?
Again, thanks for your time and clarifications...
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Erik Mona wrote:
1) Do you plan to convert to the new edition of D&D?
For the foreseeable future, the answer is no. I may cherry-pick here and there, but there's no incentive for my group or I to switch editions.
Erik Mona wrote:
2) If Paizo converts its RPG products to 4.0, how will that affect your purchasing patterns for our products?
I would ignore Gamemastery completely — the modules are too short to be worth reworking. I would maintain my Pathfinder subscription so long as the overall quality is good. Since I rewrite and convert the material anyway, mechanics are less an issue than compatibility with my game world.
Erik Mona wrote:
3) If Paizo does not convert its RPG products to 4.0, how will that affect your purchasing patterns for our products?
No change.
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Mary Yamato wrote:
It's much more of a problem if you run published material, especially APs but also long modules.
I've always found APs to be unplayable to begin with. That isn't a criticism of Paizo in any way. The simple truth is that the campaigns aren't written for me, my players or my world. So, I spend several months tearing each adventure down and rebuilding them from scratch. Granted, this isn't a solution available to everyone. But, to address the lack of equilibrium between PC levels and the requirements of a particular adventure, some revision is required. I would advise as you read through each adventure, make notes on what can be removed, what can be expanded and where you can insert material of your own. Do this specifically with the pace of the adventure and rate of advancement in mind. As I stated above, most combat in an adventure serves no other purpose than rewarding XP. Remove those and find other activities that are just as engaging, that slow the tempo down and offer a more comfortable rate of reward. I also talk with my players regularly for their ideas. Subplots that relate to the group but are still attached to the main story are a great way of keeping players invested while moderating the pace. Really, in short, the DM has to be the maestro and take control of the game. If the adventure conflicts with how you and your group want to play, change the adventure...
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Fletch wrote:
4) The campaign isn't nearly as generic as I'd hoped from the first announcement. Rise of the Runelords depends on a setting where a now-fallen kingdom once enslaved giants, fer instance. It's too set in its own history and...
I just treated the descriptions of the Runelord civilization as mythic hyperbole; devices used by storytellers to highlight that the Runelords were powerful, but not to be taken literally...
As far as my opinion of Pathfinder, it's reverse from how I felt about Dungeon and Dragon. I couldn't wait to read Dungeon from cover to cover. Dragon, I read that one article that interested me immediately, then approached the rest as the whim took me. With Pathfinder, I read the articles immediately, read the adventure portion when the mood strikes me and indifferently skim the monster section. This is only because I'm more focused on converting Varisia into my game world than running the campaign at this time.
In that regard, I'd like to see more space dedicated to fleshing out the locales and history of Varisia. My conversion work would be so much easier if I had enough information on the region to find substitutes or integrate the material. Without adding pages and raising the price of the book, I would argue for a slimming down of the monster section or making the section a feature that appears intermittently.
Overall, I highly enjoy the series and love finding each issue in my mailbox each month. I have no complaints or criticisms regarding the articles. I felt the adventure portions of #1 and #2 were excellent. HMM, however, was very a very poor offering (being piecemeal, indecisive and juvenile); one that I will eventually cherry-pick and rewrite before I run it. FotSG was a decent, workmanlike adventure — it gets the job done, but was otherwise unremarkable. Of the campaign so far, I would have liked to have seen stronger themes and symbolisms of avarice/vice run through each adventure, but that's only a minor criticism...
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The only way 4th ed. is going to flop is if the rules are unplayable, and the DI is expensive, unadulterated rubbish. But, even if the new edition is an abject failure, other companies will find a way to keep the game going. Whether it's 3.5, 3.75, a d20 variant, 4th ed. (revised), whatever.
My hypothesis is that this whole make D&D about WoW, minis and teenyboppers is a phase. I suspect WotC won't pull in enough new customers — especially from the demographic they're after — to replace those customers they are potentially losing. As a result, by 2009, they'll change rails, and be courting and catering to their traditional audience again...
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propeliea wrote:
I don't think you can clainm the NBA doesn't do well internationally. Maybe not US NBA games, but the international leagues sponsored by the NBA do extremely well.
The NBA also has a great record of interantional superstars. The Spurs are an international All-Star team without a single true US star beyond an aging Michael Finley. You add Dirk, and between he and Duncan, two of the top five current players are not US natives. Yao might make it 3 of five: Duncan, LeBron, Kobe, Yao, and Dirk being my clear top 5.
The NFL has the problem of requiring more cultural integration to suceed abroad. There are 22 positions and most require ubstationally different skills, especially at the professional level.
Baseball, I think is closer to the NBA, it does well in East Asia and Latin America.
Now it doesn't compete with soccer, but there's more inertia of displacing a global institution than superiority of sport versus sport. If you're raised watching soccer and deriving national pride from it, it's hard to see any good reason to switch.
I'm not talking financially, but competitively. I understand that American sports are very much a part of the American sense of identity, so they are very protective of them. However, it's difficult to make the case that American sports leagues and teams are the best in the world when those teams are unable to succeed against the best of what the rest of the world offers. There's a reason why Brazil is the superpower of football. There's a reason why New Zealand is the superpower of rugby. It's because those countries have sent their teams out into the world and won trophy after trophy after trophy. Can the NFL say that? The NBA? MLB? No, they can't. Until they make it over that hump and stop making excuses, they can't expect the global sports market to take them seriously...
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