|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
I never cease to be amused at how folks dig in to every little word we drop to try to interpret anything we type as clues as to the future.
Makes it hard for us to use certain words.
Or bow. (The one that rhymes with drow.)
Or bow. (The one that doesn't rhyme with drow.)
Or phantom-powered dreadnought-launching mountains. Now admittedly, that last one is several words. But you get my point.
Steps back to cackle at the mayhem to follow...
Suppose I want to design a mansion as a dungeon. What would be a logical room setup What would be a fun one?
I'd start by looking at real-world mansion maps, and augment them with mansion maps you've seen built for RPGs. We've done a LOT of them in Pathfinder before... the one in the 2nd Council of Thieves adventure comes to mind.
As for what would be a fun one? Haunted mansions are the best mansions! And now the one in "The Skinsaw Murders" has come to mind.
There are not. Mostly because I find the concept of a "lava gnome" to be silly.
Cole Deschain wrote:
Which deity who does not yet have a "full" Inner Sea Gods-style writeup (like the one Moloch just got in The Inferno Gate) are you most anxious to get out into the wild? With the core pantheon and a lot of the lesser-known deities already covered in either Inner Sea Gods, Inner Sea Faiths, or various AP volumes, just sorta curious.
Oh, no, wait. He's already written and coming soon in Strange Aeons.
Ashava, then. She's unlikely to get any full writeup love anytime soon, alas...
Hello James, I was reading through Valley of the Brain Collecters for the 4th time and after that I read Lands of The Linnorm Kings, and came across an interesting passage and so I was wondering, is there a Darklands Dominion of the Black stronghold located beneath the Ice Spire?
Wow... well done! I think? Yeah! Well done!
1) I really REALLY wanted to completely ditch the "dire" bit from animals with the exception of the dire wolf, and just go with the prehistoric version of the animal in question. Dire wolves were real. Dire tigers were not. I wasn't able to get my way 100% but was able to get the real-world names in there where appropriate so that we can call them smilodons or daeodons or whatever and not confuse folks. As for book names, we deliberately did NOT want to ape D&D's names, and not just because that would of confused customers and probably gotten us sued by WotC. We wanted to build our OWN books, from the title on down.
2) Call of Cthulhu. Gamma World. Dread. Star Frontiers. Shadowrun.
3) No idea. Internet evolution is inscrutable, I guess.
5) I personally prefer Archives of Nethys. I do like that they are up to date, but even more, I like that they include content from beyond the rulebooks. That's something I've always kinda regretted we don't do at the PRD.
6) Yes, and in all cases for the best of the product and to promote inclusivity and diversity and to fight against sexism and racism and homophobia and transphobia and other forms of hateful ignorance.
7) I didn't do the initial design of the swashbuckler (as I did for the alchemist and gunslinger), but it IS in the book because I pushed for it HARD (the design team was lukewarm on the idea initially), and I did have a pretty strong hand in giving the team feedback and advice on its design. Although it wasn't designed by me, I do feel that it was my pet project, since I'm 99.9% sure if I hadn't championed it, it would not have been in the book.
8) On average, not often at all. The bulk of Golarion's people are low level folks with 1 to 4 levels in an NPC class and don't travel much at all.
9) Keep up with the thread! It's a constantly growing leviathan! But if you have some free time... hmmm... plant a tree?
When the first boss monstered out? Panic, followed by fear and delight, followed by YOU DIED.
Will there be any other support for mythic adventures than the World Wound AP?
We've used Mythic several times in adventures since then to create unique foes, and have done mythic creatures in bestiaries and other mythic options in a few player companions... but a full-on mythic themed adventure isn't something we've got on the schedule. You can certainly still use normal adventures with mythic characters though, either with a little work or by using characters of lower level than the adventure's recommended one or by running the game for only 1 or 2 mythic characters if you have a gamer shortage.
Eew... if it's a 3 minute drive home, I'll just stay at work until that crazy traffic dies down. Or. You know. Just walk home.
My favorite character type in Mass Effect is a sniper techie who can tinker but also is good at being diplomatic/manipulative. As for stores... not sure.
Fair enough. I meant to say the only one producing "official" epic content (since the comment that sparked MY comment was about Wizards not supporting epic—which is not correct, since Dragon and Dungeon were their magazines), but your point stands.
As my previous post provides plenty of examples, we were NOT anti-epic in the 3.5 days at all. In fact, Paizo was more or less the ONLY place producing epic content at all.
When we switched to Pathfinder, we were more interested in exploring a different solution to the question of "how do you tell over-the-top" stories than using epic level rules. Mythic is our solution to that.
Also... (developer vs. designer terminology rant)
remember that in tabletop RPG industry, a developer is not the same as a developer in the video game industry. Here, a developer is someone who takes an author's text and develops it into publishable material. That may entail a light edit pass and rules work, or it might entail full-on re-writing of the material. A designer is someone who creates new rules content for the game, usually in a way that's world-neutral. Anything that a designer creates is then developed, in the same way anything ANY of our authors create is developed.
For tabletop RPGs, a designer is not a developer, and a developer is not a designer, although a lot of the skills a designer needs are used by developers.
Liz Courts wrote:
And in Dungeon #92, there was "The Razing of Redshore," an adventure I wrote for 20th level characters that was specifically designed to serve as a transition into epic level play.
And then in the next issue, in Dungeon #93, we published James Wyatt's "The Storm Lord's Keep" which was a full-on epic adventure.
And finally, the last adventure of Savage Tide, in Dungeon #150, is likely to have the players reach 21st level before all is said and done.
And over in Dragon, we published a fair amount of content for epic level play, starting with an article I wrote for Dragon 297 called "Sentinels of the Shoal." Which ties in to "Razing of Redshore" in a lot of ways. Dragon would continue to periodically do epic level content for GMs and players a like... every one of the many Demonomicon articles I wrote for dragon contained an epic-level stat block for a demon lord.
It's true that WotC didn't produce much epic level support content, but Paizo did a fair amount of it back in the day.
Drahliana Moonrunner wrote:
Absolutely. The "fantasy world" is written by humans and read by humans, and that's important to keep in mind. PARTICULARLY for us who are creating the game, and who place the goal of making inclusivity at the top of the goals for creating and developing the world.
Graeme Lewis wrote:
I actually didn't work on that volume—the only one I did work on was part 5.
BUT as I understand it, it's a bit more complicated than that...
Binding yourself to Thrune puts your soul in escrow, sort of, for as long as your duty to Thrune lasts. Once you finish that duty, your soul is yours. This allows evil characters to sell their souls to other entities, or allows clerics to worship a non-Asmodeus deity without losing their powers for pledging their soul elsewhere. If you fail to finish your duties before then, it's up to Pharasma to figure out who does get your soul. There's more information in the upcoming volumes, but if you want a more detailed answer, you should ask Rob.
Correct. Zombies, skeletons, and other mindless undead don't actually use a whole soul to "power" the undead; it's just a fragment. That's why they're mindless.
There could be other situations where you can make multiple undead from a single body too, but doing so won't destroy current undead that already exist. It splits the soul up among the various undead as needed, with no loss of power to any one undead creature. It's rare, but you can't really destroy one undead creature by turning part of its remains into another undead creature.
That just gives you more undead to fight, as mentioned above.
Archpaladin Zousha wrote:
Not in my opinion. That's MAYBE closer to an alchemist's point... but even then, you can't apply science to explain how a mutagen works any more than you can use science to explain how a fireball works. Or that is, you CAN, but then it's no longer in the fantasy genre, but the sci-fi genre. Doing so changes the whole flavor of the game.
Thomas Seitz wrote:
Yes, absolutely. I've actually tried some of those gold box games within the past 10 years, and even then they haven't aged all that well... Eye of the Beholder actually has a wide range of colors and sounds and stuff, plus has less micromanagement of things. I love the gold box games, don't get me wrong, but it's really hard to go back to them.
All those Adventure Paths happen close together ONLY if they do in YOUR specific game. They aren't at this point assumed to all be happening one after the other. They can happen (or not happen at all) in any order you want for your game.
I wouldn't nail it down, since intent maters as much as anything. If the spellcastter was obviously freaked out and apologetic and uncomfortable about casting an evil spell, it might take four or so before I'd shift the character's alignment closer to evil. If the spellcaster was blasé about it or eager and amused by it, the shift might happen with a single casting. The actions of the player casting the spell would be as much a decider as the spell itself.
Regardless, it wouldn't take many castings.
Lacunafex is a word I made up, taking the word "lacuna" (a missing portion in a manuscript) and adding the suffix "fex" (which means "maker") to create something of a "Creator of mysteries" type name. Which works well for a secret society of spies and messengers; the idea being that there are secrets that they trade in that without their aid would be missing knowledge. Anyway... the word would basically mean "makers of secrets" or some such.
If one of the PCs is an Aulorian, I think your best bet is to change Marquel to a different family so as to prevent unnecessary complications. If you want to keep him as an Aulorian... that opens up some interesting complexity to the encounter, PARTICULARLY if the PC Aulorian is in good standing with her/his family... I wouldn't go that route, frankly, unless I specifically wanted to build that sort of growing schism between the PC and the family from the start.
Cole Deschain wrote:
Ah; thought so! Thanks!
That was Mike McArtor's idea. Shelyn was mostly his invention at the start but has since been expanded upon significantly by the rest of us. Zon-Kuthon was mine from the start.
I love cats, but don't hate dogs.
Ferrets are kinda smelly; not super fond of them.
Most birds birds are awesome. Crows and ravens are SUPERCOOL.
Small rodents are fine, and rats are awesome when they're not being pests.
Monkeys are noisy and smelly.
Snakes are GREAT.
Iguanas and all other lizards are tied with cats as my favorite animal.
Some fish are cool, most are DELICIOUS.
Along with cats and lizards, add tuataras and crocodilians and octopodes to my favorites.
1) Southern Garund.
4) Yes, but probably a different ethnicity
5) No more than humans. They likely have a deity or a religion or the like that helps them understand their source, but we've not explored that much at all.
I was just reading Demons Revisited and came upon the mention of a half-succubus and saw the template. Can a half-succubus be any alignment?
As with any half-demon, a half-succubus is more or less under the same restrictions as any half-fiend. The vast majority of them are evil (chaotic evil in the case of half-demons like this) but there can be exceptions.
Those numbers are left vague so that you can adjust them as needed to provide the challenge you need for your party, but at minimum I'd say that there'd be a CR 2 worth of Dottari on each floor (so, three 1st level Dottari Guards per floor). For leaders, I'd go with the stats for the Menador soldier on page 29 of "Dance of the Damned", or even a Dottari captain from page 27 of "A Song of Silver."
Feel free to mix and match as you need, though!
Redbeard the Scruffy wrote:
The top five things:
1) Don't be afraid to try things that the rules don't cover.
2) Respect the GM's call on how rules work.
3) Work together as a team—you and your fellow player characters should be allies. You don't have to be FRIENDS, but you should be allies.
4) Don't interrupt other players, and don't distract other players, and pay attention (don't surf Facebook on your iPhone when it's not your turn).
5) Take notes! At the very least, write down the names, races, genders, and clasess of your fellow PCs until you know who they are.
Cole Deschain wrote:
Not really. I'm pretty pleased with how it all played out.
No facepalming here at all. That's a fine set up, and again, taking cues from the Souls series for Geb is pretty spot on as far as I'm concerned. It's a fine set up for a region—it's obviously not the same as what we've got going on in canonical print Golarion, but if it works for YOUR Golarion, by all means go with it!
Purple Dragon Knight wrote:
That'd probably be Desna, with Sarenrae coming in a close second. Desna was in fact the FIRST deity I did much flavor creation work for in my campaign setting other than just having a name, so she's the one I've had my head wrapped around for the longest. TECHNICALLY the deity in my setting that's the absolute oldest (and was the first one I invented for my homebrew) was Yamasoth, who now exists in Golarion as a Qlippoth Lord.
Catfolk are very uncommon in Tian-xia. The cat people there are likely more akin to much more humanoid with a few cat features (ears, tail and that's about it) if there are any at all, and they're more tied in to the spirit world a la kami or kitsune. In short, they'd be an entirely different race.
1) Southern Garund
2) While some cities in Southern Garund feature a larger population of catfolk in a cosmopolitan setting, there are no such areas in the Inner Sea region.
3) They'd probably assume the catfolk was a lycanthrope or some sort of weird outsider. They would be unlikely to recognize a catfolk for a catfolk unless they'd spent time living in Garund or Absalom or had a few ranks in Knowledge (local) to know about them.
How you have locals react to unusual PCs like this is up to you. If you don't want it to disrupt the game, feel free to just assume that in your Golarion, catfolk are more widely known and thus won't cause a scene by walking down a street. If you allow a PC catfolk, then you pretty much SHOULD go with this version of Golarion unless you and the PC talked it over and agreed that playing a true "weirdo" would be fun. In which case, be prepared for many game sessions to take longer than you planned for as the catfolk has to deal with prejudice and fear and curiosity each and every time they go to the store or the tavern or walk down a street.
I've actually not done a lot of thinking about Mechitar, honestly. I kind of think it works better for mid to high level players due to the large numbers of powerful foes there. I think if I were to start working on developing stuff here or anywhere in Geb, I'd end up looking a LOT to the Dark Souls series of games (along with Demons' Souls and Bloodborne) for inspiration; those games have a GREAT feel for immense gothic cities inhabited by the undead.
The Doomkitten wrote:
The part of a video game that appeals to me the most is its story or atmosphere. Story focused is more interesting than an open world that's all empty. As super awesome as Skyrim was, I prefer Dragon Age Inquisition as an example there.
For an RPG, equally important is deep character customization, along with lots of fun NPCs to interact with. If you don't let me play a female character, chances are VERY good I won't play your game unless the rest of everything is so over the top outstanding that I'm willing to forgive you for that. I generally don't get hung up on replayability. If your game is fun, I'll play it more than once... but honestly, there's so many video games out there these days that replayability isn't a big deal for me.
I'm running Temple of Elemental Evil; just had our first PC death there.
I'm playing in a Hell's Vengeance game—we abandoned our Way of the Wicked game 2/3 through book 2 and restarted more or less with Hell's Vengeance after things kinda bogged down with book 2 of Way of the Wicked.
I'm playing in a Mummy's Mask game as well, which started after a TPK in our Skull & Shackles game.
That's it for now. I had to recently cancel my Horror on the Orient Express game, but am looking to restart it soon, probably not until after Paizocon though. And I'm also considering starting a Star Frontiers game.
I got started when Jeff Alvarez mentioned he was going to try a high-protien regimen under a nutritionist/coach and went with him. He didn't have NEAR the amount of weight to lose that I did, but we both stuck with it... took me a lot longer than him but I got there. The key was the combination of tracking every meal, having the TYPES of food you eat be controlled, and having to come back every week for a weigh-in and check up. That last bit, being accountable, is huge.
What's kept me motivated to keep the weight off is the simple fact that being heavy is no fun. It's unhealthy, makes it hard to move around, forces you to not take part in certain social activities, makes you have to pay more for clothes that are already harder to find, humiliates you when you don't fit in an airplane seat or in a booth at a restaurant, etc. etc. Having lived with all the inconveniences of being heavy, all I have to do is to think about how my life was then when I start to see weight going on again, and that's what it takes to get me to focus more on eating healthy and hitting the gym more often. OH and that's another thing. Staying active by going to the gym lots (I try to do 5 times a week, but I was sick with the flu a few weeks ago and it threw me off-schedule) helps a lot, but when you're heavy, not only is it harder to work out, it's more dangerous; sort of a catch-22 of "I can work out to get healthy but the chances of hurting myself because my body can't take the workout means that working out might actually make things WORSE..."
1) It was enjoyable, but this season's better.
2) I think it's one of the best animated shows ever. It and Archer are my current favorites in that category.
Alexander Augunas wrote:
Very well done!