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Prince of Knives wrote:
Not well enough.
There IS at least one good matriarchy on Golarion—the nation of Holomog is the largest and most powerful human nation on southern Garund... and possibly on all of Garund, and it's a good-aligned matriarchy. We haven't done much with Holomog yet simply because we haven't done much with southern Garund, but I do want to do something with it some day. I'm relatively sure there are others out there too.
The Shaman wrote:
I am actually quite curious - how many people would consider it a dealbreaker if there were (relatively minor) stat adjustments for males and females of all or most races? I think one of the early D&D editions had those... probably AD&D (the 1E version).
It'd be a dealbreaker to me.
Early editions of D&D didn't have stat adjustments for geneder, but they had something that's arguably worse—stat maximums based on gender, or more precise, stat maximums if your character wasn't a guy. A woman could never be as strong as a man in AD&D.
Probably the most important way the game has matured/evolved over the years is that it dropped that silly bit.
Prince of Knives wrote:
When I'm designing for Golarion, not all that difficult at all.
When I'm developing work from some authors, quite difficult, since some authors don't realize their male privilege is showing quite so blatantly when they write.
What "gender equality" means to me is kinda complex, but you can look at the gender mix in our deities or our iconics to get a sense of the tip of that iceberg. In terms of setting design, it basically means that it's important to look at every NPC and decide if that NPC needs to be a man or a woman or whatever, and to try to keep an equal spread of genders represented across all NPC types, be they villains or heroes, victims or persecutors, monsters or humans, etc. And as good as you think you can do, and as unbaised as you hope you are... you can always do better—and it helps to have folks other than yourself read and edit the work you do to bring new perspectives to things.
That said, there are cases where there is NOT gender equality, particularly in certain societies (drow, gnoll, orc), religions (Kostchtchie), races (harpy, hag, satyr, xill), and the like. In those cases, the gender dominance tends to be a key part of things and a defining element of that society, religion, or race. Writing about gender inequality is not the same as promoting or supporting gender inequality, any more than writing about depravity is supporting depravity. To paraphrase Ebert in his 4 star review of George Romero's "Dawn of the Dead," "A movie can be about depravity without being depraved."
Personally, though, I tend to err on the side of more female NPCs in my writing than male NPCs, particularly when it comes to positions of power or prominence in a story line. Thus, for Burnt Offerings as an example, the mayor of the town is a woman, the primary villain of the adventure is a woman, the most significant PC ally is a woman, etc. Pretty much because I try NOT to fall into the trap of only writing from the viewpoint of a man writing in a society with a lot of male-dominated issues and influences. I like to think of myself as a feminist, I guess, but I kinda get nervous claiming that because I'm a man. It's complicated, in other words, and I hope that does at least a little good in there somewhere to answer your question.
1) Maybe. Not without disadvantages, I suspect. It's certainly not intended to be something most humanoids would desire.
2) Nope. Space travel enables Iron Gods, but is not a PART of Iron Gods. What we do with space ships will be largely handled as part of the adventure backgrounds and location features, not as specific rules PCs can use.
3) Probably Gen Con, but the actual timing of that is up to Erik, not me.
4) We'll have more about it later, but you can infer plenty from the fact that it uses the same naming scheme as something like "People of the North" and NOT "Blood of the Moon."
5) We haven't announced any yet, but the office of expectation management suggest you not anticipate any more monster revisited books anytime soon.
6) It varies from kaiju to kaiju.
7) In the core rules, no. It's worded like the cleric is in the core rules. On Golarion, yes, I hope tehy will. Another battle lost by me.
Matrix Dragon wrote:
I have to say that I find it kind of odd that Saventh is listed as 'only' a fighter 20/champion 6 considering that she basically defeated a god single handedly. At least, the more recent descriptions of Ydersius make him sound like a god rather than a demigod.
NPCs get to do things PCs can't.
Jeffrey 'Zerzix' Swank wrote:
James, as you create monsters do you ever sit and think to yourself, "when we cross the line to the boundless and hideous unknown—the shadow-haunted Outside—we must remember to leave our humanity and terrestrialism at the threshold..." ?
Nope. Usually it's more like "Oooh... this monster is really cool!" when it gets that far out there.
Would the Empire from Star Wars be able to conquer Golarion or would magic be the deciding factor? Now, this is conquest, not destroying (so basically no superweapons). I could see a couple of(meaning at least a dozen) AT-ATs taking on the Tarrasque or maybe Treerazer, although Cthulhu might take orbital bombardment to clear up. Would those foes even be able to be killed by Imperial technology?
That depends on who was paying the bill to produce the crossover. If it were me, then no, the Empire would fail miserably and be crushed by Golarion.
Making our adventures actually entertaining and fun to just read is one of the most important parts of my job. In fact, at times, I think it's THE most important, because if something's not fun to read... why would someone read it? And if someone doesn't read an adventure, they're certainly not going to run it.
I subscribed to Dungeon magazine from issue 1, and while I ran a lot of adventures from those pages, I suspect the total of adventures I actually ran from Dungeon is close to 1 percent overall. Maybe 2 or 3 percent. But the ones I read? Much higher... not 100% but close.
Reading adventures and not running them is, as far as I am concerned, a perfectly good use of an adventure and justifies the money spent. At the very least, they're enjoyable to read. But even if you don't run an adventure, the ideas it sparks will help you run your own games. There's not really a better way to expose yourself to new ideas and concepts as far as creating your own adventures goes than reading adventures written by others.
The warpriest in the ACG is heavily implied that he needs to worship a deity, but since the core cleric has the language that allows a non-deity cleric to exist, that language got grandfathered into the warpriest. My preference will be to say that warpriests must worship deities on Golarion though since they descend from clerics.
Demon lords are demigods, so one would think they would have to follow the divine rules as well. But again... those rules are not written down (on purpose) so we don't know all the permutations or loopholes that exist (again on purpose).
I really want to keep all the "rules" about how and why the gods do what they do undefined, frankly, to preserve the fact that they're GODS and as such are beyond mortal ken.
Generic GM wrote:
1) Nope. The best match for a white walker or an other would be a plain-old wight. Maybe one of the variant wights. For tougher ones, add fighter or ranger class levels.
2) Just off the top of my head...
3) Not gonna say.
Jessica Price wrote:
She would absolutely not reject a tiefling paladin.
And yeah, I suspect that the original use of the word "spawn" was just flavor meant to refer to fiends in general.
It's not meant to mean that she is intolerant of all tieflings at all, but neither should one assume that tiefling worshipers of Iomedae are common. They aren't. They do exist though.
And remember, in pretty much ALL CASES where we present something about a religion or organization or race that approaches hyperbole, that's usually meant to refer to NPCs. PCs break rules. That's part of what makes them, in-world, unique characters.
1) Brigh is and always has been a demigod. It's not a misprint.
2) There are always exceptions. She allows tieflings as worshipers, but they're very rare, and they have to be EXTRA devout and serious about their faith, pretty much. All that means that there's no reason a PC can't do this, but don't expect to see many NPC tiefling worshipers of Iomedae show up in print ever.
4) Not necessarily. Taken another way... If she's that old, and she's humanoid, wouldn't that explain a lot as to why that shape is so common in the multiverse?
5) Nope. I have very specific plans for what it/he/she is and those plans are still far from being ready to be revealed.
6) If not in print, it's certainly implied.
7) Depends on if we want to tell that story. At this point, we have no public plans to do so.
Lord Fyre wrote:
You either end the campaign there and start something new, or you keep going and build an entirely different adventure for the PCs. Hopefully, by the time you get tot he end of the 2nd adventure, you know your players well enough to know how they'll take that answer and be ready for it.
Or even better, you adjust and sculpt and manage expectations during those 1st 2 adventures so that the PCs end up WANTING to help in book 3.
It's certainly an awkward transition, and one that if I had a time machine I'd go back and fix... but I don't so I can't so that falls to the individual GM to tackle.
Justin Franklin wrote:
Figure out a way to build robust rules that don't shunt your character sheet to the side. I want a mass combat game in Pathfinder to be one where you NEED your character sheet to play, because that's the game Pathfinder is. Subsystems that don't really involve your PC are less satisfying to me.
The mass combat system should be easy to learn but difficult to master, and should have a wealth of expansion and customization without being overwhelming and impossible to learn.
I'm not sure it's something that can exist, in other words.
The ability to cast 3rd level spells in this case does NOT mean spell-like abilities.
That's an unfortunate side effect of a FAQ entry, and frankly, we should re-evaluate that FAQ entry since spellcasting is NOT the same as spell-like abilities.
James, what do you think Sandpoint would look like in 100 years in the future from the current setting?
(For questions like "What would X look like in Y years?" I generally answer evasively, because that's basically asking me to reinvent the campaign setting and that's beyond the scope of what I have time for in this thread.)
It probably should be FAQed... but frankly, I think you SHOULD be able to summon flying creatures in flight. That's the point of them being able to fly.
Summon monster isn't meant to allow you to create "bombs" is all. That type of effect is certainly possible (if kind of silly), but it'd need to be its own specially-researched spell, set at an appropriate level where the damage it does is appropriate. AKA: The spell's level isn't set by the power of the creature, but the damage it does when it lands on you.
Steven "Troll" O'Neal wrote:
But Numeria is a part of Golarion, and it's a science fantasy setting. Therefore, the pizza had chocolate all along, you just hadn't bitten into it yet.
A better analogy is to think of Golarion as a big supermarket. Not everything in there is to any one person's liking, but you shouldn't eat everything in there anyway.
If it helps put things in perspective, it might be good to remember that a fair amount of Paizo's employees, including us developers and editors and artists, are LGBT. So it's as much us writing and creating a world that WE want to game in as anything else, in that regard.
Sorry if it feels overbearing to some folks, but I really believe that the good it does to be inclusive with our NPCs vastly outweighs any impact to the financial bottom line.
And that's the absolute right way to handle it.
But don't expect us to change our vision of Golarion to match, is all I'm saying.
The fact that folks can change and adapt as much or as little of Golarion as they want for their campaigns is, in fact, pretty much the entire point of the world. It's why we made the setting so compartmentalized. If you want a Golarion where orcs aren't 99.99999999999% chaotic evil, then it's easy enough to excise or adjust Belkzen and presto, you're done! The other 45-some regions don't really need any adjustment at all.
And frankly... maybe picking up some Warcraft material for non-evil orc stuff might scratch the itch? If you're comfortable ignoring an official Golarion product, you should be comfortable canonizing stuff from elsewhere, yeah?
The Shoanti are pretty anti-orc, though... again, on purpose and by design. A place where the Shoanti and orcs live in peace isn't really something I'm interested in building for Varisia.
ANYWAY... it strikes me that my presence in this thread might actually be disruptive... so I'll bow out for now, and sorry if I threw anything off course.
Anything is possible... but frankly, and from the interests of expectation management... it's not that high on the list of things I'm personally interested in. I think that orcs work better as evil creatures. Not as tragic children of violence, but as a race who whole-heartedly embraces violence. The game NEEDS bad guys, and with orcs in particular, Warcraft has, in my opinion, more or less said what needs to be said on them being misunderstood or not intrinsically evil. Havging a remorselessly evil race (or several) is important for the game and for the world, and I'm not comfortable making that race humans or any of the core races. It's important to have completely good races as well... but not AS important, since the game's default is heroes fighting bad guys.
And that has nothing to do with "rape babies." Don't conflate that unfortunate half-orc stereotype with orcs themselves. Half orcs and orcs are very very very different, and we've actually been trying hard to actively avoid the "rape baby" angle of half-orcs. At the same time, it's not appropriate to sugarcoat things and turn a blind eye to the ugliness of the world. But that said... NPCs like Anevia are very much placed front and center with the spotlight on them so that there are more and more examples of half-orcs who don't fall into that category.
But again... half-orcs are not orcs.
So that means you can expect us to do something big with orcs being evil long before we do something with a significant portion of them being not evil.
Those not evil orcs are more memorable and more interesting and more important when they ARE the exception, after all.
I've said may times before that you can't have EVERYTHING in a game world. On some levels, there's already too many things in Golarion as it stands... woe to any GM who wants to model a realistic predator/prey food chain for the Inner Sea region with all its predators! Defining a game setting or anything is partially what ISN'T in the setting.
There aren't halfling nations, for example. There certainly could be, but there isn't. The fact that halflings don't have a "homeland" is part of their character on Golarion.
Likewise, the fact that the orcs of Golarion are savage and evil is part of THEIR character. There are exceptions to this, but they're not big and they're not things we're going to spend more time detailing than we will the evil orcs, since if we do spend more time detailing them, it doesn't matter how small they are... in print, they become bigger.
There ARE bestial races in Golarion that fit this bill of the "not beautiful but also not evil" though. Lizardfolk, strix, locathah, ratfolk, andnagaji all come to mind.
The NPC wrote:
That's absolutely correct. Pinpointing a location is basically just letting you automatically know what square(s) the invisible creature is standing in. Without that, you have to guess the square. With it, you don't... but the creature is still invisibile and therefore you have a 50% miss chance.
The items in the Technology Guide are basically things humans invented. So, no... they're not really appropriate for mi-go. At least, not without a fair bit of flavor reskinning.
Ross Byers wrote:
Wrong thread! The "Ask Ross Byres questions" thread is over there, somewhere! :-P
Azathoth doesn't really care what his priests fight with, of course. But his priests revel in the primal destructive power of their god, and warhammers are really good at smashing things. If you get one big enough, you can smash planets, of course.
I hope there will be rules for living armor, living weapons, bio tech, etc.
Not really; that's a different kind of technology that'll be touched upon elsewhere (in Iron Gods #4, to be precise). Living weapons and biotech like that isn't really what the crew of the ship in Numeria were about.
Pardon me if this question has already been asked - I searched, but no dice - does Golarion have a language of magic? It is my understanding that Draconic is the language of magic in at least one of the D&D settings. Did this carry over to Golarion?
The "magic" language, as in the language magic spells are written in or that verbal components are composed of, is just that... a language of magic. It doesn't have a name, nor can you speak it or read it, since it's pretty much exclusively for working magic.
I suppose, though, that the closest analog among the actual languages would be Aklo.
What is it about Game of Thrones you like so much? I mean, isn't the series basically about villains getting away with screwing over the few decent characters?
There's plenty of good guy triumphs as well, but it's not a foregone conclusion that "Good will win." I like the incredible amount of detail that's gone into the world, the masterful way that the supernatural elements are introduced, and above all else, the INCREDIBLY excellent characters. Martin has a gift at building characters so rich that in Book 1 you might hate them, but in Book 3 you love them. And the fact that there's an idea that anyone could die at any time removes the safety net... this isn't a safe setting. And that ramps up the excitement quite a lot. And also... I love the fact that it's for adults. It's a VERY mature series, and before it came along, most fantasy was too "safe" for my tastes.