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I would LOVE to think that we might have influenced WotC's decision to include that paragraph in their book. I wish they'd done more than that, but it's a good start!
I would RATHER believe that WotC included that in the book because the world as a whole is waking up and abandoning nonsensical hatred and accepting diversification.
Archpaladin Zousha wrote:
I agree. Following that line, I'm trying to convince a friend that Jennifer Hepler, formerly of BioWare, and her ideas are no threat to the industry. What's a good way to present it so they might actually listen?
That sounds like Gamer Gate issues. My current stance on that is to cut ties with people who support that stuff, in the same way I prefer to cut ties with all people once I find out they belong to a group of hatemongers. AKA Someone who supports those hateful, misinformed, and destructive views isn't someone I'd call a friend or be interested in keeping as a friend.
Instead, I would point you toward people better equipped to address this kind of problem. Namely, the women being targeted by this. Fight it by giving the victims a greater voice.
I generally don't do much work before hand. I just run the adventure as written, more or less, and substitute in Pathfinder stats as needed. For monsters, that's easy. For NPCs or unique creatures, I either stat them up before hand or just use an appropate NPC stat block from an Adventure Path or NPC Codex or Monster Codex.
Sort of a similar question, and sorry if it has been covered before. But, why is Cure Light Wounds a conjuration spell? I'm not sure if that is something you guys thought about at all since it seems WotC made that change. But, if you did happen to, what was your reasoning?
In earlier editions, it wasn't. It was a necromancy spell. I suspect that the designers of 3rd edition changed it to conjuration because they redefined necromancy to be more about afflictions, which was (if I remember correctly) something I argued against during the 3rd edition Alpha (I was obviously less successful here than I was in getting the implosion spell put in the game). I still think it works better as necromancy, but during the switch to Pathfinder, it was something we were too timid about changing for backwards compatibility.
I'm a little confused... because as far as I know... we've not done a boggart for Pathfinder yet.
Boggards are the closest in spelling, but they're not boggards—we call them boggards because they live in bogs. Nothing to do with the mythological boggart creature.
1) There's not really a champion here for them per se. I suspect Sutter likes them the most though. We do have more to say about them going forward, and we have said more about htem since the 3.5 days, if only in Bestiary 2. They also played a role in Emerald Spire.
2) Yes, they're a thing. We typically call them "taverns" or "eateries" or something more archaic than "restaurant" though.
3) Yup! And we'll do it again when it makes sense.
I'm Hiding In Your Closet wrote:
Who came up with Proteans as Chaotic Neutral incarnate? I'd like to give whoever it was a metaphorical pat on the back, because I was never satisfied with Slaadi, and think Proteans are superior in every way (redacted).
Wes and I pretty much came up with it, and then had Todd run with the idea to flesh out our initial concepts of them being primal serpent like entities with the heads of prehistoric sea monsters.
Also... let's all avoid badmouthing other companies if we can. Thanks! :-)
xavier c wrote:
1) The lack of any really interesting woman characters. Eowyn and Shelob are my favorite characters from the novel. Also, the fact that the plot and character stuff is frequently not all that interesting. Also, I just feel like his writing style is dry... it's more scholastic and less engaging to me than I prefer my fantasy fiction to be.
2) I do know this. I also know that Tolkien is a better writer than Lewis, and that Tolkien did a much better job incorporating his views into his writing in a way that doesn't diminish them or distract from them, but in fact enhances them. I do not begrudge C. S. Lewis for being a Christian. I just think that he ham-handedly utilized those themes in his writing in a way that makes me like the stories a lot less.
3) I generally find talking animals to be silly. There are several exceptions. Rocket Raccoon is one. So is Babe. And you'll note that talking animals are not all that common in our adventures. They're there, but not a lot. Cause usually they're silly and distracting. Speak with animals is a better way to handle that kind of communication.
4) H. P. Lovecraft, Clark Ashton Smith, Clive Barker, Stephen King, Dan Simmons, Robert E. Howard, Ramsey Campbell, T.E.D. Klein, Algernon Blackwood, and F. Paul Wilson.
Ral' Yareth wrote:
1) Not that often, but they're not unheard of.
2) They're more scandalous among nobility.
3) None significant come to mind.
4) Korvosa is much less tolerant about it, and much more willing to turn a blind eye to it when the nobles get involved.
board game geek wrote:
Beyond something the size and scope of Guide to Magnimar, you mean? Something much bigger than that is really not a type of product we're set up to do, or in the case of box sets... really something ANY RPG publisher is set up to do, alas. Box sets are incredibly expensive.
The NPC wrote:
Not that I know of, although I'm now intrigued! The language's inventor, Arthur Machen, never built it as an actual language in the way Tolkien did with his creations, so I'm relatively sure there's not an actual language that exists for people to learn. And in fact, authors who use it in their writing (particularly its inventor) deliberately do NOT put any of the words in print, to help make it feel even more like a forbidden language.
Which is a good thing, considering what Aklo can do!
Freehold DM wrote:
The real Kyra already does that sometimes.
I have never run an adventure path, nor played in one for that matter. What AP would you reccomend for new players? I want to get my nephew into pathfinder and would like his first game to be exciting and relatable. Any advice?
I'd recommend the Beginner Box to full-on new players. It presents the rules better and is more digestible and doesn't require a year or more of devotion to see the whole story through to the end. If your nephew hasn't played any RPGs before... the Beginner Box is a great option.
But if you and your group already know you love the game and are ready to try something as significant as an adventure path, I"d suggest the Rise of the Runelords Anniversary edition book. It's the least expensive option overall, and has everything you need in one book, and serves as both a good introduction to Golarion, but also a good introduction to the typical types of stories and themes we tell in an AP.
I should write this up in detail and post it on my profile here, I guess! :)
For now, the short version is:
I've been playing RPGs for over 30 years, and have been writing longer than that, and have been reading longer than that. I started submitting my work to Dungeon magazine at about 14 years old and kept at it, on and off, up through college, where I majored in English with a creative writing emphasis. When I was 23 years old and graduated from college, I moved to Seattle with the intent of pursuing a job at Wizards of the Coast, and then proceeded to luck out when they bought TSR (which was the company I really wanted to work for, but not so much that I wanted to move off the West Coast). I ended up working lots of temp jobs at WotC and was eventually hired to be an order processing sales assistant there. I continued to work on freelance stuff for the magazines, and eventually got offered opportunities to write parts of hardcover D&D books. I applied for design and editing positions in D&D R&D and the Periodicals department every chance that came up, and was finally hired to work at Paizo.
So... it took over 3 decades of dedication to writing and gaming, an 800 some mile move, college, luck, and stubbornness to get here. So... it wasn't easy... but so far, it's been worth it! :-D
Mackenzie Kavanaugh wrote:
Regarding the iron flask, sometimes you want to get things to go. Also... it's a handy thing to have on you just as a warning to troublemakers.
I think spells like unseen chef make sense; they WOULD exist in the world, after all. At this point, those types of spells are more interesting to me than new ways to do hit point damage.
Matthew Shelton wrote:
1 gp more than the PC had or could ever afford.
The less-snarky response would be that I wouldn't have to, since I've got stats for those in my Unspeakable Futures game, from which most of the technological gear in Technology Guide came. I'd have to re-look at how they work and do lots of number crunching, and that's not something I'm willing to do to provide an answer to this question at this time. :-P
Mackenzie Kavanaugh wrote:
Perhaps this is a silly question... but if Runelord Sorshen were planning an overnight excursion to the Abyss to hang out with some friends, what are the first three things she would pack in her overnight bag?
Amulet of the planesIron flask
Iron bands of binding
But only because I assume she'd be wearing and/or carrying the things she thinks she'd really need.
A dhampir is a living creature; a humanoid with the dhampir subtype.
The vampire template "can be added to any living creature."
So... absolutely yes.
A dhampir turned into a vampire would have a lot of its racial abilities negated or rendered obsolete. Heritages wouldn't affect it at all, other than to vary the base creature.
Hey James! Do the effects of the Spell "Trial by Fire and Acid" stack with itself when cast on the same creature multiple times?
I have no idea where that spell is from. A better bet would be to ask this question in the source book's thread.
But... my gut says that if a player thinks it should... it probably shouldn't. ;-)
2) Not normally. Unless there were unusual circumstances. And unusual circumstances are kinda the whole reason to make demiplanes for adventures in the first place.
1) I've got some ideas, and once I convince management that such a book would be worth the effort and resource and expenditure to create and that it would make us money and thus be justified... it'll hopefully happen. In other words... it's the kind of book I've been trying to get us to do for many years. Maybe some day...
2) Nope; it's not just you. In fact, there's a fair amount of Horror in ALL the adventure paths. That's probably due to the fact that I've been the one in charge of them, but Wes being the one who helped perhaps the most getting them going with me surely didn't hurt! But ABSOLUTELY. I wanted to present the goblins in a sort of horror trope similar to the movie Gremlins and that whole genre that was so popular in the 80s. I told Rich Pett to, essentially, write a "Hammer Horror adventure." I told Nick Logue to, essentially, write a mid-70s gritty American exploitation horror adventure. All intentional, because I wanted to come right out of the gates with our first non-Wizards of the Coast AP and product line by boldly saying to the customers, "We're gonna go places that WotC might have been afraid to go... buckle up!" or the like. Greg, on the other hand, brought the cannibalisim and Lovecraft to his adventure all on his own.
3) They would trigger a very interesting high level adventure plot. Dozens of possible adventure plots. Which one is not for me to decide, since that's an event that is triggered not by us creating the adventure but by the players doing something unexpected. It's a case of "the GM gets to have fun!" and I"m wary about nailing down suggestions both to let the GM's imagination run wild, but also because I don't have time to develop an entire adventure based on this (certainly very interesting) plot possibility.
4) If the expedition found Xin-Shalast and reported it... Rise of the Runelords likely wouldn't have happened at all. Or if it did, it would be more about the PCs fighting dwarves than giants, I guess. It would be a VERY VERY VERY different adventure. IF it even happened. In fact, it likely wouldn't have been an adventure path at all, but just a single high-level adventure sandbox where the PCs explore a lost city.
1) Yes. The physical distance from any one point to any other point in the Material Plane (AKA Universe) is infinitesimally small compared to the distance between any one point in the universe and any one point in the Outer Sphere. And anyway... a cleric's connection to her deity isn't impacted by distance at all.
2) Nope. No planar limitation. There was in 1st and 2nd edition, and it was terrible terrible terrible in game play.
3) I believe that's older, Planescape flavor, not Golarion flavor. I could be wrong. As with all outsider races, though, an off-alignment inevitable should be mind-bogglingly rare. And should be significant key plot elements.
4) Some do, yes. Not all. Pharasma, for example, is VERY tied into the psychopomps.
5) If we knew why, we would either be deities ourselves, or they would not be. Deities are, by their nature, impossible to fully comprehend. As the saying sorta goes... "Deities move in mysterious ways." The more we explain about them, their capabilities, the reasons they do what they do, and so on... the less they are about faith and the more they are about fact. And thus, no longer really deities.
6) To some of them? Yes. Some sooner than later. Some perhaps never. Some maybe ten or twenty or 100 years from now. There are certainly a few that I'm eager to explore, as are some other folks here, but I'm not gonna say which ones.
DM Lil" Eschie wrote:
I don't get the reference.
Actually, of course I do... just wanted to see if claiming to not get the reference even for that short a time would break the internet.
Archpaladin Zousha wrote:
Fortunately for you, Rome is only 2 seasons. I like season 1 best, but mostly because the penultimate episode is OUTSTANDING.
Kellids wear their hair all sorts of ways, normally influenced by the region; they're spread all over. The stereotyped Kellid hairdo is wild and free. Like Conan.
Introducing the character as if he'd been part of the gaining of mythic stuff all along is the best bet, frankly. You can let the player build into his character's background what he accomplished to get that way. It's already tough enough jumping in without having directly experienced the story and growth alongside the other player characters; don't throw additional hurdles in, is my take.
Ral' Yareth wrote:
I'm super busy and kinda stressed out and have been on and off getting sick since Thursday and procrastinating about doing all the other stuff by answering a few Ask James questions, that's how! :-)
City of Monuments is correct (I feel that suits her best on account that I wrote that book—;D). Runelords just forgot to fix that during its update.
Kevin Mack wrote:
Following on from that question for such a theoretical game would you prefer new characters made just for the game, A choice of several of the current Iconics, A way to just make random characters or perhaps a combination/mix of the above?
For this type of game? My preference has grown to adhere to the Bioware model—you create your character and have full customization, then your party's filled out by a bunch of pre-built NPCs, the exact mix of whom you take on your adventures is left to you.
Kevin Mack wrote:
James how doable/desirable would it be to do a video game based on one (or perhaps several) of the Adventure paths (Like how there was a video game version of temple of elemental evil?)
I would love it.
All the way desirable.
How doable? By Paizo? Not doable. By a company with the skills and structure and experience who might be licensed it by us? All the way doable.
Will it some day happen? I certainly hope so!
Can I make it happen on my own? No chance in hades. But I can help it happen. And have been pretty much all along.
Alexander Augunas wrote:
Oh! Yeah. Tian Xia is about as humanocentric as is the Inner Sea region. And its non-human races are about the same as well.
John Kretzer wrote:
Things are stressful and frustrating and busy and so on, unfortunately.
There's not general knowledge of who makes bids, and while who wins isn't intentionally published or revealed... it usually gets out.
We haven't made a full list of who won, or of who's making a bid in any one year, because we want to leave that to our writers and all the GMs to come up with as they need.
I know "What does X think of Y" questions are generally pretty boring, but I'm legitimately curious: How do the Asura feel about Razmir? It seems like they do the fake divinity thing all the time but an upstart trying to copy their mortal enemies would likely turn a few many-faced heads.
Not only are they kinda boring... they're also kinda frustrating to be honest, since it's REALLY hard to answer them without writing pages of information, since it's such a huge topic, and the fact that there are an endless combination of these questions, I really don't want to get into the habit of encouraging those kinds of questions with detailed answers.
Asura would find Razmir a fun place to play and hunt, I suspect... but there's not a lot of them at ALL there. They have attentions elsewhere.
Alexander Augunas wrote:
Ignoring humans, are the other Core Races of the Inner Sea more populous than the Core Races of Tian Xia?
The core races of Tian-Xia are, as detailed in Dragon Empires Gazetter:
Elves and gnomes and the like ARE still present in Tian-Xia, but they're not core races for that region.
Matthew Shelton wrote:
JJ, what are some of the most creatively cruel things you've ever inflicted on the PCs in your games? Did they deserve what happened? :-)
Once made the PCs work for the evil wizard for a few sessions after his vampire minion TPKed them. Instead of killing them he geased them and then they had to go on bad guy missions for a while.
Once made a character end up selling his soul to a demon, and then had the player of that character develop that demon in print so he would realize just how doomed his poor character was. Hmm. I like that one best I think. Take THAT, Moreland!
It depends entirely on the adventure's plot. I don't construct boss fights from a perspective of "what would be most fun to run in a fight." It's more "What makes for a cool story, and then now that I know that, who'd be a cool boss for the story's climax?"
Kelsey Arwen MacAilbert wrote:
Why are core races the only ones considered suitable for iconics?
Because the nature of an iconic is that he or she is there to be the "face" for a character class, and that means that as much as possible, when you look at the iconic, you should see what the class is, not what the race is. Remember, one point of the iconics is for us to use as references for artists; we can show them Merisiel and say "rogues dress similarly to this" and not have to go into details; most of the artists we use aren't gamers, and they don't know the different rules for what is and isn't appropriate for a character to look like.
And if we start using strange, unfamiliar, exotic races for those, then the very nature of those races being strange and unfamiliar erodes the iconic's role by imposing race stuff over the class stuff.
Furthermore... the core races are far and above the most common races on Golarion, and thus the most common PC races, and thus they SHOULD be the ones that end up becoming iconics, simply due to the law of averages.
Also... a big part of the draw to lots of folks about non-core races is the fact that they're more exotic and mysterious. Once we start using one for an iconic... that goes away.
Valeros's resemblance to Mad Mardigan is 100% intentional. When we ordered the art, we asked Wayne to throw in a Mad Mardigan vibe, and he nailed it. His name's another fun easter egg, of course! :D
And I have indeed answered this several times before... but maybe not on this thread.