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How it stays on is up to the GM, frankly.
At a certain point, the believably of a fantasy character's gear or outfit, be it a skimpy robe like Seoni's, the giant sword Amiri carries, or whatever is not the point. The point is to portray cool and compelling characters, not so much real world stuff
I'm not sure what you mean by "Ellington love." Please rephrase or explain that part.
I think that falling in love is ABSOLUTELY a big step in the move from evil to good, and it's part of the Arueshalae redemption elements in Wrath of the Righteous, in fact. Love is a huge part of being good aligned. I'd say that evil creatures who think they are in love are either...
1) Truly in love and on the possible path to redemption, or...
2) Misunderstanding love entirely, be it through ignorance or calculation.
We obviously make sure the books look good in "two page display" for print products, but I'm not sure that the same process is involved in the preparing of the books as PDFs for consumers. That's something to bring up with customer service... if the PDF viewer itself can't adjust for the fact. (PDF creation is really outside of my area of expertise, so I can't really help you there.)
Are there any thoughts on doing an Australian style continent? Or does Goloran have an Australian equivalency?
The continent of Sarusan is more or less our Australia style continent, but it's also our Terra Incognito continent; a place where there be proverbial dragons off the edge of the map. It's going to be the LAST continent we visit and explore... if ever.
In the meantime, you'll see some Australia-type stuff pop up all over the place... be they thylacines in the River Kingdoms, Meganalias in a Bestiary, or other elements in the Wandering Isles of Minata in Tian-Xia.
The Doomkitten wrote:
I noticed that as publishing progressed, the number of stripperific outfits for female characters *cough*Seoni*cough* decreased significantly. Was there any particular event that started this change?
"Stripperific" outfits are a part of the world, but as in this world, they're not the ONLY option for women to wear.
As Pathfinder has become more and more popular, it's become more and more important for us to lead by example and do our best to portray a wide range of outfit styles—both for men AND for women... but bucking the sexism trends of the genre have also become quite important for Paizo as well. There wasn't any one particular event that "started" this change... and in fact, as you saw with the next two covers that immediately followed Seoni's debut on Pathfinder 2, we had a mostly armored rogue on #3, and a fully armored cleric on #4, so it was always the plan to have a diverse range of characters and appearances. It wasn't so much a "change" at all as it was the plan all along.
The number of combinations of different types of characters that are possible in the game are infinite, and the more specific you get combined with the less human you get, the more likely it is that you won't find the exact art you're looking for with ease. We at Paizo DO try to keep to diverse art that avoids blatant sexisim (not 100% of the time, though), and depending on the artist we hire, that job is easier or harder. We'll continue to inclde more "unstereotyped" art in our books with every single book—and being in a position to see ALL the art we produce for books AND for cards, I'm pretty confident we have a really wide range of said art. Inner Sea Races is a particular trove of new character art—I assume you've checked that out? And we publish a dozen or so new characters each month alone in the Player Companion, and usually about another dozen or so each month in the Adventure Paths. There's a LOT of art out there, is what I'm saying, with more coming every month.
If I were fired tomorrow, I'd probably move back to California and either drop out of the game industry entirely to take a stab at fiction writing or I'd take a stab at doing my own games.
As for another real world pantheon? I'd probably go with Central American/Aztec/Mayan, casting a wide net to include a host of different real world cultures to build an amalgam of diverse deities.
Lou Diamond wrote:
Part of the reason we haven't done much with iBooks is, under my understanding, that Apple takes too big of a cut from the profits for us to want to do so. Now that we've a deal with Tor, that may change some day, since Tor has a lot more clout and connections.
As for putting the title of the book first instead of the Paizo number... I don't know who you'd need to talk to about that but Customer Service would be a good start.
I use Adobe Reader or Preview.
Aroden was pretty much limited to Golarion.
Some of the Inner Sea deities are worshiped on other worlds... some to a greater extent, some lesser. There's a LOT of crossover between Golarion's deities and Androffa's (where the starship is from), since Androffa is my own campaign setting (although it's now known as Droffa, after 10,000 years or so have passed).
We've started using it to build stat blocks, so yeah, it helps in designing books with stats in them.
At work I use a Mac Mini. It's hardly a powerhouse. At home I've got a 2011 iMac that I'm starting to consider upgrading.
The Minis Maniac wrote:
I suspect I covered this in Classic Monsters Revisited... off the top of my head I don't know, but I'd say that if you wipe out a goblin tribe it'll require a new goblin tribe to move into the old territory. They don't just "spontaneously" regrow.
Do you know of any Lovecraftian monsters associated with hive minds?
Lovecraft never really included a concept of a "hive mind" in his stories. Ramsey Campbell's shans might work, I suppose... but that said, the mythos is infinitely adaptable. Just add your own hivemind monster into the mix and you're good to go.
Eliandra Giltessan wrote:
The Skinsaw cult plays a role in the 4th and 6th parts, yeah, but there's not a return trip to Vyre in the adventure.
Ah; in that case, I'd still play in Tian Xia and not on another plane. Shenmen is absolutely the best place fro something like this.
1) The Material Plane.
2) The Material Plane (inner planes) and the Abyss (outer planes).
3) Do you mean Minkai? And yes, if you're going to do an Asian setting game... set it in an Asia analogue like Tian Xia, not another plane entirely. Where in Tian Xia depends on what flavor of adventure you want.
Question - I just got an email that the pdf has been updated to correct a couple of mistakes in the original printing of the adventure. No problem, Paizo does that once and awhile and I appreciate them correcting the pdf even if they aren't going to ever do a reprint. I have never saved those little emails, I've just redownloaded the pdf. But it now occurs to me that I ought to have been printing them and slipping them into my print adventures to track the corrections. Does anyone know if there is an archive of those kind of things anywhere, like an official list of AP Errata? Or do I need to go back and see how many of those emails I can undelete? Thanks!
There's no official AP errata list, since we don't normally do AP errata. In this case, we found the page number errors almost quickly enough to fix in the print version but didn't make it quite in time, so we adjusted the PDF instead. It's unlikely to be a regular thing though since we don't really have time or resources to do heavy post print proofing passes on the AP.
Thomas LeBlanc wrote:
Hobgoblins do indeed fight in large unit formations. Although not so much in actual play, since we don't really have a robust set of mass combat rules.
Hobgoblin units in Molthune are not the rule, and a lot of them are off the books, so it's unclear as to a percentage. I'd say less than 5% if I had to guess. A hobgoblin can command a hobgoblin legion, but cannot hold a position of leadership in the real army. They're pretty much just mercenaries as far as Molthune is concerned.
Archpaladin Zousha wrote:
With a shoehorn; that's what they're for. Getting things that don't quite fit to fit.
Or honestly? Maybe Golarion's just not the right setting for the characters you want to play; there's a LOT of settings out there to choose from. Obviously I'd prefer it if folks use Golarion, or at least adapt it to their use (but from what I've learned, you want to keep all canon canon and don't want to adapt), but everyone in the end should play the game they want. It's supposed to be fun, after all!
Archpaladin Zousha wrote:
Who do I thank for Distant Shores? It delights and frustrates me at the same time. On the one hand, the new doru spear is everything I wanted in a weapon (now I can play soldiery types WITHOUT the Phalanx Fighter archetype!) but now dissecting Golarion's cultural evolution is even more difficult (did Iblydos' Greco-Roman culture come from its original cyclops founders? I thought Ghol-Gan was more Mayan what with the ziggurats and all, and if not where DID that culture come from?)
I actually had very little to do with Distant Shores, apart from taking part in some of the original brainstorm sessions and providing some advice here and there. I was originally going to write the Holomog city—Holomog is a region exported from my homebrew setting, after all, but I had to back out due to work on "A Song of Silver" instead. Crystal did a great job with it from my initial notes—she's on of two authors I was willing to trust taking over for me (the other being Jessica), given the nature of the region's themes and all that.
Wes Schneider's the one to thank though—it was largely from him, I believe, that the original idea came.
As for "dissecting Golarion's cultural evolution," I'm afraid that the more we publish, the more complicated that's going to get, as we add more and more voices and authors to the mix over the years to come.
And keep in mind, just as humanity in the real world has LOTS of different cultural backgrounds, so can cyclopes. There may well BE no significant link between those of Ghol-Gan and those of Iblydos and those of Iobaria, any more than there's a link between the cultural development of Nepal and New Zealand and Florida and Norway.
Lou Diamond wrote:
James are there any fencing schools in Taldore or Cheliax. What types of fencing do they teach? I am interested in both one handed styles of fencing and fencing with weapons in both hands.
Nothing particularly of unusual note in Cheliax, but Taldor has all the rondelero stuff; falcata fighting and the like.
One thing that strikes me as different about Golarion is the vastness of its timeline. Ten thousand years or so from the fall of tha events in Rise of the Lords, Taldor has been in a 700 year decline, small compared to its 4000 years or so on top. What was the thought in making Golarion's timeline so long?
The thought was that, at the start of building the campaign setting, we didn't want to constrain ourselves. We hit the ground running with the campaign setting, and were already designing adventures a year before we had the exact details of the world pinned down. We were a bit worried about making a timeline that was too short and thus wouldn't leave us any wiggle room to grow and build historical events into the setting a year or ten years down the road, in effect. Furthermore, Erik wanted Azlant to have some analogs with Atlantis, I believe, and setting its destruction to about 10,000 years ago syncs up with certain real-world myths about when Atlantis sunk compared to the modern day.
It DOES create a somewhat outlandish amount of time for certain events, and I'm not 100% happy with that, but it is what it is.
If I had a time machine, I would have probably left Azlant and Thassilon's fall at 10,000 years ago, but would have had the Age of Darkness last until Year Zero, and then would have compressed the events of the Age of Anguish, Destiny, and Enthronement into the years from 1 to 4606.
But I don't have a time machine, and while our current timeline is vast, that DOES add to the otherworldly or fantastic feel to the setting, which is not a bad thing in and of itself. Furthermore, with elves being available as PCs, we kind of DO need a longer timeline than Earth's because that way player character elves (or dwarves or gnomes for that matter), who live on longer time scales than humans, aren't even more awkward.
We went with Chelaxian instead of Cheliaxian because it's easier to say the 4 syllable word than the 5 syllable one. The 4 syllable one flows off the tongue easier. And because minor variants in the way those word constructions work add verisimilitude to the world—as folks pointed out, there's lots of variations in the real world, so it stands to reason there would be in Golarion as well.
I know of Yamara, of course, but that strip predates my involvement in the magazine on a professional basis.
Interesting suggestions... but I'm not so sure that they're fun to read is my personal problem with a lot of these formats.
One really good way to test new adventure formats is to pick a few existing encounters written in the current format and translate them into the proposed new format. This lets you see if the new format is more efficient with space, for one thing, but also lets you examine the original text to see if perhaps there is unnecessary or redundant information.
So... using the Rise of the Runelords Anniversary Edition, it'd be interesting to see encounter area C19 from page 48 translated into a new format, but also to see encounter area X12 from page 353 written up as well, giving us a look at a complex low CR encounter and a complex high CR one.
I never saw that, nope.
captain yesterday wrote:
Norgorber and Vyre, very nicely done, well played.
Yup; that's been something I've been wanting to explore for many, many years. The map of Vyre is kinda personal too—we didn't have time to generate a brand new map of the city, so I basically gave up the main city from my homebrew campaign as a stand-in for Vyre. In my homebrew, the city's name is Eltrun and it was the site for a huge campaign I ran in college. Transplanting it into Vyre was an interesting and kinda melancholy stunt, since Vyre is a VERY different city then Eltrun.
Branding Opportunity wrote:
I may be the only one, but does it actually say anywhere exactly where the Menador Gap actually is? I'm looking at the big Inner Sea Poster Map Folio and I'm guessing that it's the break in the Menador Mountains near the headwaters of the Yolubilis River, but does Dance of the Damned actually give its exact location?
That is indeed the location—we unfortunately weren't able to create a regional map for this volume—one appears in the 5th adventure and that one shows the exact location of the Menador Gap and the keep, as does the upcoming Cheliax book. The actual Menador Gap itself wasn't actaully named until this Adventure Path, so at this point in time, you won't find any in-print map tags for the gap or the keep.
But yes, if you follow the Yolubilis River to its source, the gap itself runs to the east through the mountains from that point. The keep itself is about in the center of the passs.
Daniel Yeatman wrote:
I've not put much more thought into wayangs beyond what's in print at this point. There's more coming up but not from me—from other authors and developers.
I suspcet most wayangs see evil shadows and the like NOT as perversions but as the natural result of how the Shadow Plane works.
Varisian Wanderer wrote:
1) At one point somewhere around here I had a big list of all the CRs for the various demon lords set down, but I'm not sure what happened to it. I suspect I'd end up putting him in at CR 28 or thereabouts.
2) Just as Nocticula is intended to be the most powerful succubus, Socothbenoth is the most powerful incubus; look at the incubus stats and start from there. He should also have a pride-themed attack, and maybe an aura that causes those around him to become confused but use a variant table to roll what they do, and all the results should be self-destructive and taboo and perverted.
3) I'm satisfied with it.
And glad you're enjoying Hell's Rebels!
It depends on the product. We plan Adventure Paths about 18 months in advance these days, if not more. Campaign Settings are closer to 8 to 12 months in advance. Player companions less. It varies, and depends on what else our schedule si doing.
The progress of planning is pretty complex, but the basic version is someone here creates an outline, gets it approved, then assigns it to an author and it's off to the word mines!
Thomas LeBlanc wrote:
They're all over, but the ones that come immediately to mind are Varisia, the Sodden Lands, Osirion, and the Darklands. There's certainly room in the Shackles for some of this stuff, particularly on the mainland.
Justin Franklin wrote:
Any chance we could get cool nicknames for the other regions of Golarion, like the Inner Sea and Dragon Empires? It would be easier to suggest cool new books if it wasn't Southern Garund Bestiary. ;)
When we get around to detailing the other books we'll do so. Books detailing the other continents are hardly books that need to be suggested by the community. They're obvious choices. The reason we haven't done these books het is NOT because we haven't thought of them and need them to be suggested. It's because these books are essentially new campaign settings, and building new campaign settings is not only very very difficult and time consuming, but it fractures the audience and splits the focus and makes it increasingly difficult to service the existing setting without marginalizing the new book—which is exactly what's kinda happened to Tian Xia, as you've seen.
So my home group really hates 1st and 2nd level play. I really want to run an adventure path eventually. Is there an adventure path that would work out half-way decently if I started on Book 2? I know it won't be ideal for any of them, but is it at least worth exploring?
I feel like the first and second levels of play are the MOST IMPORTANT levels for determining party dynamics and personality. As such, I don't think any AP benefits from cutting the first adventure.
I'd ask your players WHY they hate 1st and 2nd level play. If it's simply because your table has a tendency to restart campaigns over and over and thus keeps having to replay over the same levels, that's not something an AP can help. If it's because the players are tired of characters dying too often, that means you as the GM are running things too deadly and you should ramp back OR you should let the players start with more hit points or something like that.
You can also simply start the PCs at 3rd level and play the AP through normally. Put them on slow advancement until they get to the 2nd book and then go back to Medium advancement.
Playtesting of individual adventures is the responsibility of the adventure author.
The process of development of an adventure, as well as an adventure path, is designed to catch all of the things that playtesting would, in theory, catch, and has the advantage of requiring only one person rather than an entire group of people.
The iconics are chosen first and foremost for which ones would look coolest in the themes of the AP. For example, for Mummy's Mask, Rob picked four iconics who all hail from Garund. For Iron Gods, I picked the alchemist (because he's the closest iconic we have to a mad scientist and that fits well with technology), the barbarian (because Numeria has a strong tradition of barbarians), the gunslinger (because she works well with all the firearms in the region), and the druid (because she represents Iron God's theme of faith against science and nature against technology). We do try to ensure that the four categories of adventurer (martial, divine, arcane, and skill) are somewhat represented as well, but this isn't always high on our to do list. Really, it boils down to a combination of who would look best in the adventure and which iconics the adventure path's developer favors, influenced by factors like "Have we used an iconic recently."
Playtesting doesn't enter the equation at all as far as iconic selection goes.
Kevin Mack wrote:
The Iconics for strange aeons been decided on yet? (Hoping to see Yoon butcan understand why having a kid character in such an AP may cause problems.)
They were decided half a year ago or so when we first had to outline the adventure. In fact, just earlier this week I decided on the iconics for the next two APs that come AFTER Strange Aeons.
We're about another 8 months away, I suspect, from revealing who the Strange Aeons iconics are though.
Archpaladin Zousha wrote:
Why do some people emphatically denounce something they enjoy as "ruined" by things like a poorly-written installment or a fanfic that interprets their favorite character in a way they personally dislike? How do these things prevent one from continuing to enjoy the parts they DO like? How can someone's identity be so tied to a piece of media that any criticism of it is interpreted by them as shaming them for enjoying something? Where does this cultish mentality come from?!
Many of us nerds grew up in environments where we were bullied at school or as kids for not liking things that were mainstream. As a result, we tend to be a bit protective of the things we like—defensive of them even. And when we see something we perceive as a danger to the object of our fandom, we tend to over-react—the so-called "nerd rage" kicks in and we lash out against the perceived threat to the object of our affection and (too often) obsession.
This threat to our hobby/obsession/interest could be fan fiction that treats the subject without respect, or that simply takes the story in a direction we don't approve of. It could be a new and official addition to canon that doesn't sit well with established fans (see "The Phantom Menace" as a great example here). It could even be the "intrusion" of other fans into the close-knit community from people who are perceived as newcomers to the community, even if those "newcomers" have been fans all along or even LONGER than us. The fact that we didn't know they were fans too doesn't mean that they're less of a fan than us, nor does it mean that they weren't bullied about it as kids either.
I suspect that a lot of the current toxicity you see regarding women in gaming stems from men who grew up in their own toxic environments where they were picked on for liking something, and feel misplaced jealousy that others they don't think were picked on are now enjoying the same thing they love. Of course, the fact that they themselves have become even WORSE bullies about it is the fundamental irony of the whole thing.
It'd be interesting to see if the current generation of kids and young adults who DID grow up in a time where fantasy and gaming WERE mainstream, thanks to Harry Potter, Lord of the Rings, Game of Thrones, Warcraft, and so on. I'm not sure if "nerds" today are bullied less as a result for enjoying such things, but if you don't grow up being persecuted and teased for, essentially, being a fan, then perhaps when you ARE grown up, you won't feel overly protective and defensive about things you've become a fan of.
TL;DR: Being bullied as a kid makes you overly defensive, and can result in you being a bully against others.
The Doomkitten wrote:
I knew that we would want to do Lovecraftian adventures and, eventually, a Lovecraftian AP from the very start of it all, and so that when we built Golarion 10 years ago, we deliberately put in several areas where Lovecraftian elements can shine and be on-theme, including an area like Versex that was custom built for really no other purpose.
I've been wanting Paizo to do a Lovecraftian AP for nearly a decade, and as a result, we made sure to invent a place for such an AP to begin or take place in.
So it's kinda more accurate to say the only reason Versex exists is that we knew that eventually we'd need it for a Lovecraftian AP like Strange Aeons.
baron arem heshvaun wrote:
Strange Aeons beings in Versex, but leaves that region at the start of the 3rd adventure for a long journey into the known and unknown.
There might be some previews of the iconic villains for Hells' Vengeance, but at this point no one's really thought of that yet.
And that looks exhausting.