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It's an interesting dilemma, to compile or not to compile, and it's one that really shows up in a bigger way in the comic book business. Once upon a time, trade paperbacks were a rarity, usually reprinting some long-ago saga like the X-Men Dark Phoenix or limited series like Crisis on Infinite Earths or Squadron Supreme. Those sold well, so comics publishers started making more trade compilations, and at some point the balance shifted and many buyers stopped buying monthlies and just waited for trades, many of which never happened because books got canceled due to low sales. Same thing with movies vs. special editions vs. super-deluxe-platinum-criterion-collection-infinifilm special edition boxed sets.
Any content creator has to decide where to land on the "everyday product" vs. "occasional combo product," and as you note it's a tough balance to walk.
We have people who love to buy our individual PDFs.
We have people who only like to buy print and want our products as they come out.
We have people who ask us "When are you going to do another compilation? I wish you'd do [print compilation XYZ]!"
We cannot simultaneously satisfy each group without frustrating one or both of the others, so our solution has been to offer each element as options.
For people who like to get our products right away and relatively inexpensively (or who just prefer e-books), we offer them in PDF.
For people who love to hold a book in their hands and want the content now, we offer many of our products (though much less than half) in print-on-demand softcover. Interestingly, we generally make LESS money on print books than we make on PDFs once you factor in print cost, shipping charges, and the lower margin that we are paid on print books (we typically get only 40-50% of the cover price for print books, depending on the vendor, vs. 65-80% of the cover price on PDFs).
For people who want a hardback book and don't mind waiting a year or more for the product, we have the occasional print run product. Making hardbacks has an ancillary benefit of helping us get our product into brick and mortar stores and book distributors, which potentially can be a great new sales venue, though we'll see how it plays out in the long run.
We encourage Chemlak's compromise - if you really want a print hardback, wait for what you want, but if you want the content pick up the PDFs you want and ignore the print versions. They're there for those that want them, but if that's not you, God bless you and get what fits you best.
We also encourage people to take advantage of sales when we offer them, allowing you to pick up PDFs at a hefty discount. If you'd like to get a product line to use but don't want to wait an unknown amount of time (though likely at least a year) for a possible print compilation, wait for a sale and pick up the PDFs you want at 40% off or so. We'll be having a sale to starting on April 1st to celebrate our anniversary; give things a look then and see if anything jumps into your shopping cart.
Every customer has to figure out the right balance for themselves and so does every company. I regret every sale lost and keenly feel your dilemma, but only you know the best value proposition for you.
We're a small company and print runs are expensive, so our pace of creating print compilations is likely to be slow. The wait for your favorite product line to come out in hardback may be a long one, and not because we're trying to hold out and squeeze customers for more; it's a simple reality of being a prudent small business and doing things as we are able. Game writing and publishing is one of my passions, but it's also my full-time job, and the best way I've figured out how to make that work is to offer our products in greatest variety of ways to the greatest number of people and hope that works out well enough for everybody.
Alexander Augunas wrote:
Is it my soul that calls me by my name?
They say it never hurts to ask. Unless you ask a woman if she's pregnant. That may result in a punch in the nose. But besides that you're usually pretty safe.
Alexander Augunas wrote:
I have been duly pointed.
Wheels have been gotten to turn.
In the immortal words of Chancellor Palpatine, "I shall be following your career with great interest." :)
Alexander Augunas wrote:
The relationship rules were something I'd been talking with Mark about on and off for over a year before we finally got around to publishing it (he brought it to me in late summer/early fall 2013, just as we were gearing up our first Kickstarter and we pretty much went straight into our second after that). I like what he's done with the system and it's gotten a great response from folks, but at the same time there is no idea so perfect it can't be improved. I'm sure the two of you could have some productive conversations as we look forward to future products in the line. Mark and I are both working on [nameless product], which should be winding up by the end of April/beginning of May, and we were looking toward moving forward with some additional "Relationships"-related material.
Ultimate Armies is also in process, and since one of the purposes of that book is to bridge between the battlefield level and the single-character level, this might be an area of common interest.
Hit me up at email@example.com.
Royal Tournaments is a long-delayed product that was actually one of the early things we had planned for the Kingdom-Building AP, but for one reason or another it kept getting sliding back in the priority list. It's been sitting 2/3 done for ages.
It's a product that (as the name suggests) is all about tournaments and festivals, with a variety of fantastic tournament contests and events and things to do to earn renown in a tournament setting.
As we are putting our great MYTHIC MANIA project to bed from last year, it is time to look ahead (and just a little bit back) at what Legendary Games has done and is getting ready to do in 2015! Some of these products are things you've heard about before. Some may be brand new. All of them are going to be LEGENDARY!
*Mythic Monsters: Masters of Chaos by Jason Nelson, Jonathan H. Keith, Todd Stewart, Alistair J. Rigg, and Mike Welham
*Path of the Stranger by Jason Nelson
*Metal Heroes: Pregenerated Characters by Neil Spicer
*Path of the Genius by Jason Nelson
*Treasury of the Crusade by Pedro Coelho
*Mythic Skills by Jason Nelson
Treasury of the Kingdom by Linda Zayas-Palmer
Mythic Monsters: Lords of Law by Jason Nelson, Alistair J. Rigg, and Todd Stewart
Treasury of the Pharaohs by Thurston Hillman and Jason Nelson
Legendary Classes: Paladins by Amber Scott and Jason Nelson
Mythic Monsters: Bugs by Jason Nelson, Jonathan H. Keith, and Mike Welham
Starfall by Tom Phillips and Mike Welham
MAY (including PaizoCon)
The Assimilation Strain by Tom Phillips and Neil Spicer
Legendary Classes: The General by Linda Zayas-Palmer and Will McCardell
Royal Tournaments by Jason Nelson
Tomb Raiders by Jim Groves, Mike Shel, Jonathan H. Keith, and Benjamin Bruck
Scorpions of Perdition by Nicolas Logue
Mythic Monsters: Colossal by Jason Nelson and Mike Welham
Cyborgs by Tim Hitchcock and Russ Taylor
Legendary Classes: Rogues by Matt Goodall, Jason Nelson, and Clinton J. Boomer
Ultimate Prestige: Villains by Jason Nelson
Mythic Monsters: Animals by Mike Welham, Jason Nelson, and Jonathan H. Keith
JULY (including GenCon)
Mythic Hero's Handbook from Legendary Games, Rogue Genius Games, and Dreamscarred Press
Mythic Monster Manual from Legendary Games
Mythic Spell Compendium from Legendary Games and Kobold Press
Mythic Monsters: Plants by Mike Welham, Alistair Rigg, and Jason Nelson
To Worlds Unknown by Jim Groves
Ultimate Armies by Jason Nelson
Products marked with an asterisk are already available, and products are grouped by their estimated month of release. More information will be forthcoming, but we just wanted to whet your appetite for the amazing things we've got coming your way.
Which ones have you fired up?
The first two books are at the printer now, the third is almost done in layout. That book, the Mythic Hero's Handbook, also includes a section on the Challenges of Mythic Play, including subsections discussing rules issues with alternative solutions for:
If you check out our listings of already published mythic products, especially in the Mythic Paths section, you'll find a generally cinematic and dynamic approach to making mythic things FEEL different from just regular stuff with slightly boosted numbers.
Zoltán Déry wrote:
Funny you should mention it. We've long toyed with the idea of Legendary Finales, capstone after-AP adventures. We have some guys very interested in writing them; we just have never quite found the right time to do it. It's on our to-do list, though.
As for hardbacks of the other AP plug-ins... I think you'll definitely have some things to look forward to later this year.
Two books are already at the printer - the Mythic Monster Manual last week and Mythic Spell Compendium yesterday! Check out the latest posting on our website!
The manuscript for the third and final book, the Mythic Hero's Handbook, is complete and has just been sent out for backer BETA REVIEW. If you're a backer, check your email! If you're not... you'll just have to wait until the books arrive! Fear not, though; there will be previews aplenty as we count down the days until our wide release. These books are going to be amazing, and we thank every one of you who has helped make them a reality, including every contributor as well as every backer and every cheerleader who has urged us on.
As for me, I'll be happy to get a bit more sleep once this project is over, and then start catching up on some others that have had to wait while we get this train into the station. This has been a great project with great partners, but Legendary is certainly more than just mythic, and we've got a whole bunch of cool new stuff coming your way!
We will definitely have samples in time to show off at PaizoCon. If things break the right way, we may get the books in time to distribute to backers at the con and even sell as a convention special, but even if not we will definitely be out in force at GenCon, where Legendary Games, Kobold Press, and TPK Games will be sharing a double booth!
Just for fun, here's the final table of contents for the Mythic Hero's Handbook
CHAPTER 1: MYTHIC PATHS
CHAPTER 2: MYTHIC CLASS ABILITIES
CHAPTER 3: MYTHIC FEATS
CHAPTER 4: MYTHIC MAGIC ITEMS
CHAPTER 5: MYTHIC PSIONICS
CHAPTER 6: MYTHIC MISCELLANY
This is a MYTHIC MONDAY to take your best shot, with a dozen mythic feats for gunslingers and other ranged combatants!
Come and grab your copy of Mythic Minis 53: Gunslinger Feats today!
One of the guiding principles of Legendary Games is that we produce what we want, when we want, how we want, and that whatever we do our first priority is to make it awesome. Everything else flows from that, including the fact that we don't have a hard-and-fast release schedule. We produce things as we produce them, and we take the time to make them the best we know how.
A big reason why we do it that way is my belief that, at the end of the day, or six months or a year later, people won't necessarily remember whether a product came out on this day or that day, whether they got it in May or June, but EVERYONE will remember if you put out a product that seems sloppy or rushed or has fixable errors or just disappoints expectations.
There are reasons to keep a tight schedule, and we certainly aim to keep ourselves on track, but I believe fans will be a lot happier with a book that is awesome cover to cover than a book that is flawed. I like the quality of our work and trust our contributors to turn in stuff that's great, but everybody can use a second set of eyes.
Ironically, this is the sort of thing people often say when something is going to be late, but in this case it's not. The books are going to be done pretty much exactly when we expected they would be. The convention calendar just shifted around our timetable, and there's only so much you can do to adjust. We'll get them up and out when they're ready to go, and they'll be fabulous.
TL;DR - Awesome and timely are ideal, but if awesome and timely have to fight, awesome wins every time.
What's the ETA on the Mythic Hero's Handbook?
When we put our Kickstarter together, our hope was to have all three books ready to release at PaizoCon 2015. However, like a lot of folks we didn't know that Paizo was planning to move up the con by a month and a half, from the 4th of July to Memorial Day at the end of May. Those six weeks make a big difference. The books should still be done and delivered well before the 4th of July... but whether they'll be done in time for the new, earlier PaizoCon date is uncertain.
We've been working like crazy to make up the time since then, but this is a LOT of content we're creating, and there are a lot of people and a lot of moving parts involved, including literal shipping (on a ship) across the ocean from the printer.
At this point, my best guess is:
1. We will almost certainly have a small number of preview copies of all three books to show off at PaizoCon.
4. We will *definitely* have all three books delivered to backers whenever they arrive and available for purchase at GenCon, both at our own shared booth with Legendary Games, Kobold Press, and TPK Games, and most likely at the Paizo booth as well.
Until Paizo gets off its duff and actually puts forth an errata repairing the multiple broken elements of Mythic, I'm going to hold off on third-party stuff. And for that matter... my future campaigns will likely be Mythic-free with the exception of the occasional mythic monster.
The Mythic Hero's Handbook will have a section dealing with problematic rules in the mythic set and suggestions on how to address them if you wish.
And if you like mythic monsters, we have no shortage of those available!
In my home campaign my son started out playing a gunslinger and got through about the middle of the campaign before the character died and he replaced him with a ninja and then, post death, with another samurai. Amusingly, a gunslinger would be pretty handy right about now in the campaign, since they're currently in the middle of RASPUTIN MUST DIE! :)
Devastation Bob wrote:
It's tomorrow, it's tomorrow!
Why yes, I suppose it is, isn't it.
Eight Heroes Ready to Battle through Savage Science to the Stars!
Metal Heroes is our sixth set of 8 ready-to-play pregenerated 1st level characters created specifically to shine in a Metal Gods Adventure Path but ideal for any campaign venturing into the marvelous mash-up of the fantastical and the futuristic! Ideal for use as allies, cohorts, long-running NPCs, or replacement player characters, superstar author Neil Spicer brings you amazingly detailed and lushly developed characters including:
Ander Six, android slayer
The first product in this line is just about ready to release, and should be available by the end of the week! Check out the latest preview of the anticipated street dates for the currently on-the-schedule products for this AP in our latest update!
Further previews on Metal Heroes: Pregenerated Characters will be coming tomorrow, but sound off if there's something more you're looking to see that's not already on the schedule!
P.S. If mixing science and fantasy is your bag, you'll also be very interested in our next "Mythic Paths" product that we'll be previewing next week: Path of the Genius!
captain yesterday wrote:
I'd also like to point out, its not like Jason is new to writing for APs:-)
All told, the Legendary Games crew has written over 60% of the AP adventures that Paizo has published (I've written 4 of them FWIW).
In terms of the scope and scale of what Legendary Games has produced, we've produced one 256-page hardcover already (the Gothic Campaign Compendium), and the current three-hardback mythic rulebook set should clock in at over 900 pages. We've released 24 mythic bestiaries, half a dozen mythic spells products that include every spell in the core books, around 150-200 pages of products (adventures, bestiaries, class books, and supplements of all kinds) each for the "Far East" AP, "Kingdom-Building" AP, and "Pirate AP," plus about 100 more for the "Demon Crusade" AP, another 120 pages of mass combat and kingdom-building supplements. Our first Kickstarter from launch to delivery of books was less than six months. Our current Kickstarter launched last April and should be off to the printers by the end of this month.
None of that gets you a completed AP in your hands right now, of course.
What it does do is show a pretty strong track record of delivering on product at a rapid pace and with excellent quality. The names writing on this AP are ones that should be very familiar to you - Neil Spicer, Richard Pett, Tim Hitchcock, Mike Shel, Matt Goodall, Jim Groves, and more. If it's an AP you're looking for, check us out later this spring and I think you'll like what you see.
Just popping in to thanks 137ben, Shadowborn, and others for linking over to Legendary Games' products. We've been putting out mythic support since the rules came out, and there are plenty of products you can pick up now in PDF or in print, here on Paizo or on our website, with many of the same contributors who worked on the original mythic rules, and almost without exception everyone working on these books are also regular contributors to Paizo's own product lines.
The MYTHIC MANIA Kickstarter was a multi-company project between Legendary Games, Kobold Press, Rogue Genius Games, and Dreamscarred Press to create an encyclopedic set of mythic support books for the entire core Pathfinder line (Core book, APG, ARG, UC, UM, and more from the campaign setting and companion products), as well as from the best 3PPs working in Pathfinder space today. All the spells from Deep Magic, mythic support for new classes like the Shadow Assassin, Time Thief, Spell-less Ranger, brand-new mythic monsters, and more. We've been working on this since last spring, and we are sincerely hoping that everything gets wrapped up in time for printing and shipping to have the books available in time for PaizoCon. It's going to be cutting it VERY close, since PaizoCon was moved up a month and a half from where we expected it to be when we ran the KS (from 4th of July to Memorial Day at the end of May), but we'll see what we can do.
If you'd like an inexpensive sampler of the kind of content you'll be seeing, Mythic Magic: Ultimate Spells I is our TWO$DAY product of the week this week, which means you can pick up the PDF for just $2 (regular price is $5.99) for mythic versions of every spell from Pathfinder Roleplaying Game Ultimate Combat (save those that already appear in the core mythic rulebook from Paizo).
You can also pick up any of our Mythic Minis line for just a buck. These are short one-page products, usually 7-12 feats or mythic path abilities, 4-5 magic items, or some other rules element (like curses or lycanthropy) to do with the mythic rules. Take a walk through and you'll probably find something that piques your interest.
And we do have a mythic AP already in production. The manuscript for the first adventure is already in and we are working on development, and we are planning a Kickstarter campaign for later this spring, probably in May or June to kick this thing up into the stratosphere and beyond! Literally. :)
Sorry to have disappointed, Thurazor. I had hoped to include the mercenaries section in there, but the aerial, nautical, combined arms, and siege sections just kept growing in the writing and eventually something had to give. Sometimes a book's organic themes only become apparent in the writing process, and that ended up being the direction there. This month is the last frantic rush to the finish on our giant mythic project from last year, but once that's out the door I'll have a nice break to breathe and catch up on projects like this one.
I think you'll be very happy with what's coming in Ultimate Armies.
Simple. Just ignore them. Out of over 60 path abilities, the only one that is exclusive to gunslingers is Mythic Grit, and there are two others that work with firearms or splash weapons (Clear Your Heads, Sure Shot).
There are other abilities here that are generally useful for ranged attackers, but that's it as far as things related to firearms.
The trickster is all about deception, stealth, showmanship, guile, and, well, TRICKERY. There is a bit of overlap in that both work well with Dex-based builds, and the stranger does get a few trickster path abilities on its list (all paths share some abilities with other paths), but a stranger's focus is more on revenge, intimidation, movement, secrecy (and finding out secrets), toughness, and a fair bit of stuff to do with firearms.
This messageboard is a pretty good place, if only because you get a great cross-section of all the companies, but it's not necessarily the greatest for FINDING something you're looking for unless you already know what it is. Also, there's a lot of traffic so messages don't tend to stay "up front" for very long. Still, if you're willing to do some digging this is probably the best place to find the most information.
If you're looking for reviews of 3PP products, the most prolific guy out there is Thilo "Endzeitgeist" Graf, who posts his reviews here on Paizo, on DrivethruRPG, in GMS Magazine, and (easiest of all, to find everything in one place) on his own website. There are plenty of other folks that write reviews, and not everybody loves his style though many do, but no other 3PP reviewer matches the sheer volume of product and detail that he provides.
You can start looking up companies and finding their websites and Facebook or Google+ or Twitter pages and follow them there, which will generally get you the most up-to-date information, but it does require following lots of news sources.
Hope that helps!
We are including a section on "Making Mythic Work" in the upcoming Mythic Hero's Handbook that addresses a lot of the issues that have been brought up here and offers potential solutions for people running a mythic game. For those who have given up entirely on mythic, I don't know that the solutions we offer would change your mind, but I think it's great advice to include in our three-volume hardback expansion to the mythic rules. They aren't for everybody, but I think the advice and suggestions made in this thread and elsewhere are helpful for people coming into a mythic game to see where the danger spots are and make an informed decision about how and whether to address them in a way that makes the game more fun.
One thing that I think is easy to overlook about the mythic rules is that they offer a great toolbox and a very interesting system for adapting and intensifying different elements to a regular Pathfinder game. I think it is great for monsters in particular, in that it lets you do things with them that live up to their flavor text in ways that legacy design doesn't always allow. I like mythic spells as a way to model ancient or exotic magic from fallen empires, a limited resource that can only be used in a certain way. Mythic classes and feats could represent specialized training for an ancient master, or the effects of a divine blessing or the presence of an artifact or relic or whatever twist of fate you want to envision. They can also be taken away, and since it's an overlay system you can remove the mythic without disrupting the character underneath.
Long story short, using the mythic rules does not necessitate running an entire "mythic campaign." Could you just tailor rules yourself? Sure. But what mythic offers is a systematized method of, for lack of a better word, fudging the monsters, magic, and other elements in the campaign in a structured way.
FWIW, the change I most regretted seeing between the early drafts of the mythic rules and the final was the amazing initiative ability, which is a great bad guy ability (helping correct action economy) and not such a great PC ability (making it worse). A lot of other abilities create problems, especially with stacking, but I think action economy is public enemy #1.
P.S. I'm running a mythic version of mostly Reign of Winter (with a healthy dose of Jade Regent and Carrion Crown tossed in at the beginning), and PCs are currently at 11th level and 5th tier. Party mix has been interesting - a druid, fighter (tower shield), oracle, fighter/rogue, magus (recently killed/possessed by an intellect devourer, replaced with sorcerer), ranger (recently replaced with cleric), and another player who's been a gunslinger, ninja, and now samurai. Interestingly, the most campaign-impactful mythic spell has probably been mythic endure elements, since it negated all of the cold weather, difficult terrain, fog/mist/etc. issues throughout the campaign.
I've seen some mythic things be very effective, and others not so much. I have probably two optimizers in the group; the rest are pretty mellow. It's been interesting seeing which abilities come to the fore.
In many cases, comparing 3PP prices to Paizo isn't fair because their unit cost of production is much lower because their print runs are much larger. Case in point, we looked into doing a product for Free RPG Day, and the cost to print 700 copies of a 16-page color adventure was around $1400. If we tripled the cost to $4200, we could get FIFTEEN THOUSAND copies. That's 21 times the amount of product for 3 times the price. We didn't end up doing either, but were just looking into what it would cost, comparatively speaking.
If you have the marketing reach and sales channel and distribution access of the industry leader, you can leverage that to sell larger runs of product, and more to the point have a much lower "floor" of what you will sell, because you have a certain subset of your population that will buy just about everything with your logo on it. 3PPs don't have that advantage; almost everything that we do is a little bit of a crapshoot. You can plan and market what you want to do and have a pretty good idea of how it will do, but you will often be surprised by what hits and what misses. Sometimes reviews make a big difference. Sometimes they make no difference at all.
Paizo didn't just luck into this situation. They built it carefully and skilfully, and they MADE themselves into the industry leader. That said, the smaller fish swimming around the Paizo pool have different marketing and visibility challenges and different economies of scale than Paizo does.
Paizo is also in a situation to offer loss leaders, like a 560-page PDF for $9.99 - the Core Rulebook. I actually had someone offer that as a counter to why our PDFs should be cheaper. There's no rational counter-argument to be made to that, because the argument itself is not rational. Even if you compare it to Paizo's other products, where a 32-page Player Companion is 8.99 and the hardback core rulebooks are 9.99, from 256-pagers to the CRB, you can see there's no internal logic to the argument, yet some people will fervently argue the point.
At the end of the day, you have to find the sweet spots for your sales and your marketplace. If you're going to run sales where you discount things, you need to decide how deeply, how often, and how long. If you decide you want to change the price on something, you do it. Set it low enough that people want to buy it but high enough that you can make money on it. We've sold PDFs as low as $1 (or .50 on sale) and as high as $35, and print books bring a whole new wave of crazy into the situation because of the hard costs involved and the lower margins you get paid. If you're just starting out, I'd advise avoiding print. Even print-on-demand can be a pain until you've gotten into the swing of it (and even after that sometimes).
You also have to find the contributors you want to work with and that want to work with you. Develop a great collegial and collaborative relationship where everyone is invested in a product's success, a situation where people WANT to work on things, and you'll find a happy place.
At long last, we stand upon the cusp of completeness. Behold! The final monster list (organized by CR) for the MYTHIC MONSTER MANUAL! Which monsters are YOU most looking forward to seeing live and in mythic color?
PS - Thanks to Ivan Dixon, Tim Kings-Lynne, and Amy Nagi for these preview illustrations!
Good? Bad? WHO CARES? It is all about the CHAOS with the latest batch of mythic monsters from Legendary Games: Mythic Monsters 24: Masters of Chaos, now available in wide release!
For a quick look at the contents of this volume, in addition to a piece of short fiction by Pathfinder planar paragon, Todd Stewart, you'll find the following mythic monsters:
CR 3/MR 1 - Mythic lyrakien
I'm 44 and still have my Costacos Brothers posters of Steve Largent and Kenny Easley (my all-time favorite Seahawk) and a bunch of Al's Auto Supply weekly highlight posters they put out in the late 80s.
The wife makes me keep them in the attic, though. Said they looked a bit too dorm-roomy. I did have to concede the point. You can only roll and tack up a poster so many times before it gets pretty raggedy. My 17-year-old, though, has a bunch of my old posters up in his room; he's 17, he gets to have his room look like a dorm if he wants!
I had originally dismissed the issue of the Patriots deflating footballs as being insignificant, and in the outcome of the AFC championship game with the Colts I doubt it made a big difference; 45-7 is 45-7. The bigger question is the suspicion that it's been a pattern.
I had been mostly thinking in terms of passing. A softer ball is easier to throw and catch, sure, but that seemed to be a bit of a personal preference thing. The larger issue I hadn't thought of until I heard a retired NFL running back talking about it was not about passing at all. It was about fumbles. The football is easier to hold and prevent defenders from dislodging it when it's underinflated.
Guess who leads the league over the last 5 years in fewest fumbles per play? The Patriots.
That's nothing surprising on its own; ball security involves some luck, but it's also a skill and a mindset that you can emphasize in practice, and some teams are better at it than others. A well-coached team like the Pats you'd expect to fare well at keeping the ball.
The surprising thing was that they weren't just first; they were first by a country mile. The gap between the Pats and the #2 team was the same as the gap between the #2 team and the #27 team in terms of plays per fumble. That's a statistical outlier, and one that correlates with the effect of an underinflated football.
Is that evidence of cheating? No, but it is an interesting data point in the fact pattern when people ask, "Who cares? What difference does it make anyway?"
I think Ultimate Armies is already announced. I'm sure Jason will chime in to confirm or deny.
Ultimate Armies is indeed on the books as the next installment in the series. If all goes well, I'd like to have it ready in time to debut at PaizoCon in late May, but we'll see how the giant project pile goes. :)
Just for fun, a quick preview of one of the mythic tarrasque's mythic abilities:
Vengeful Eye (Ex) When a creature attacks the mythic tarrasque or uses a teleportation effect within 1 mile, it instantly becomes aware of that creature’s location and for 1 hour it is always aware of the direction and distance to that creature and can see its attacker as if it had unlimited-range blindsight. The mythic tarrasque’s vengeful eye ignores illusions and concealment and is not fooled by polymorph effects or other disguises. As long as the mythic tarrasque has line of sight to a creature that has attacked it, any teleportation effect used by that creature fails unless it succeeds on a caster level check (using its Hit Dice as its caster level for supernatural abilities) against the tarrasque’s spell resistance.
The finish line for one of the biggest 3PP Pathfinder team-ups you'll ever see is drawing closer. Today, the last of 2070 brand-new mythic spells was written for the Mythic Spell Compendium, courtesy of Legendary Games and Kobold Press. Every spell from the APG, ARG, UC, UM, CRB, Deep Magic, and a slew of other Pathfinder books.
Which spells are you looking forward to seeing?
P.S. Thanks to everyone who backed the MYTHIC MANIA Kickstarter last year. These books are going to be fabulous, and we're so happy you helped us make them a reality. Let the layout begin, and let the Mythic Monster Manual and Mythic Hero's Handbook not be far behind!
If you've been following the latest Adventure Path with interest, exploring the union of the magical and technological to explore the mysteries of the cosmos come right down to earth, you should be very interested to see the latest series of Adventure Path Plug-Ins about to launch from Legendary Games!
Ultimate Armies is simmering in the background, with work progressing on a couple of fronts.
1. Part of UA will deal with mercenaries and mercenary companies. This was something I had intended to include in Ultimate War at one point, but the scope and focus of the book often shifts during writing and it ended up seeming like a better fit in another book.
2. UA will indeed deal with the troop subtype as a bridging element between character-level and army-level mass combat.
3. @Arnwyn: The troop subtype will include a template version.
4. @Heine: The description of Ultimate Armies as being a sort of "NPC Codex" of armies is apt, and the pregenerated armies will be especially useful for players of the various official Adventure Paths that have scenarios that could easily be adapted as mass combat scenarios. Just sayin' if, for instance, there was a Fortress full of Stone Giants and their allies that you wanted to assault, there might be some support for things like that across many APs.
5. We also have a couple of other contributors working on character options that integrate with the mass combat/kingdom-building rules and with the troop subtype. It's possible this may end up as its own standalone product, or it may end up in Ultimate Armies; that will depend on the final scope of the design and how it fits.