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Are wrote:
Generally speaking, as freelancers who sell our work to Paizo, we respect the right of Paizo to create the adventures they want to create, which means respecting the published versions of adventures and not going around spamming unpublished manuscripts willy-nilly. They might have things in them Paizo doesn't want associated with their adventure, for any reason at all, and if someone plays an unofficial version and finds something they don't like and goes online complaining about it, that puts Paizo in a difficult position because now they have to take criticism for something that they already "fixed." This is of course apart from the fact that we want people to BUY PAIZO ADVENTURES, not facilitate IP piracy. So I say all that to say, if you email the writer of a particular product that you own, you can always ask them if they have any supplemental material, notes, etc. that they would be willing to share. Generally speaking, they will say yes, sure, here it is... with the caveat that you not share or repost it anywhere (if someone asks you about it, refer them to that author to make their own request). TL;DR = if you'd like DC notes for End of Eternity, or War of the River Kings, or even The Hungry Storm, etc., feel free to email at Spoiler:
tjaden jason at gmail dot com You could try the same with other authors if they are inclined to share their email. They may say yes, they may say no. Be gracious either way. Most important, whether using the published version, notes from the author, or otherwise... HAVE FUN! P.S. Glad you guys enjoyed the DC! The idea that there was no clear-cut "bad guy" was 100% my intention - an adventure that you could legitimately play any of a couple of ways, and any of them could succeed. Erik Freund wrote:
Alas, for the heinous and horribulous bits that ended up on the cutting room floor. You might've thought it a bit more difficult with them... :) Neil Spicer wrote:
:( That is all. In that case, blessings and prayers for you both for entirely less happy reasons. Neil Spicer wrote:
Aw man!!!!!! :( Virtual fist bump only this year, alas. Blessings on the new addition, though. I have it on good authority that July is an excellent month in which to be born! :) Brogue The Rogue wrote:
That entry is intended as a modification to the normal Loremaster ability, not a replacement for it. The only difference is that you can take 20 1/day plus once for every 6 levels beyond 2nd, instead of every 6 levels beyond 5th. The rest of the ability works as is. I should have included the phrase "This ability functions as normal, except [blah blah blah times per day]" or the sentence "This is otherwise identical to the bard class ability. Sorry for any confusion, but that was the intent as I wrote the archetype - you just get loremaster 3 levels earlier than a normal bard. Other than that, it's the same. Biobeast wrote:
Interesting. I thought there was a note right on the title page or the editor's foreword/intro of every AP pointing people to paizo.com and the PRD for further information. I'm at work at the moment so I can't check, but I thought I had seen it there. If it's not, that would definitely be something worth adding to the title page/intro, to make sure that presumed free availability is more of a reality. Gorbacz wrote:
Yep. In the final episode of S&S I'm writing, things are included from the PFRPG rulebooks line beyond the Core Rulebook and I don't think that should be a problem for anyone, given the free availability of those rules. There are very few things in there that are from other books (e.g., Inner Sea World Guide), and all of those are fully explained in the text or stat blocks as to what they do and how to use them. Cormac wrote: I would love to see your original texts. Are they available anywhere? Not posted anywhere, no, but you can send me a private email at Spoiler:
tjaden jason at gmail dot com and I can hook you up. Amusingly, I'm running War of the River Kings right now in my own home campaign, the first time I've run a Paizo AP. I'm using my original version, including running the battle scenes as "war and soldiers in the background" with small-unit tactical objective missions for the PCs to do themselves being the focal point/turning point of the battle scenes. Ironic, given that I spent a lot of time working on revising and expanding the mass combat rules, but in the end only one player really wanted to do them (well, one other did, but then he went on a trip to India for 6 weeks right when we were going to be hitting the mass battle scene time!), so in the interest of everyone having fun we skipped the mass combat stuff and focused on PC-level action. It's been fun! Dale McCoy Jr wrote:
I'm pretty sure most of the servants were removed during editing and development, in part because I had thought the hexploration part of Kingmaker would be over with by the time they got to issue #5 so I wrote zero exploration stuff in my adventure. Oops! They had to find room for it somewhere, so a number of things had to get tightened up. There was also a lot of fluidity in exactly how the mass battle stuff would end up working, so there was some reshuffling needed there as well. It happens. That's freelancing for you! As the designer of your spoiler, I can say that I wrote it up to be a living building, complete with servants, kitchens, armories, libraries, storerooms, and even bathrooms, plus hallways and balconies designed to break up spell areas that might be cast to block sight or access through one point, allowing defenders to circumvent battlefield control effects by simply closing doors and using other ones. Perhaps it's the Gygaxian naturalist in me, but I build fantasy buildings like buildings where people would live and work, and most Joe-average workers aren't going to be "monsters" or even encounter-worthy foes at all. By simple math, you're going to have more doors than enemy combatants of note in a living castle. If you're in a ruin or dungeon, though, all bets are off and you might be right. To W E Ray, I think the claim that APs make Paizo disinclined to try new things or experiment is clearly and demonstrably not true. James rattled off a laundry list of oddball experimental topics, themes, situations, and mechanics that the APs have introduced and employed to keep things fresh and different, from romance and notoriety to running a business or a kingdom to participating in a play or trial or stopping a plague to making a hundred wishes. These are miles away from common ground that has been trod a hundred times. Variability in adventures is finite, but I think you're selling it far short of reality in claiming that APs aren't already being pretty adventurous and inventive. DeathQuaker wrote:
Then again, Redcloak does possess an artifact of unknown provenance (his eponymous garment), so it's possible that would tip the scales more in his favor. If he has PC-level gear, that's an extra +1 CR! :) HolmesandWatson wrote:
I like dwarves too. I've often wanted to run the old Night Below campaign, but just reading it one of my annoyances was that, when you go down into the ground, instead of having dwarves, there is YET ANOTHER KIND OF ELVES!!! Lame. So yes, a hardcore "dungeons deep and caverns old" dwarf-centric AP would be cool beans in my book. James Jacobs wrote:
Tru dat. Case in point: I'm up at 1 in the morning on a school/work night because I've got an AP adventure to finish. I love gaming and I love getting paid to write gaming stuff... but a little extra shuteye wouldn't be amiss either, and that's just for me as a regular Paizo contributor that works in and around their production schedules, not even an in-office person in Redmond. It's easy enough to say, "You love it, just do more," but I've turned down opportunities before for stuff that would've been fun, but I just ain't got the time vs. the other things I want to be able to do. All money ain't good money, bro. :) Sebastian wrote: Well, now we know that Redcloak is 17th level. What's the highest level spell that V (non-spliced) has cast? The Order needs to do some serious grinding if they want to defeat team evil... I think V has used prismatic spray, and I know V has learned power word, blind, in a rather hilarious strip about how many pages that spell would take up in zer spellbook. Those are only 7th level, so if the order on the whole is 13-14, just taking on Redcloak would be a super-challenging encounter. Uh oh... Lord Fyre wrote:
If you haven't read it... READ IT! SO.
Entering the contest has no real downside. Entering the contest with the best idea you think you will ever have has a theoretical downside, if you truly believe in your heart of hearts that you will be able to get it produced and promoted on your own steam through some other avenue and really hit it big. As others have suggested, that's possible, if vanishingly unlikely without having some means of building up your reputation and profile as an RPG author first. Not saying you can't make it happen, but the odds are against you. The best thing you can do for yourself if you DO want to self-publish is to first find a way to get your name out in front of RPG fans in a positive way. Ironically, this contest is one of the best avenues to do precisely that. Publishing your RPG stuff isn't just about having great ideas, great writing, and the ability to lay out an aesthetically pleasing product; it's also about getting someone to pick it up off the shelf (or figurative electronic equivalent for online PDFs) and put their eyeballs on your product for more than two seconds. You have to give them a reason to not just glance right past it. Having a name that people recognize isn't the only way to do that, but it helps a lot, especially if you don't have boobies on the cover... :) Seriously, though, if your best idea is so entwined with a bigger THING that you honestly believe you are going to market commercially, then you just have to be creative enough to think of something else for the contest. Come on, it's 300 words, MAX. This is a challenging task, but it isn't rocket science. If you think you've got the chops to professionally market an RPG product, you had better have enough faith in your reservoir of creativity that you can churn up 300 good words any day of the week, and spend a little time making them better than just good, and a little more time still making them great. Think of it not as Paizo quizzing you, but as you quizzing YOURSELF. "Do I have what it takes to do this?" If it takes a person a whole year to come up with one great idea, I would submit that that person is not quite ready for the pace of opportunity that might come along if they did win... or even just for the pace of the remainder of the contest. Those rounds come fast and furious once the contest gets rolling, and that's part of what separates contestants as the rounds go along. You might start out with a whopper of an idea in Round 1, and you've got a lot of time to preview the rules for Round 2 so you probably can gin up a good idea, but do you have the stamina and enough water in your well to keep good stuff coming round after round? It may feel forced, but it's not really. Maybe a little, but not much. You're banging away on one freelance project with the deadline coming, then another comes up, and another after that. You've gotta keep it coming. Look, your wondrous item idea doesn't have to reinvent pizza, the wheel, and sliced bread all at once. It needs to be cool enough to show the judges some spark and give you an opportunity to tee it up and knock it out of the park in the contest. Then you can self-publish your magnum opus. Like RonarsCorruption just said, though, it might be a better investment to lead with your very best idea and hope the spark you get from kicking backsides and taking names in the contest gives you the impetus to self-publish your NEXT magnum opus. Who knows, you might have a bunch of 'em in you! All this is water under the bridge for this year's contest, of course, but for anybody with this thought a year from now, hey, it's food for thought. Alison Doody
One of my favorite exchanges of dialogue from that movie: [talking about how they both slept with the same woman]
Moro wrote:
Yup. Not that I don't like lots of the other characters (Light bless me but Nynaeve is one of my favorites), but to really move the whole thing along, we need the planets to orbit the sun (Rand) to tie the whole thing together. YMMV. Charlie Brooks wrote:
As I understand it, the fill-in story is mostly about what Gandalf was doing during the Hobbit; i.e., him, Galadriel, and that crew of high-level NPCs invading Dol Guldur to take on "The Necromancer." I'm not sure how much, if any, of it is devoted to the 50 years or so between the end of the Hobbit and the beginning of Fellowship. Jason Ellis 350 wrote: I have seen two different reviewers claim that they could tell which parts were written by Jordan and which ones were written by Sandorsen, but what one said was Jordan's style the other claimed was Sandorsen's. It isn't that he is so much better, but that his ghost writing is about as seamless as it can possibly be. Of course, having large sections in the middle that were written by Jordan, and having Jordan's editor both go a long ways for that. Also, the Sandorsen written books benefit from being closer to the end, so they are picking up steam. Whether it was all there waiting to be done, or whether it's a fresh pair of eyes and hands to do it, there is some hardcore slash and burn on dangling plot-threads. The pace has definitely picked up big-time. Really, I think a big part of the improvement has been remembering that *Rand* is the main character in the series, and advancement of the meta-plot requires him to be prominently involved. The other characters are all still pursuing various goals and plans, but the focus of everything is squarely back on Rand rather than all the other characters kind of running around in their own isolated circles. Things are connecting back up, as they should be. brreitz wrote:
For reference, the caravan encounters were created based on the benchmarks in Table 1-1: Monster Statistics by CR on p. 291 in the Bestiary. However, as has been pointed out, those CRs were based on the operating principle of a PC party, with 4 PCs vs. one opponent. However, the mistake that we made, apparent in retrospect, is that the caravan isn't 4 PCs; it's *ONE* PC. As a result, those target CR benchmarks ended up 4 CR's too high. This means you basically have two choices: 1. Give the PCs in your party the ability to create their own "caravan combat" roles. In essence, your caravan would get up to 4 attacks per round of caravan combat (assuming each PC used their "caravan action" to fight). You'd also need to increase the overall hp of the caravan. I haven't done the math on that, but I'd guess a rough eyeball would be to simply double the caravan's hit points. OR 2. Use the caravan combat rules as-is. Make no changes there. Instead, re-benchmark the encounter stats based on a CR 4 lower. Reduce the DCs for Security, etc. checks by 2. Look at the caravan CR that you see in the module, then use the following conversions instead of the base combat stats you see there: CR 5 - AC 12; hp 15; Atk +2; Damage 2d6
This should give you properly calibrated challenges for the caravan acting alone against the challenges placed in the adventure. None of this is official or RAW, of course, but if you're looking for an authorial suggestion that should better fit the numbers, feel free to use this if you'd like. :) Fox1212 wrote:
I'd suggest it's for a couple of reasons: 1. Because the ice near the coasts is vastly more unstable and subject to constant movement throughout the year, making it impossible to reliably map it or establish landmarks, and putting caravans at much higher risk from crevasses and other natural hazards. 2. Also, since there's more moisture nearer the coasts, you actually would have vastly more snowfall there. While you can have white-out conditions on the High Ice due to wind alone, the prevailing weather patterns would suggest that snow would be a much bigger problem closer to the sea. 3. It may be that the less-severe temperatures nearer the seas would mean larger monster populations to menace caravans. The Path of Aganhei thus offers a stable and reliable route that can be mapped followed without much chance of changing suddenly, where the ice is fairly stable and only rarely will collapse, where the weather is far more predictable (clear, cold, windy), and where the temperatures are low enough to keep a lot of monsters elsewhere without being so cold that it freezes the caravan. It's the Goldilocks path of the happy medium--not too much this, not too much that, just right. Todd Stewart wrote:
Ditto from me. It never hurts to ask, but be polite and not pushy. Freelance writers have cyclical schedules, and at any given moment they may have a big load of stuff coming due, or they may be in a valley with nothing going on. It probably helps to have a clear explanation of: 1. The project (subject, length, connections to other products)
Any of the three could be a deal-breaker. It might be a subject the writer isn't interested in, or they just can't do it when you need it, or the pay you're offering isn't enough for them to justify doing your project vs. another project (or whatever other demands they have on their time in their life outside writing, be they family, job, church, sports, etc.). I don't mean to discourage you from contacting whomever you wish, just to suggest that several things have to all be right for you to get the "Yes, I can do that!" reply you want. Be prepared with the information your target will need to decide, and you'll be several steps ahead of the game. Good luck! Anguish wrote:
My experience working on the book tells me that your expectations about the proportion of reprinted and non-magical material in Ultimate Equipment are not accurate. If what you are looking for is a metric crap-ton of brand-new magic items, this is your book. If you end up not liking the new magic items and such, that's one thing, but I'd suggest giving it a look rather than deciding sight-unseen that you're not interested. J-Bone wrote:
Not really. The problem is that you're thinking of having Ulf just tell them right at the moment it appears. That DOES make it come out of left field. Thing is, he's been over this route plenty of times. He knows all about the place and has been there before. The solution is just have to have Ulf talk about their route over the Crown *BEFORE* they go up there. Dead Man's Dome is a well-known landmark along the route. At any point of their trip, but preferably early on, Ulf can sit down with them and some maps and say "Here's the Path of Aganhei. It goes from Unaimo here, up and around past the Steaming Pits of Gheit, then past the southern faces of the Alabastrine Peaks, cuz you know we sure wouldn't want to go anywhere near the top of the world! Then after we clear the Alabastrine Peaks, we'll veer south, making for Dead Man's Dome. It used to be a trade station, but they said some nameless hero held off an army of giants and helped the merchants and folks escape. Supposed to be haunted but I doubt it. Past Dead Man's Dome, we go down into the Ruun Uvas basin to Ul-Angorn, the first town of any size on the far side of the Crown. Then up and over Ovorikheer Pass and down to the Osman Confederation, through the lake country there, and then over the tundra to the Wall of Heaven. One last pass to traverse, and we're back into the warm lands beyond!" Boom, a one-paragraph travelogue along the early part of the trip that establishes Dead Man's Dome as a known landmark with a small bit of local lore about it. You don't ever need to mention it again, throughout the whole crazy traverse that drags them up to the top of the Crown after all. As they start heading back to get back on the trail, they pull out their map and it seems like the natural spot to connect back onto the trail. He's not telling them about it cold; he's reminding them of their earlier look at the maps. It's no different from the scene in the movie version of "The Two Towers" when Frodo and Sam are caught by Faramir's rangers at Henneth Annun. In character, Faramir and his lieutenant look at a map of Middle-Earth and remind us, the audience, where they are and where Saruman, Rohan, Minas Tirith, and Mordor are and what they are doing. These are things we had explained a while back in the story, but after a long trip we need a new "establishing shot" to remind us of the landmarks of the story. That's what you're doing - re-orienting the PLAYERS to the geography and landmarks of the Crown. Their characters probably would remember, but in-character you are having Ulf re-establish where the PCs are relative to the locations on the map and where they need to go next to get back on track. The nearest dot on the map: Dead Man's Dome. Once the undead army starts tailing them, combine that with the re-orientation, and now instead of a "Hi, let's go here!" suggestion out of the blue, instead it turns into an in-character realization that the caravan is in trouble, leading them to think, "Geez, this is probably the only semi-defensible spot for our caravan for hundreds of miles in any direction. I guess it's Dead Man's Dome or bust. A bad chance is better than no chance, right?" It doesn't take a lot of prep work. A little bit of foreshadowing goes a long way, and when you get close you remind and reorient them to the map. Badaboom, badabing, done. Cat-thulhu wrote: Wow my spelling and grammar really suck late at night! I think a Worldwound AP is inevitable - it's been begging for one from its inception. To do it justice it would need to be hard, really hard, on those poor adventurers. A Worldwound AP is the one I'd most love to see. As to what they ACTUALLY have in mind for after Shattered Star, we will have to wait and see, but I have a good notion it's gonna be pretty cool. Maxximilius wrote: Wut, awesome official clarification is awesome \o/ Ah, but "official" clarification is NOT truly official. Only SRM/SKR/JB issue those. I can tell you only what was in my head as I was writing the rule, and how I'd write it differently in retrospect. But, if you like the RAI rule, by all means use it... :) Grick wrote:
Aw, listen ta you, I'm blushing. It would take a long while to list all the stuff, but I did recently post a list of the products I've written or coauthored. It's over on one of the Superstar threads here. Umbral Reaver wrote:
Eh, it could be. I figured it was simpler to just give one rule for ALL oversized weapons than to start making exceptions. Besides, the thematics of the Titan Mauler are more about BIG guy wielding a BIG weapon... as in, a giant's hunormous sword or greataxe or whatever. A Titan Mauler might consider it beneath his dignity to do anything other than go two-handed all out!
19 people marked this as FAQ candidate.
18 people marked this as a favorite.
WalterGM wrote:
Sorry, my message board coverage is a little spotty lately, as I am banging away on an upcoming AP adventure and the deadline is looming. My short and wholly unofficial answer is that I'd probably leave the Jotungrip ability as is, since that ability is really more about using a regular TH weapon in one hand than using overly large weapons. However, the Massive Weapons ability is the one I'd probably change, to read like this: Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. At 3rd level, she can wield melee or thrown weapons sized for creatures one size category larger than her own size, with a -2 penalty on attack rolls. Such weapons are always considered two-handed weapons. For every 3 levels beyond 3rd, a titan mauler may choose to increase the size of weapons she can effectively wield by one additional size category, with an additional -2 cumulative penalty to attack rolls. Alternatively, she may choose to reduce her attack roll penalty when using oversized weapons by 1. This choice must be made every 3 levels when the ability is gained and cannot be changed. This ability replaces trap sense. I think using a hunormous sword or throwing a giganticulous spear fits the theme of the titan mauler. Walking around with a cannon or ballista or tree-sized bow? Not so much. YMMV. If you want something simpler and a bit more similar to the as-printed rule, you could also try: Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense. Matt Goodall wrote:
+1 to this as well. I always like seeing what the art order comes back as for things I've written. Sometimes it's neat. Sometimes it's Awesome. Sometimes it's COMPLETELY MIND-BLOWING!!! :) And also +1 to what Dennis said about seeing or hearing about people playing with a thing you've created and having fun with it. It *IS* work. It requires discipline and attention to detail and sometimes you just gotta grind even when you're tired and wanna go back to sleep or go watch "Highlander" for the 42nd time or have to put off raking the leaves or whatever. But it's still an awful lot of fun at the end of the day. Neil Spicer wrote:
+1 to that Also, as for the objective evidence that RPG Superstar is a lot more effective than just "working your tail off," let's use me as an example. The first thing I successfully published in gaming was a series of webcolumns on the WotC website, basically GMing advice columns. From 2002 until February 2008, when I finished in the Top 4 of the initial RPG Superstar, here's what my hard work netted me in terms of paid gaming publications (spoilered for those who don't care for the specifics, as the final point is below):
Spoiler:
Web Content “Behind the Screen” #1-39 (2002-2005, Wizards of the Coast, https://www.wizards.com/default.asp?x=dnd/arch/bs) “Save My Game” #1-77 (2005-2007, Wizards of the Coast, http://www.wizards.com/default.asp?x=dnd/arch/sg) “Gaming in Schools” #1-3 (2005), Wizards of the Coast (3 promotional/instructional documents; 1 for teachers, 1 for parents, 1 for media) “Basics of the Game” #1-8 (2005), Wizards of the Coast (8 promotional/instructional documents for attracting and teaching new players) Game Design, Adventures
Game Design, Rulebooks
Game Design, Setting and Support Material
Here's what my continued hard work netted me AFTER finishing in the Top 4 of RPG Superstar: Game Design, Adventures
Game Design, Rulebooks
(The Pathfinder Chronicler included in the Pathfinder RPG Core Rulebook, shaitan genie in the Bestiary, and the adherer, popobala, and sabosan in Bestiary 3 were all things I had written (the adherer was from the 1st Ed Fiend Folio) for Paizo in previous works, though I was not technically a contributing author for any of those three products). Game Design, Setting and Support Material
Before Superstar? A fairly consistent web presence but just 5 modest print publications. After Superstar? I think I lost count, but it's a been a BUNCH! :) Coincidence? Hmmmmm... I think not. Hard work can take you places, but hard work plus winning or showing well in RPG Superstar can take you a WHOLE LOT FARTHER! The surest sign of a good idea is that it makes other people say, "Wait, you mean we haven't always had one of those? How did we not have that? Why didn't *I* think of that?" I remember thinking that about the hurricane gloves in year 2's contest. Perfectly obvious, except that they weren't, and that's what made them AWESOME!
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