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I started posting here during the magazine days. It was a tightly-knit community, Paizo's APs (Age of Worms was finishing up, people were gearing up for Savage Tide) were top-notch, and people like James and Erik, whose names we all knew, were always posting. I switched from other systems to 3.0/3.5 solely to play in the Dungeon adventures without having to convert between systems.
After playing Savage Tide, it was clear that martials weren't keeping up at mid- to high-level, but the game was still fun -- mostly because the adventures were so imaginative.
When the print magazines were cancelled, it was a sad day for everyone here. Rise of the Runelords was launched, and I unhesitatingly became a charter subscriber.
Eventually 4e was announced and Paizo did something we thought was audacious at the time: they'd make their own 3.5 variant. A lot of outsiders showed up for the playtest, and a lot of them had a lot of the same suggestions about how to fix the existing, well-known problems with 3.5, but their posting style was often sarcastic and confrontational, and we all hoped they'd go away. And they did, but unfortunately so did their suggestions.
After the Core Rulebook was released, it was clear that none of the problems with 3.5 -- ones that I'd seen in play but didn't want to believe existed -- had been fixed. My home group played, and we were mostly rules people, and we were finding that we were putting too much effort into fighting the rules, and had too little left for actually playing. So we started tweaking them, and eventually rewrote them all -- new action economy, martials that kept up, multiclassing that worked, a lot of extraneous sub-systems standardized. But despite the tweaks, it was still essentially Pathfinder, and we still bought and used Paizo adventures, and it was all good.
With time, though, the divergence between their rules and ours has grown, because the design philosophies are so opposed.
I find that I no longer really want to play Pathfinder -- too much effort as a DM to get it to work, and too much effort as a player to get the mechanics to even vaguely support most character concepts. I'm sitting with a new group now that uses PF as a base because they're tired of new editions, but even they have a number of house rules to keep the game from being too far off from what they want to play, and the DM strenuously enforces a 2e "feel" and playstyle, and so it's still clear that we're fighting the system, not working with it, in order to get the play experience we want.
So that's where I am. I'm here because I've been here so long I think of the Paizo boards as a home away from home. I still like their adventures for the most part, which is what drew me to here to begin with. I just don't really dig their game rules.