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Harsk

Lord Fyre's page

RPG Superstar 2009 Top 32. Pathfinder Society Member. 6,525 posts (6,866 including aliases). 3 reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 4 aliases.


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RPG Superstar 2009 Top 32

AshleyNova wrote:

I could of course make it easier, but I was sure to get my players buy in on this being a trial by fire type campaign. We've had 4 deaths already (one used the scroll of resurrection) and everyone is packing multiple extra character builds in case something terrible happens.

Since we are streaming the game on twitch, I'm trying to push them to gaining some system mastery by not going easy on them at all.

Okay then. :)

RPG Superstar 2009 Top 32

cjelli wrote:

An interesting hook!

Book 5 - she could have fallen in with the Mockery, and needs to be extracted from a dangerous situation by the PCs (and only then do they discover that the person they're saving is her); or, she might be selling things on the black market -- complicating their existing black-market mission (if they're working with the Mockery). Or, more grimly, she could be -- either for its own sake, or if the above missions go badly -- imprisoned by the Technic League in their compound, adding a prison-break aspect to the existing goal of breaking in.

This, IMO, is the best option. A hook like that, is one you don't want to resolve too quickly.

Being imprisoned also explains why the character hasn't heard from his mother in all this time.

RPG Superstar 2009 Top 32

Lord Fyre wrote:

Will Dead Suns have campaign traits?

(Will Starfinder use the trait system?}

Obviously, we know that "themes" will replace traits.

But, will there be a Player's Guide for Dead Suns with campaign specific "themes" or archetypes for the AP?

RPG Superstar 2009 Top 32

AshleyNova wrote:
Haha, my players aren't that great? It's a brand new game for most of them and they have built some unoptimised characters and haven't gotten the hang of some systems yet. I think after a long dungeon against some of the big bads (Nalakai, Kulgara, ect.) they'll try to run in to Helion and just get wrecked. Helion himself is a beast, with all those mythic powers and lots of attacks.
Well, I might suggest that you look at "nerfing" Hellion (b.t.w., many people claim that Kulgara with that chainsword is a tougher fight).
  • Reduce his AC
  • Reduce his attacks bonus
  • Give him back the traditional robot weakness to electricity (and add a wand of lightning bolt into the treasure before they encounter him)
  • Delay the explosion when he is killed (with appropriate dramatic glowing and heating up) to allow the PCs to back away.
Also, play up his arrogance and don't use the best possible tactics with him.

You as the Game Master, have the right to modify what is printed in the AP material to better provide a fun and challenging game for your PCs. I am concerned that if your players are not used to Pathfinder, you may loose them with a TPK.

RPG Superstar 2009 Top 32

Ashanderai wrote:
Ashanderai wrote:


How many themes will be in the core book?
What are the names of all those themes?
What levels do these themes grant abilities?
How many themes can we get?
How do themes work with multiclassing?

Some clarification might be in order for what i meant by a couple of these questions.

I suspect the answer to my first question might be about the same as how many races or classes we are getting - so, between 7 to 12 maybe, but I am hoping for more.

By how many themes can we get, I meant do we only get one, ever, or is their a way to stop advancing one and start another, like a scholar who becomes an outlaw or something similar? For that matter, themes may not affect class features, but are they tied to class levels or just character level? If they are tied to class, then how does multicasting affect that? I suspect it is character level, but I thought I should ask just in case.

For myself, I am hoping to see themes along the lines of...
Emergency responders like cops, medics, and firemen
Hacker
Assassin
Mercenary
Scientist
Corporate Stooge (but maybe call it something nicer)
Bodyguard
Gangbanger
Safe Cracker
Bounty Hunter
Entertainer
Fleet Officer
Smuggler
... and oh, so many others...

You left out "Game Designer" from you list. (Yes, I know that it is grossly overpowered, but it still belongs.)

RPG Superstar 2009 Top 32

May I ask a couple of questions?

AshleyNova wrote:
I'm currently running through Iron Gods, and we are nearing the end of Lords of Rust now. I have a sneaking suspicion however that my PC's aren't prepared to fight Helion, so I want to be prepared in case of a TPK before they take him out and move on to Iadenveigh.

May I ask why you don't think they will be up to the Hellion fight? I am also concerned about this, but my group hasn't officially started the campaign.

AshleyNova wrote:

My idea is to kick off with the PC's all playing agents of the Technic League, sent to Scrapwall to investigate rumors of a big shake up in the power structure which might give the league an opportunity to get in and establish some influence. While there the PCs will quickly relearn about Helion, and knowing he is in a weakened state due to the Lords of Rust being mostly destroyed, they'll head into the temple and learn all about Helion and the other AI.

The PC's can then take out Helion, and their masters in the League can send them on a task to investigate Iadenveigh (perhaps meeting up with Ilarris) to find out more.

In theory, I think books 3 and 4 should play out roughly the same, the PCs go to Iadenveigh in search of Casandalee's fate, though with less noble intentions and then head to the Valley of the Brain Collectors. After that however, things are going to need to change as I'm not sure how to run Palace of the Fallen Star with the PC's being members of the league, and thats what I wanted to ask about.

Obviously, the first part of the Palace of Fallen Stars will change, but the PCs may well run into the same two problems that Furkas Xoud ran into. The PCs will actually be more powerful then most of the Technic League captains. So those captains will jealously guard their technological knowledge, for (justified) fear of being replaced.

So, instead of joining the resistance, they may be dealing with intrigue (and assassinations attempts) withing the league. Zernebeth will still want to get their backing for her coup attempt, and would be able to offer them captaincies (even the non-spellcasters).

AshleyNova wrote:
Does anyone have any thoughts on this? How would you run the latter act of this adventure with your PCs being the baddies?

While they won't need to cure the Black Sovereign, per say, they instead will need to protect the league's investment and prevent the resistance from killing/curing the Sovereign. But, this section would become much shorter, so you may need to add a side quest to fill in some experience.

I might suggest you create a mission into Silvermount (just not the parts covered in book 6 - fortunately it was a colossal vessel). Zernebeth would need to establish their "reputation" within the League; the other existing captains would use this to try to get rid of them.

The PCs would, upon returning (and recuperating?), end up fighting the League as part of Zernebeth's putsch (or their own?), so they will still need to kill Ozmyn Zaidow.

RPG Superstar 2009 Top 32

A related questions to this are:

  • Do we know yet how the PC group will gain possession of a starship?
  • Will the PCs need to have NPC crew to run the starship?

Consider that Serenity had a crew of 5 (or 6 depending on how you count Dr. Tam); the Millennium Falcon had a crew of 2, but star frigate will have dozens of crewmembers.

RPG Superstar 2009 Top 32

Dave2 wrote:
I hope we get class preview. I know there are allot of people interested in Iconics, but they really do not impact the game play for my group. So I never really pay any attention to them.

However, F. Wesley Schneider's departure would be hugely disruptive, so Paizo should be forgiven if they can't get a posting up today.

RPG Superstar 2009 Top 32

Torbyne wrote:
Owen K. C. Stephens wrote:
Lord Fyre wrote:
What I am trying to find is ... if I were to abandon the "default" setting, could they be reflavored as "psionics"?

You don't even have to abandon the setting to run a mystic as psychic.

And you don't have to play a mystic, or even a spellcasting class, if you want your character to have some noteworthy level of psychic power.

Psychic Theme confirmed?

Sounds like it. ;)

RPG Superstar 2009 Top 32

DungeonmasterCal wrote:
I really don't like the changes they made for the sake of "artistic license". I'm really big on Trek canon and Star Fleet history (I know it's fiction but I dig it). The uniforms are wrong for the period and I hate hate hate the new Klingon look and their uniforms. They look like something from some bad 80s sci fi movie.

And ... setting the series Post-Dominion war neatly addresses most of my objections (though I am not thrilled with the Klingon look).

RPG Superstar 2009 Top 32

JoelF847 wrote:
That doesn't really answer though if it's one big story, or if most episodes are standalone.

It's going to need to be serialized. Remember, it is the hook for CBS's All Access service. They will need views to want the next episode.

DungeonmasterCal wrote:
I'm actually pretty jazzed about it being a prequel. The more the different series advanced it seemed nothing was impossible, even time travel became no problem. And the way Janeway and the Voyager crew totally emasculated the Federation's greatest threat, the Borg, was a total waste of time for me.

I don't agree. Making this a prequel was a mistake in my opinion.

Here are a couple of reasons:

  • Miniskirts: At the time (the late 1960s), the miniskirt was both fashionable, and seen as a symbol of liberation, but it is not seen so now. If the series runs too long, the uniform will need to change to the mini-dress of The Original Series for continuity purposes.
  • Klingons: The Klingons of this setting should look human. Once again, this is a limitation of The Original Series. At the time this wasn't seen as a problem; nowadays, it is rightly seen as a racist caricature.
  • Aliens: The series would also need to be careful not to introduce too many new species into Starfleet. Spock was rare, the only non-human on the Enterprise. Populating the ship with non-humans makes sense later in the timeline, but this would be too soon.
If you are going to ignore these factors, then why bother calling it Star Trek?

RPG Superstar 2009 Top 32

Hama wrote:
She said she was quite happy about it.

She was, and she wasn't.

She found if fun that she (a former nerd) was now Ms. Fanservice. But, she was not happy that this was all the writers allowed her to be.

(Thus she was happy that Captain Jellico, put her in a normal uniform - and suddenly she became smarter.)

RPG Superstar 2009 Top 32

Torbyne wrote:
Lord Fyre wrote:
TheGoofyGE3K wrote:
Hm. So since we got Keskodai, I wonder if that means we'll get a preview for the Mystic next :D

Yes, I am most interested in how limited the "Mystic" class is.

Is it only "cleric" types, or can it be others such as psychics or arcanists?

My guess would be more support, buff/debuff sorts of spells. Mixing up some cleric, druid and psychic flavors.

What I am trying to find is ... if I were to abandon the "default" setting, could they be reflavored as "psionics"?

Hence my desired for more info on the class.

RPG Superstar 2009 Top 32

TheGoofyGE3K wrote:
Hm. So since we got Keskodai, I wonder if that means we'll get a preview for the Mystic next :D

Yes, I am most interested in how limited the "Mystic" class is.

Is it only "cleric" types, or can it be others such as psychics or arcanists?

RPG Superstar 2009 Top 32

MannyGoblin wrote:
Steve Geddes wrote:
Mark Seifter wrote:
Council of Thieves, running parts 1, 2, 3, and then the end of 5 (but not the beginning of 5, which sets up 6), is an excellent arc if you do a little surgery on earlier parts. In fact, it's one of the known wrinkles with the AP that 4->beginning of 5->6 is a separate thread from the rest. I highly recommend it for a 4-Part AP.

Cool, thanks.

I hardly remember CoT. It's been years. The guy much prefers urban themes so that's definitely another place to look I hadn't thought of.

Or heck, 1-2-3. Knock Ilnerik down some levels and have him in Delvhaven looking for the Morrowfall. The Shadowcurse arc was unfortunately given the short end in the AP.

The way it worked out, both plotlines ended up on the short end of this AP. :(

RPG Superstar 2009 Top 32

1 person marked this as a favorite.
Porridge wrote:
The standard ranger is a bit finicky. The Favored Enemy ability, requiring you to focus on a particular kind of creature, seem a bit idiosyncratic -- it's not clear why a ranger (qua "nature/tracker/woodsman warrior") would be focused on some particular kind of enemy.

Hold over from the first/second edition of D&D.

RPG Superstar 2009 Top 32

Saldiven wrote:

One member of our play group has decided to run this AP.

I wanted to make a character that was well suited to the campaign, and I've kicked around several ideas.

Right now, I'm considering a straight up Wizard. I don't wanna be a "god wizard" or anything that will break the game, but I do want to be worthwhile to the party. So, I was thinking about an Admixture Evoker.

An Admixture Evoker should do Very Well in this campaign.

What are you thinking of Opposition Schools? You might want to consider "Enchantment" as one of them, as there are a LOT of opponents who are resistant to this school.

Saldiven wrote:

The idea is that his father was a wizard and former member of the Technic League that became disillusioned with the heavy handed methods utilized by that organization. So, he broke away from the League and fled into hiding. However, his father was still enamored with the wealth of knowledge available in Numeria, so couldn't bring himself to leave the area entirely. The character was raised in the ways of both wizardry and technology, learning as much as he could about both. Unfortunately, the League eventually tracked down his father, killing both the character's parents with magic and laser fire while the character hid nearby.

Today, the character's goal is to continue his father's work, seeking ever more interesting ways to meld magic and technology, while simultaneously harboring a deep seated hatred for the League and all who belong to it. If the possibility presents itself, he'd do everything in his power to bring the league down, regardless of the consequences.

Obviously, you are going with "Against the Technic League" for your campaign trait.

If the GM allows you to modify the background, I would suggest you look at "Divine the Mystery (Kellid)" from page 18 of People of the River since that will build on your purchase of Technologist. While you are there, check out the Detect Metal spell on page 26.

Another option for your second trait would be to look at ones that bolster you abilities to detect foes (ones boosting Sense Motive or Perception) or covert operations (boosting Bluff, Sleight of Hand, or Stealth), since you are planning guerilla campaign against the League.

Saldiven wrote:

Any suggestions for build? Stats I already have in mind, but was thinking more about Feats. I know that Technologist is something I'll take at first level (character is Human, so has another Feat to use). At some point, he will absolutely take the EWP to use the Technological ranged weapons. Also, Craft Magic Weapon and Craft Technological Arms/Armor fit well. I assume that since I'm looking at "blasting," then Feats that increase save DC would be a good idea, too?

Honestly, it's been so freaking long since I've played a Wizard, I'm not positive what feats I should be looking towards....

Actually, since your considering a combat oriented school, Combat Casting, will be invaluable at first level.

RPG Superstar 2009 Top 32

Belabras wrote:
I feel like the AP, and Numeria itself, are already very much in the vein of Thundarr, but I like your ideas. Rescuing the town of Iadenveigh is a good idea, ...

I was not a fan of how quickly the people of Iadenveigh revealed their darkest secret to outsiders. Where as, having to pursue an enemy that has taken refuge in the ruin would be much more "motivating" for these people.

Belabras wrote:
... but it doesn't have to be a living Furkas Xoud. Just add in an advanced mage construct to the existing caster robots that is the 'evil wizard' mastermind.

And, stamping out this hotbed of resistance would be the Technic League's motivation to be there.

Belabras wrote:

That way you get to keep the creepy undead cloud aspect of Furkas, but still have the party save the town from wielders of forbidden knowledge.

Or, have Furkas be alive in the town, and after he is defeated there the party has to then fight his ghost in the tower!

Of course, I am not a huge fan of the tower/dungeon. That's why I was looking at moving the final battle to the wreck.

Another option would be to move the ghost Furkas Xoud, the thought harvester, and some of the choice minions to the Android Foundry (the trap on Casandalee's corpse would still have killed him, just more recently). That way he could still pop-up as a ghost in the town, but putting him to rest would just require (a) the destruction of his robot apprentices and losing control of Casandalee's corpse.

RPG Superstar 2009 Top 32

Coming back to this thread, I am HORRIFIED at the grammatical errors I made in the original post.

RPG Superstar 2009 Top 32

1 person marked this as a favorite.

This is loosely inspired by the Adding Star Wars Flavor to Iron Gods thread.

I would like to reproduce the "feel" of the classic 1980s cartoon Thundar the Barbarian. For the most part, Iron Gods does this quite well, however, the AP needs more "Evil Wizards."

I would like to rewrite The Choking Tower, with the following changes ...

  • Furkas Xoud is alive and a League Captain in good standing.
  • An occupying force, lead by Furkas Xoud from the techic league has conquered Iadenveigh, and the PCs must liberate the town. Taking the heroes from Level 7 to 8 The PCs will encounter, but not defeat Xoud in the town during the fighting (he will flee before seriously threatened).
  • Once the town has been freed, the greatful town folk will tell the heroes that Xoud has taken refuge in the secret ruin beneath Iadenveigh.
  • The PCs will find that Xoud has been repairing the Andriod foundry (talk about moral dilemmas for any Android PCs), after battling to him, they will halve to face both Xoud and the Though Harvester robot. Taking the PCs from Level 8 to 9 Xoud will have just recently harvested Casandalee's memories.

I would then run Nick Logue’s Scorpions of Perdition to get from Level 9 to Level 10.

What I need input on is "What am I missing?"

RPG Superstar 2009 Top 32

Kileanna wrote:
If you like sandbox adventures I'd recommend you Skull and Shackles. It requires zero knowledge of Golarion (I even GMed if for another setting), has a lot of roleplaying and is quite sandboxy. Even if you don't like pirates a lot (I don't) it is a great story, with social interaction, investigation, adventure and a lot of situations that you have to solve with skills instead of combat.

What did you replace the Eye of Abendego with?

RPG Superstar 2009 Top 32

PossibleCabbage wrote:

Personally, I'd rather have another Mythic AP than another "you play evil characters" AP.

But retrofitting particularly epic Adventure Paths with mythic rules feels like the best solution.

Iron Gods is particularly well suited for this.

To keep the tiers down I would suggest the following ...

Spoiler:

The defeat of Hellion (itself a mythic creature) would be a good first Mythic trial.

The recovery of Casandalee's memory core would be a second Mythic trial.

The defeat of Divinity would be an especially appropriate Mythic trial.

This allows Mythic 3 to act as the capstone of the campaign, but it's not so overwhelming if the DM & Group wants to pursue one of the "Continuing the Campaign" options (allowing up to Mythic 4, with the PCs able to become demi-gods in their own right.)

RPG Superstar 2009 Top 32

Freehold DM wrote:
Wei Ji the Learner wrote:


tries to sound out Weydan, and it keeps sounding 'Whedon' to him. Does FreeholdDM know?

...

sounds it out

...Hey...

Freehold DM, do you know what that means?

RPG Superstar 2009 Top 32

1 person marked this as a favorite.
captain yesterday wrote:

As far as I know, there are no APs with railroads in them.

Perhaps, another genre like Call of Cthulhu, or perhaps an old Eberron adventure.

Now that I got that out of my system.

We are trying to "train" him not to do that.

RPG Superstar 2009 Top 32

Duracell the Coppertop wrote:
Lord Fyre wrote:
Faelyn wrote:
Odraude wrote:
I like her hair. I wish I could dye my hair and not look dumb.
Amen... back in my younger days I tried dying my hair black with red tips (like blood red). Within two days the red had faded to copper and I quickly earned the nickname Duracell from my buddies...
You should create that alias. ;)
You mean, like this one?

Yes!

RPG Superstar 2009 Top 32

Faelyn wrote:
Odraude wrote:
I like her hair. I wish I could dye my hair and not look dumb.
Amen... back in my younger days I tried dying my hair black with red tips (like blood red). Within two days the red had faded to copper and I quickly earned the nickname Duracell from my buddies...

You should create that alias. ;)

RPG Superstar 2009 Top 32

Will Dead Suns have campaign traits?
(Will Starfinder use the trait system?}

RPG Superstar 2009 Top 32

Ashanderai wrote:
Yay... a new god, Weydan, god of equality and discovery... sure to be a popular one! I can't wait to learn more about her and the names, portfolios, and other information of the other new gods.

Desna?

RPG Superstar 2009 Top 32

Which is the superior option for a Wizard character: A familiar that gives a bonus Alertness feat and a sizable skill or save bonus, or a bonded object that allows the casting of an additional spell per day directly from the wizard's book?

RPG Superstar 2009 Top 32

With four mythic ranks and the abilities of his Robotic Body (which does not have the customary vulnerability to electrical attacks) how likely is Hellion to TPK a character party?

RPG Superstar 2009 Top 32

1 person marked this as a favorite.

Does anyone know if Neil Spicer is going to be creating a set of Pregenerated characters for Dead Suns?

RPG Superstar 2009 Top 32

5 people marked this as a favorite.
Mythic JMD031 wrote:

Too soon...

It's always too soon for a Wash joke.

Don't worry. It all comes out in the wash.

RPG Superstar 2009 Top 32

Is this Tien woman a specific character? ;)

RPG Superstar 2009 Top 32

While they won't officially say until Friday, I have a sense of who is in the lead.

RPG Superstar 2009 Top 32

Joana wrote:
They are on the left side of the My Account page, underneath Messageboard Aliases, in the Pathfinder Society section. Click on Edit, and it should take you to a list of My Characters, from which you can edit your PFS characters' profiles and change factions.

That Worked!

RPG Superstar 2009 Top 32

Liz Courts wrote:
Go to My Account and you should be able to edit the character faction from there.

Actually, that doesn't help. PFS aliases do not show on the "My Account" page, so I can neither change avatar or faction.

RPG Superstar 2009 Top 32

Fromper wrote:
TOZ wrote:
Kevin Willis wrote:

The ones I don't recommend (though don't worry, someone will jump to explain why I'm wrong shortly):

  • Urgothoa
Here I am! :D My warpriest should really take ranks in Bluff so he can better lie about his worship of "Pharasma".

My inquisitor of "Pharasma" *cough*Norgorber*cough* was intentionally built so that the one thing he's best at in the world is "keeping secrets" (bluff).

Keeper of Secrets?

RPG Superstar 2009 Top 32

Hilary Moon Murphy wrote:

I actually like it. Personally I will be voting for story over mechanics.

Hmm

I am trying to do both. Mechanics should reflect the story.

RPG Superstar 2009 Top 32

With the types of missions that Pathfinders are sent on, what deities work well in PFS?

Outside of normal party roles, is there any special expectations on a PFS cleric?

RPG Superstar 2009 Top 32

Nohwear wrote:
Mlemke wrote:
Nohwear wrote:
As long as you only allow the Unchained version of the Summoner, I do not see how it is any different then the other pet classes/archetypes.

He is playing the unchained version.

Doesn't the eidolon get grossly cheesed out, by a caster? I understand that the eidolon can be buffed out to be god-like, reaaching extaordinary AC and damage in comparison to the level they are at.

I was under the impression that the Unchained version was fairly balanced, with some arguing that Paizo went too far.

It is much better balanced. (The GM needs to watch the bookkeeping though - remember that both the eidolon and the summoner share item slots.) A player with a good deal of system mastery can still make the class overpowered - but that is true of several other classes though.

RPG Superstar 2009 Top 32

1 person marked this as a favorite.
Cthulwho? wrote:
::Declares that everyone has missed the point of the OP and returns to the original thread topic without any logical arguments but with plenty of scornful contempt for all other posters who, "just don't get it."::

::Admits that he has lost the thread topic.::

RPG Superstar 2009 Top 32

Mary Yamato wrote:

It says something about my player that as soon as he realized the thing by the lake was a dead starship, he said, "Okay, I have a scroll of Resurrection, we can fix that." Egads!

Is the ship actually dead, do we think, or just dying very slowly? If the latter, how about Heal or Regeneration?

I do think that even if it were restored to perfect health, it was never meant to be parked on a planet and likely cannot get off the ground under its own power. When I expressed this to the player, the discussion turned to means of getting it to teleport into orbit....

Could they control the shipmind?

But, given the age of the ship, Resurrection (a 7th level spell) would be needed.

I might suggest Wish to perform a Reverse Gravity of sufficient area to get all the way back to the upper atmosphere.

RPG Superstar 2009 Top 32

Of course, now I am interested in Starfinder's aerospace architecture (such vital things as deck plans, the visual look of the ships of different races, etc.)

RPG Superstar 2009 Top 32

Mathmuse wrote:

If the picture of Torch on page 62 of Fires of Creation is accurate, the mesa is between 40 feet and 60 feet high. That picture is not accurate, since it depicts Torch with a city wall, multistory buildings, and lots of spires.

If we use deduction instead, Torch relies on the cliffs surrounding it for protection, so they are at least 20 feet high. A pair of roads wind around Torch, gradually ascending the cliffside until they reach the lowest part of the mesa. Twenty feet would be too low to require that, so the cliffs are at least 40 feet high.

I was thinking 12 meters as well.

I need this for the Technic League's assault on Torch

RPG Superstar 2009 Top 32

How high is the plateau that Torch rests upon?

RPG Superstar 2009 Top 32

Douglas Muir 406 wrote:
Third Choice: Iron Gods. ... As others have noted, it's really three plot-arcs that are only loosely connected. There are a number of annoying plot holes right from the start. ("Okay, so four other adventurer parties have gone down that hole, including the high level wizard. None have come And as to PC motivation, when a module's intro basically says "well there's no compelling reason for the PCs to go through this module except to grind and get stuff, so they may want to skip ahead", then you know there's a problem. ...

Actually, that (what I bolded) is an even bigger problem then Mr. Muir makes it seem.

Part 1 (books 1 & 2) and Part 3 (books 5 & 6) fit together very well. So well, that the heroes would very logically want to go straight from book 2 to book 5. (Such a course of action also fits well with the PCs established motivations, based on the starting traits.)

RPG Superstar 2009 Top 32

2 people marked this as a favorite.
The Gold Sovereign wrote:
The leader of the cult is the great wyrm gold dragon now known as the Tarnished Destroyer, a broken soul dragon tortured and brainwashed by Dahak himself. The PCs must put an end to his pitiful life.

Mengkare?

RPG Superstar 2009 Top 32

I've noticed that many of the campaign ideas in the Starfinder forum (but also on other forums) of these message boards state some interesting "settings," but IMHO this is the wrong way to build a campaign.

What a great campaign really needs is a good story.

Preferably a story (campaign) that contains multiple sub-stories (adventures) much like a good novel series has complete books but also tells a larger "meta-story."

So, two questions:


  • Do you agree with my observation?
  • How do you come up with the seed of a great meta-story?

RPG Superstar 2009 Top 32

The Product Description needs clean up.

RPG Superstar 2009 Top 32

But will you be dancing?

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