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If you read the alignment page, you see clear references to motives over actions, no need to add it in when it exists.
While true, it's less of me adding it and more of me removing the morals part. Basically removing the good and evil alignments in the game and really letting the players choose that from their actions. A buddy of mine joked that he could see all of my alignments finding a reason to let goblin babies live (or die).
That's a pretty good idea. I'll have to think about how to do that one.
Remco Sommeling wrote:
Yeah, there is a more in depth part I'm writing up that is similar to this. I should post that up once I'm finished, after the holidays and all.
The system is fine (although it feels like a re-skinned good/evil law/chaos axis honestly), but why not just remove the alignment system from your game entirely if it isn't going to have mechanical or moral implications? I don't think your system really achieves anything in terms of the wider game --> you might be better off just asking your players to write a short sentence each on their motives and methods instead of codifying them.
With this, it's really a background generating tool for players and GMs to aid them in roleplaying how they would perceive their character. For those that like alignment, it is easier to play to one's alignment with this system, since the categories are less nebulous than 'good and evil'. For the most part, it's for my players that are coming from a Pathfinder/D&D background to ease them from the standard axis to something more free form. I actually do have a more detailed, free-form set of questions similar to something you'd see in more narrative driven games like Dungeon World or ICONS, but this is meant to be more like simple guidelines.
Hugo Rune wrote:
In some ways, I was looking to draw allusions to these alignments towards the classic 3x3 without really making any of them really good or evil. So, two people could be, say, Conforming Altruistic, but one does good while the other does evil with it. Law vs chaos I find to be less of an issue in most games, but I definitely will try and reword Unorthodox and Conforming.
So I've been homebrewing an alternative to alignment in the fantasy game that I plan to run. I got some inspiration from a post I saw on GitP and ran with it. Here is the ruleset I have set up for my alignment alternative, Motives and Methods.
Don't worry about Detect and Smite abilities. I'll figure that out as I go along.
Thanks for any help and comments.
But the monsters are mythic content. When running a mythic campaign, you need mythic foes to throw at your players, especially high level foes. There are always going to be monsters in a bestiary that people won't use. How many are going to use cryptids, or the Japanese monsters, or the occult monsters, or the aliens? The goal though is to have a wide variety of options available to the different types of gamers and games that people run. I'm sure there are people out there that hate all the non-European monsters in the Bestiaries, but at least it means we all have options.
Eric Hinkle wrote:
Admittedly I get more of an alien vibe from the reptoids, but that's due to modern interpretations of them ruling the contemporary world.
This is a good point and would fit anthropological research that hupia were associated with the idea of reincarnation. And with the Occult Adventures book out and B5, there's plenty of reincarnation lore we could use for the hupia.
I'm with you and Jici on this. I think it's been long enough that we can have a dragonborn race in Pathfinder. But I also agree with you, it'd be cool if they were less upright lizards and more similar to tieflings and aasimars. And having some different bloodlines would be workable and awesome. The standard Colored and Metal dragons, Imperial and now Esoteric, maybe even some of the weirder ones like a zmey or even a jabberwock (I'd actually love an NPC that was a jabberwock dragonkin).
Also +1 for giant blooded race.
Actually with ghosts and phantoms, plus the occult adventures books explaining more about the afterlife, it is more possibly to have undead with varying alignments. And remember, the all undead = evil is Golarion based, while the Bestiaries are setting neutral. Also I trust Adam's take on the American creatures and their respect for the folklore, so I have faith they will do the myth justice. Especially after reading Distant Shores.
No pressure Adam :p
And since they really only feed on guava... I don't think that's too evil. Hupia run the gamut of being good but forlorn, or evil and tormenting. There are a lot of stories of them coming back to live with their loved ones and living happy lives. Or getting forsaken by their loved ones because hey, they're supposed to be dead!
To be fair, modern poodles look pretty silly, so I can understand the apprehension.
I loved the robots in this, though I am sad they were reprints, but the terraforming robot looks awesome. The occult and psychic monsters are probably my favorite though.
And they have hands. Unsure if they are humanoid or not, but the art work is really cool.
Yay another wishlist thread. So far each bestiary has had a lot of monsters that I've really fallen in love with. Still, there is one monster I've wanted to see in here since Bestiary 3. That's the hupia, from Taino lore. These are undead, faceless creatures that can transform from incorporeal to corporeal and turn into bats, their former selves, or can look like someone's loved one. They have no belly button, which is how you tell who they are. And they have some ties to the idea of reincarnation according to some anthropologists, so there could be something about that. They can be good, neutral or evil, and are intelligent so they make great NPCs. I statted one up here, but I'd love to see what Paizo does with their version. And I want to see art of it :D
C'mon Adam Daigle, make it happen ;)
They look more like Afghans honestly. They look cool, in a weird way.
The art actually look great for the anemoi. And considering in the myths, they could be a guy, a girl, or a horse, that's not bad at all. Really the only two artworks I dont like are the Muse's uncanny valley face and the
Adam Daigle wrote:
That's ccool,I can dig that. What were the building materials you decided on?
Whether or not they did, the Golarion takes on such cultures can go crazy with it. We can take the ideas of mound builders or cliffside pueblos and go to town with them. High fantasy style!
A couple of questions for Adam or anyone that worked on Segada in Distant Shores. What were the inspirations for the architecture and clothing of the artwork in the Segada section? I'm really curious. Also, is Segada in the Northern section or Southern section of Arcadia?
Discovered two game settings that take place in fictionalized versions of Native America from the Distant Shores page. Great to look at and look good.
First is Totems of the Dead which is more sword and sorcery, low fantasy flavored. Done in Savage Worlds, but looks to be fun and interesting.
The second is Ehdrighor, which is a high fantasy, Fate Core game. Art is gorgeous and while I dislike Fate, I love the style of the game and I am looking forward to trying it out.
Definitely some good ideas to mine for Arcadia. I'll keep on the look out for more.
I like the card game of Sentinels, so I'm looking forward to this. I know this Gencon, they are doing play test sessions of their game.