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"Hello friend. Target acquired. Sentry mode activated. Is anyone there? Hello? Could you come over here? I don't blame you. No hard feelings."
2) Synthesis of the Story: (6/10) Do to its sandbox nature, there's a lot of room for interpretation here, but there is a story that runs throughout, and it can be seen if carefully brought to the attention of the players. The problem is if you don't plan for it the metaplot, your players will miss it. Someone above wrote that it's easier to take Book 6 out than it is to try and fit it into the story of Books 1-5 . . . that's true. However, I'll say openly that Book 6 of this AP is quite possibly my favorite Book 6 in any AP to date, so ripping it from the AP was never an option for me. Instead, I figured out a way to integrate the fey into a key role for the AP rather than having them play around the periphery as written.
I have to second this. Sound of a Thousand Screams was what got me to run Kingmaker. Without it I doubt I would have given the AP a second glance. So I just made sure to crank the fey involvement up to 11 in the earlier chapters so Book 6 didn't come in like a fly ball into left field.
It also stands as an emphatic example of why it's a really good idea to have all six chapters of an AP in hand before you start. I don't know what I would have done with the plot had I not known what to expect from the ending and how to prepare the players for it.
Orthos, my STEAM name is bluepigeon0971. Sorry it took so long to reply. Job is busy and 110 degrees this week.
That's unfortunately not showing up on the people search on Steam. Try adding me as a friend first? ID is axioanarchist. Then I should be able to add you back.
And note to anyone else interested, the FAWTL Steam Group is active and accepting pretty much anybody here who wants in =) Just post or PM me your Steam name or add me as a friend and I'll add you in.
I recall seeing one thing where Elves and Dwarves were actually the female and male respectively of one species, in the vein of Lashunta, and the only time the two "races" weren't at war was during the mating season where they competed more internally - Elves vs Elves and Dwarves vs Dwarves - for mating opportunities. Once the offspring had been born, weaned, and divvied up by gender, the two groups resumed fighting one another again.
It is however an unfortunate but necessary truth that for every person who wants pretty much anything changed one way, there's at least one person who wants to change it in the same amount but the complete opposite direction, at least one person who wants to maintain the status quo ("It's okay how it is, don't change it!"), and at least one person who wants to scrap the entire thing and do something completely different.
It is, unfortunately, impossible to please everyone, and thus only natural that Paizo strives - and perhaps struggles - to find the middle ground that appeals to most, and leaves it up to individuals and groups to adjust from there to the format that suits their play style more. In the end, it may be up to those who don't fit into that middle ground and enjoy or desire more extreme imbalances between pure combat and pure roleplay to accept that they're too far outside the mean.
At low levels a firearms-using character will be slightly more accurate, but unless they're an actual Gunslinger, it'll level off the higher level they get, especially outside the relatively short touch-attack range; if your players are getting close enough to use those touch attacks at higher levels, they'll be close enough for melee enemies to still be a threat. Otherwise, they're no more dangerous or game-breaking than archers.
Gunslingers shake things up a bit, by being able to make those touch attacks at longer ranges and having a few other tricks up their sleeves, but not in a way that should be game-breaking.
The main difference will be things that have a massive disparity between normal AC and touch, such as dragons. And you can mitigate that with their spells - focus less on AC and more on DR, on miss chance, and all the other myriad tricks casters use to avoid getting killed. I heavily, heavily recommend redoing the spell list of every major caster enemy the party faces (off the top of my head: Vordakai, Imeckus Stroon, Zorek in Armag's tomb, lots of the Pitax enemies, Ilthuliak, The Wriggling Man, and Nyrissa herself) to both suit them better and, especially as you near the endgame, to tailor their spells to have the best methods of dealing with your party.
Significantly more blergh today than yesterday. Also going to be a longer day due to church services tonight, in addition to the 12-hour workday won't be home until almost 9 PM. I expect to be a special brand of wreck this evening.
Thank goodness for caffeine. Yes I'm cheating this week. Don't care.
There's a Kobold tribe in the first book that you can possibly make an alliance with, so I'd recommend either setting them up as rivals to the invading Kobold tribe, or going with a different race.
A good suggestion would be Boggards - a Boggard refugee can be found in Book 1, and his tribe shows back up in Book 4, so you could have them or some other tribe hopping over from the neighboring swampland to the west and doing mini-invasions.
Currently running Kingmaker, so will gladly contribute to this thread.
1. I'd say around 7. While maps - for the most part, good maps - are included for most heavily plot-relevant locations, a great deal of the "random encounters" and "interesting resources" areas on the hex maps are not given more than a small paragraph of description, even if there is a combat encounter included. A GM would be heavily advised to have a set of generic maps on-hand for such encounters. However, if an area gets more than a page of description, it always includes a map, and as said usually a good one.
2. Very poorly - I give Kingmaker a 2. The main plot thread is very easily lost between books 2 and 5, only to resurface with a vengeance in Book 6. There are passing mentions to the main villain in all six books, but only in information that is purely in the GM's hands, with no way to make its way to the players - no major revelations or plot bread crumbs until a massive exposition from an otherwise-minor NPC in Book 5. GMs will need to put some significant effort into finding a way for that information to trickle its way down to the PCs or deal with the surprise curve ball of the plot going from mostly inter-colony/international politics in Books 2, 3 ,4, and 5 to the Through the Looking Glass bizarreness of Book 6.
3. This is where Kingmaker shines - I give this section a 10. There are tons of NPCs, almost all of which are given significant details to their backstories, and the players are given multiple options for how to deal with most of them. A bitter enemy and rival in one campaign might be cut down in a single attack in another or become a trusted and worthy ally in a third. Every playthrough of the campaign has the potential to be completely different - if I could say any AP had replayability value, I would say it was Kingmaker.
4. 8. The first book is full of random encounters that will, on an unlucky roll, end in a TPK for groups who don't understand the concept of Tactical Retreat. Unless the GM is just plain merciless, however, everything seems survivable, and while there are a few notably brutal encounters (the Owlbear in Book 1, for example) it is still quite doable for a group of players who play tactically and intelligently.
5. I would give this a 10, because I and my group are having a blast with the game we're in, but I've also homebrewed the living daylights out of it, and some of the best parts (according to my players) have been the stuff I or other GMs have added. From the as-written campaign, I'll give it a 6 - could be better, but far from terrible.
Joe M. wrote:
I like having a CRB that's a strong baseline that doesn't need additional products.
Unfortunately we don't have that, and barring Pathfinder Unchained, there doesn't seem any interest in redoing it. So we're stuck with the Core including Wizard, Cleric, and Druid... and Monk, Rogue, and Fighter. And the stuff in between.
That was how I was before I had to be up for 8 AM jobs. Back when I either wasn't working or was working second-shift, I'd crash around 2-4 AM and sleep til 10 or 11. That seems to be my natural sleep cycle; pushing it back to midnight is about the earliest I seem to be able to manage.
Apparently being unable to fall asleep until midnight or later is considered strange by the majority of the population. Who'd'a thunk?
My parents set it up when I was a kid, and money's been going into it and building interest since. Apparently it ticked over sometime in my twenties and has been trying to get to me ever since.
Freehold DM wrote:
Yeah, they informed us in advance that it would be happening, just not the specific time.
Oh jeez. This is gonna take forever.
First off, thanks to those who mentioned me =) Glad I've got some admirers out there. I'll get back to posting up my homebrew stuff when I'm not in Overtime Hell!
Here goes nothing. My shoutout list, in the order I find them:
EVERYBODY IN FAWTL. There's just too dang many of us to list individually. SO as a result there may be some doubling, if you're a FAWTLfolk and still get listed below. Enjoy it.
Paizonians, obviously. Again, listed as a group.
Turin the Mad
Lamontius (FOR THE LULZ)
Tiny Coffee Golem
Conman the Bardbarian
Eben the Quiet
Adam B. 135
Kydeem de Morcaine
And Many, Many, Many more. All that's just from going back 10 pages in the 450 worth of favorites I have.
"OH MAH GOODSH AND SHERVISHES!!"