Should see the firestorm over their "handling" of their Robotech-related Kickstarter. Five years of failure right there.
There is no shame in [redacted's] game. Well-deserved. :D
That was before I realized I'm utterly inept. I was very excited to try it, but the tanks weren't hooked up and were empty, besides. The grilled burgers I did get were at a family cookout, where I at least did some burger flipping.
Charcoal at the park's grills. It takes practice and some pointers.
You seemed so game for it last year, DMCal...
Doesn't feel any different while leaving room for a "fifth wheel" character to shine instead of having to step into one of the four "classic positions". I like it.
Given my druthers I'd prefer a 5-player table as both GM and player.
The primary difficulty I've found is that the larger the group the greater the likelihood of inter-player drama cropping up. Four is often a sweet spot from that perspective too, as the less drama, the better.
I get the burnout, NBH. Young, healthy and nothing better to do lends for copious gaming time. Getting A Life slaps brakes onto that runaway wagon PDQ. I'm impressed you've managed to keep that many games going for so long after Getting A Life. Kudos!
Worth it, especially if you work it into a campaign or two. *grin*
Love the music in the Darkest Dungeon, as well as the Narrator's smack talk. I have/had a now-abandoned CJ I was working on that used hyperlinked YouTube sound clips from DD at various points - mostly when characters were horribly slaughtered.
My experience is that groups of 4 or 5 work just fine in APs as-written. The extra set of actions offsets the slightly watered down loot. The quick-n-dirty XP division chart shows the exact same XP awards for groups of 4 or 5, so that's what I use for groups of 4 or 5.
The bigger, nastier published campaigns that are written for larger groups are another beast altogether. Rappan Athuk and especially the Slumbering Tsar are brutal and (at least for tST) are explicitly written to accommodate larger player groups.
My experience has also been that high-ability-score groups have more fun. I'm sure others disagree, but we routinely use a 25-point-buy, have been the entire time we've been playing Pathfinder (since the Alpha/Beta playtest). YMMV. :)
The Iron Archipelago shares space with some stuff, e.g. the Ruins of Azlant, among others.
It sounds like a rather large archipelago.
Re: Garund and the Mwangi Expanse: well, my memory of Garund is a tad spotty. Playing time-wise I've clocked time in the sandy bits on the northeastern shore and the Serpent's Skull stretch of it. A dabbling along the northwestern coast. The rest of it left the mental impression of "more jungle and cool stuff featuring darker and deeper secrets".
I'd like a large area to not be overly inhabited by anything with language skills for a change. An expedition into the unknown. Kingmaker does not qualify as an expedition into the unknown.
The attempt could not be made at all. You know the 'recipe' which requires all of the 'ingredients' to work.
If you have all of the ingredients, congratulations, you can make a Chelish Chocolate Cake. If you do not have all of the ingredients, you have a bunch of food cluttering up your kitchen.
Perhaps those ingredients you do have could be used to make something else ... but you cannot make a Defective Chelish Chocolate Cake.
Picturing that coppers are a buck/euro/take your pick. If the economy scales to a silver is a $100, then a gp is serious money: $10k. Even at $1k = 1 gp, $100 = 1 sp, $1 = 1 cp, I'm in like Flynn. Allows reintroducing electrum coins in 10 sp, 20 sp and 50 sp denominations. Platinum could similarly feature in different mintings and value, rivaling the jewel-grade corundum and diamonds and the nicest pieces of jewelry.
i.e., job offers paying gold are Serious Business. Dragon hoards with tens of thousands of coppers and thousands of silvers are Serious Money. Gold, platinum, gems, jewelry, trade bars of precious metals and "objects of art" become really valuable.
Being "filthy rich" has its own kind of power, usually accompanying significant social status in the quasi-medieval settings of most Pathfinder/D&D campaigns.
For me the most satisfying campaign arcs were not the ones where Our Heroes Saved the [insert geographic region or planet name here] from Utter Annihilation Yet Again. They are the far rarer Carve a [insert national polity] out of the monster-infested Borderlands with aught but your characters' skills and abilities to carry the load.
In Ye Olde Days of 1e AD&D especially this is when my groups really looked forward to attaining 'name level' and started hoarding piles of swag. Not to set up shop in some fancy nancy metropolis ruled by Other Folk for Aeons, but to clear out the boonies, crush/diplomancy the denizens and put their very names on the game world map.
f'r'example, Pathfinder Goblin PCs carving out a Gobbotopia in the depths of eastern Casmaran (Casmaron?).
That they surely do. ;)
Doktor Weasel wrote:
That heavily depends on the specific non-mythic characters.
PCs absolutely should beat down Tar-Baphon, by hook or by crook, mythic and all in this AP.
trick it out right and you're golden ... er, Silver!! BWAH HAH HAH!!
That would be fun. Up against some stiff competition from the FGG campaign along the same vein in terms of theme.
Depending on the "school" (for lack of a better term),a Monk's Qi powers may access any one of the spell lists.
Oh wowza, that'd do it. Hadn't grokked your group's logistics. Game on!
IMO relying on Starfinder to gauge doing 3-volume Pathfinder APs is not the way to go. Not every story requires a 1-17+ campaign to tell. Similar to the pre-3e "module series" one can have a series of 3-chapter APs covering sequential 'level bands' tell a longer story or a series of shorter ones. A "nine chapter AP" is also well within the realm of the possible, or even a 12-chapter AP, if the story is deemed awesome enough to warrant development on this scale.
Suggest letting the needs of the campaign-story determine the length and level 'bands' for future Pathfinder APs.
A few of the 1e APs will have no visible effect on the campaign setting, so those can be safely ignored. Concur with James Jacobs in using the 'good guys win, more or less' endings of the rest of the APs in setting up the 2e campaign setting.
Skull and Shackles was, for all practical purposes, an Evil campaign. Many of the APs can be played with evil-aligned characters ... but most of them are not particularly Evil-friendly, being more difficult to play for most Evil groups as compared to 'traditionally' Good-and-Neutral groups. A more Evil-friendly campaign/AP would probably need to involve an area the development team is willing to shred.
Perhaps Galt as something of an "Evil Mirrorverse" of War for the Crown.
Being the right-hand minions of Choral the Conqueror in savaging Iobaria.
Exiles so vile that they could not be easily executed for whatever reason, but they could be severely gimped (strip most character classes down to their skivvies and they are nowhere nearly as dangerous), Super-geased to never again cross 'the River Eyeseen'/[insert geographical border feature here] and dumped off 'convict island'-style to do or die on their own. The same in reverse, heroes so bold that a mighty foe elected to exile them as above to a wilderness more than a thousand miles away after taking all of their stuff. 'You have earned my respect. For that I banish you henceforth never to return, under pain of permanent death.' Naturally, Our Villains/Heroes would eventually figure out a way to break their exile before exacting their vengeance.
No idea where this archipelago is, but "Queenmaker" (applying the lessons learned from Kingmaker) would be pretty sweet.
Jalmeray thanks to its 'mascot' sounds much more interesting than Vudra. Or am I thinking of Jandalay? Hrmmmm....
In the same vein as 3-chapter APs, some stories are better suited to smaller formats, or a series of smaller formats, than the 'standard' 6-chapter AP.
Phillip Gastone wrote:
Complete with invincible pink phase ronkers? (If so, steer clear...)
cool ... and ugh:
As GM and player I detest escort scenes, let alone a third-to-half of a campaign apparently being built around having to do so in order to kick the bad guys' buttocks, and - it would appear - to not even be the ones administering the buttkicking? C'mon, gang, better can be done on this.
Temporary awesome angel-possessed templates, the "temporary mythic power" set-up outlined - with a dollop of pillaging from Legendary Games' take on Mythic rules - anything but 'escort the Mary Sues to the bad guy and enjoy the flavor text'.
Why not tie the beginning to the end? The PCs' bargain to leave the Boneyard by the end results in becoming super psychopomps tasked with dragging Tar-Baphon kicking and screaming back to the Boneyard for Pharasma's Judgement.
The start up though ... seven kinds of awesome.
Having already played RoW to a successful conclusion, I'm safe.
Also, terrible pun, you should be proud, UnArcaneElection.
You get to Tar-Baphon's front door step, so to speak, and that's it in Carrion Crown.
I'd like to see this AP actually take the risk of being a Carrion Crown sequel. Doubt it will happen though. *shrugs*