Erik Mona Chief Creative Officer, Publisher |
Vic Wertz Chief Technical Officer |
Wildfire142 |
pre-ordered, looks very interesting now can't really wait to get my hands on it.
There is so much listed there that looks to be almost essential for a game, or at leat make a GM's job easier.
I wonder if the converting from other systems will include a how to for 3.5 and 3.0 stuff like classes and races.
I'm assuming this will be part of any PFRPG subscription.
Gorbacz |
OK, since the book is apparently in planning phase, here's what I want:
- a chapter on law in D&D. Rules for legal systems would be awesome,
- some sort of magic item purchasing system, to avoid the usual "magic shop" blues,
- chase rules. Yes, it's listed in product description. Chase rules. CHASE RULES !!!
- some kind of quick and dirty mass combat system maybe ?
- more "Ask a Pro". The series is stellar so far !
- the harlot table and "a night in soft company" price list. Please. I can't count how many times I was asked "how much does a night with 2 sexy halflings cost ?",
- Chase rules.
- Some chapter on long distance travel listing all the options with their speeds ? Yes I know the basic rules have that, but perhaps being able to compare shadow walk, air walk, overland flight etc in one place would be swell
JoelF847 RPG Superstar 2008 Top 32, 2011 Top 16 |
Erik Mona Chief Creative Officer, Publisher |
By all means post topic requests to this thread, as there is still time to influence the contents of the book (I'll finish the outline in about two weeks, but even after that there will be time to squeeze things in).
OK, since the book is apparently in planning phase, here's what I want:
A lot of this stuff is definitely in the book. I know Jason is really interested in doing something with mass combat, so maybe I can press him into putting something together.
I dunno about whore tables. I think to be more inclusive we'd have to include things like charming catamite and desperate addict. And I think it would piss off as many people as it would impress. Not sure.
The long distance travel breakdowns... that's a VERY interesting idea.
I promise there will be chase rules.
Jayjazz99 |
The content of this book looks incredible ! If there's anything I would add, it would be a section '' how to deal with a X player ''. For example, how to deal with a new player, a hack and slash player, rule maniac player, etc. A few tips from the pro's could help me deal with the different type of player's I encounter. Maybe a few house rule suggestion for each of those type of player's.
Anyway, it's just a suggestion that crossed my mind.
dm4hire |
By all means post topic requests to this thread, as there is still time to influence the contents of the book (I'll finish the outline in about two weeks, but even after that there will be time to squeeze things in).
As far as the designing a campaign world from scratch I'd like to make a recommendation to add to that section. If you haven't seen the rules for Dawn of Worlds, the free world creation game, I'd suggest taking a look. I'd love to see something presented along those lines to provide a way to help get the players involved in world creating and story sharing, easing design for the GM yet providing a fun way to do it. One thought I have is that it could be presented as a way to give epic characters more of a challenge in game, while still being stand alone rules, as they become the gods like in nature, allowing the players to help design their next campaign world with the GM. I like the idea that previously played epic or high level characters becoming the gods of the next campaign world.
golem101 |
A lot of this stuff is definitely in the book. I know Jason is really interested in doing something with mass combat, so maybe I can press him into putting something together.
I promise there will be chase rules.
YES!
Something I'd like to see is a d20/Pathfinder version of the LifePath character building options seen on some Fuzion-based games (Artesia foremost).
While it looks like a bunch of tables at first sight, it actually offers a great way to create colorful PCs for uninspirated gamers (or rookies), teaching in the meanwhile some basic features of the setting.
Misery |
- the harlot table and "a night in soft company" price list. Please. I can't count how many times I was asked "how much does a night with 2 sexy halflings cost ?",
Should be 2 for 1 deal as far as I'm concerned. ^_^
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..................... I am actually a little ashamed of myself right now.
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
Jinky |
Oooh things I'd like to see included.....so many in my head....can't formulate them into coherant thoughts...
1. Guilds, affiliations, trade consortiums, Bardic colleges. In particular what type of groups exist in Golaria. How to create one? What benefits, and problems when you are in one?
2. Building of shops (magic, blacksmith, alchemy), or creation of trade routes. What are the costs of setting one up, maintaining?
3. Mass combat rules....YES PLEASE!!
Can't wait to see what others would like to see.
Segallion
Egocentrix |
And I hope that Pett and Logue will do a chapter on "How to DM for kids: Plush Mountain Massacre done easy".
I strongly second this one: being a RPG old-timer (may be not the only one out there on the boards I suspect ;-)), my gamers regularly ask me for an initiation game for some of their 7-8 years old kids (my daughter is only 2+ - she will wait a little bit more for Mr. Logue's wonderful adventures).
Any recommendations (and why not a 3-4 pages scenario as a dowloadable bonus pdf ?) whould be greatly appretiated. I have read exchanges about this on the boards sometimes, but your input - O Paizo Mogols - would be most welcome!
Basilforth |
Quote:And I hope that Pett and Logue will do a chapter on "How to DM for kids: Plush Mountain Massacre done easy".I strongly second this one: being a RPG old-timer (may be not the only one out there on the boards I suspect ;-)), my gamers regularly ask me for an initiation game for some of their 7-8 years old kids (my daughter is only 2+ - she will wait a little bit more for Mr. Logue's wonderful adventures).
Any recommendations (and why not a 3-4 pages scenario as a dowloadable bonus pdf ?) whould be greatly appretiated. I have read exchanges about this on the boards sometimes, but your input - O Paizo Mogols - would be most welcome!
Great topic. Is there an existing thread regarding kids and RP? I run a simple campaign for my kids and their friends and they have a great time. I would love to compare notes.
Beastman |
More than 100 Stat blocks, eh? OK, that alone is good enough for me, but the rest sounds like sweet, sweet reading (and useful game reference). As for suggestions, sure, just be sure to hit that 100 stat block promise, OK? ;-)
-DM Jeff
I'm also excited about this book, but too be honest, I don't need 100 NPC stat blocks. I think that 1) this would take away too many pages that could possibly better be used 2) there are NPC-generator outthere that can do this for you. This is not to say, that there should be no statblocks for NPCs, but perhaps cut the number in (perhaps) half. The freed-up pages could be used for stronghold-rules, UA-like rules and options, traits, or expanded envirnmental rules including rules for adventuring on different planes or something like that.
Basilforth |
OK, since the book is apparently in planning phase, here's what I want:
- some sort of magic item purchasing system, to avoid the usual "magic shop" blues,
Very interesting. I've been thinking about this recently. The idea of a "magic shop" seems unpalatable to me. I mean, how long could, "Encanters R US" stay open and not be raided, robbed, destroyed and or obliterated by every powerful NPC/monster in a 500 mile radius?
In my mind, aside from treasure or buying a magic item from another NPC, it seems reasonable that each new magic item would have to be commissioned from a wizard/sorcerer, etc.
Sorry, I am new to these forums, and probably off-topic here. Anyone know of a thread that already discusses this topic?
golem101 |
This is not to say, that there should be no statblocks for NPCs, but perhaps cut the number in (perhaps) half. The freed-up pages could be used for stronghold-rules, UA-like rules and options, traits, or expanded envirnmental rules including rules for adventuring on different planes or something like that.
YES. Emphasis mine.
hmarcbower |
I am a big fan of this book. :) I like NPC stat blocks, chase rules, and would throw my voice behind the movement for mass combat rules.
How about additional class tradeoffs (as we've seen in the Campaign Setting)? Those are neat, and allow further customization of a class.
I think this would be an opportunity to add in a lot of the great suggestions found on the boards that didn't exactly fit the final ruleset parameters as optional rules (a la Unearthed Arcana).
KaeYoss |
I dunno about whore tables.
But it does have "NPC favour" tables. I guess they include sexual favours, yes?
Kill an ogre - lapdance by mayor's daughter (we all know mayors' daughters are always easy)
Defeat evil necromancer terrorising forest with undead bunny rabbits and other previously cute critters - threesome with two nymphs
And so on. We really need guidelines for that sort of thing.
We have treasure tables, we should know when a kiss is appropriate, and when a hero can expect to get some play. That's one of the reasons adventurers become adventurers, after all. It's all about money, alcohol and fooling around!
Is is that just me and the people I play with.
Thraxus |
I think some suggestion on improvised use on the environment would be helpful for GMs, such as collapsing a pillar onto a opponent.
As an example, I had a PC knocked into the fish slurry in COTCT: Edge of Anarchy. I quickly came up with a save DC for him to avoid being sickened for one round.
Likewise, a table giving skill check DCs a CR rating might be useful for setting up skill based challenges (if this has not made it into the basic rules).
Snotlord |
How about two books? The Gamemastery Guide could be 320 WITHOUT NPC statblocks. And the second book could be 320 pages of nothing but NPC statblocks.
Ah, yes that would be something! The statblock book that is.
Here's my wishlist, for starters:
Alchemist
Alchemist, Master
Assassin
Assassin, Church
Assassin, Master
Assassin, Spellsword
Assassin Monk
Bard
Bard, Master
Cityguard
Cityguard Sergeant
Cityguard Captain
Cityguard Wizard
Cleric, Archpriest
Cleric, Highpriest
Craftsman
Craftsman, Master
Cultist
Druid
Druid, Arch
Druid, Dark
Duelist
Duelist Master
Elf, Forester
Elf, Veteran
Elf, Master Bard
Horse Tribesman
Knight
Mercenary
Mercenary Captain
Merchant
Merchant Lord
Monk Initiate
Monk
Noble
Noble Lord/Lady
Orc
Orc, Shaman
Orc, Warrior
Orc, Warlord
Paladin Knight
Paladin Lord
Pirate
Pirate Captain
Pirate Captain, Ghost
Ranger
Sage
Sailor
Sailor, Sea Captain
Shadow Monk
Shaman
Soldier, Infantryman
Soldier, Cavalryman
Soldier, Army Scout
Soldier, Combat Medic
Soldier, Marine
Soldier, Temple Knight
Soldier, Warlord
Sorcerer
Sorcerer, Master
Spellthief
Spellthief, Master
Spy
Spymaster
Swordmage
Swordmage Master
Thief, Burglar
Thief, Guild Thief
Thief, Turf Boss
Thief, Guildmaster
Thug
Valet/Handmaiden
Wench
Warlock/Witch
Wizard, Apprentice
Wizard, Binder
Wizard, Dragon Mage
Wizard, Loremaster
Wizard, Archmage
Wizard, Army
Wizard, Thieves’ Guild Alchemist
Wizard, Shadow Mage
Note that I tag npcs from role, not necessarily class. So a "binder" would be a level 11+ conjurer in a core game.
Erik Mona Chief Creative Officer, Publisher |
The content of this book looks incredible ! If there's anything I would add, it would be a section '' how to deal with a X player ''. For example, how to deal with a new player, a hack and slash player, rule maniac player, etc. A few tips from the pro's could help me deal with the different type of player's I encounter. Maybe a few house rule suggestion for each of those type of player's.
That's in the outline for sure.
Erik Mona Chief Creative Officer, Publisher |
Something I'd like to see is a d20/Pathfinder version of the LifePath character building options seen on some Fuzion-based games (Artesia foremost).
While it looks like a bunch of tables at first sight, it actually offers a great way to create colorful PCs for uninspirated gamers (or rookies), teaching in the meanwhile some basic features of the setting.
I think we might hold off on that type of thing for a more player-focused book.
I love the old "Central Casting" books, though, which I think pulled this off best.
Watcher |
I'd like to see "Ye Old Magic Shoppe" concepts addressed.
James has said that the players ability to shop and buy better gear is a basic assumption in any Paizo AP. That is, you have to let players sell magic gear and buy the stuff that they want and need. Or, tailor their treasure exactly.
But usually the dreaded Magic Item Shop makes me cringe because it shatters my own suspension of disbelief, even as the GM. I deal with it as best I can.
But rather complaining about it, Erik Mona, I'd love to see some insight on how to handle "shopping for magic gear" in a way that feels smart and looks good.
My suggestion.
Erik Mona Chief Creative Officer, Publisher |
I'm also excited about this book, but too be honest, I don't need 100 NPC stat blocks. I think that 1) this would take away too many pages that could possibly better be used 2) there are NPC-generator outthere that can do this for you. This is not to say, that there should be no statblocks for NPCs, but perhaps cut the number in (perhaps) half. The freed-up pages could be used for stronghold-rules, UA-like rules and options, traits, or expanded envirnmental rules including rules for adventuring on different planes or something like that.
We may end up trimming some of these if we need to.
golem101 |
golem101 wrote:
Something I'd like to see is a d20/Pathfinder version of the LifePath character building options seen on some Fuzion-based games (Artesia foremost).
While it looks like a bunch of tables at first sight, it actually offers a great way to create colorful PCs for uninspirated gamers (or rookies), teaching in the meanwhile some basic features of the setting.I think we might hold off on that type of thing for a more player-focused book.
I love the old "Central Casting" books, though, which I think pulled this off best.
Yup, maybe it's more fitting for a future "PlayerMastery Guide". ;)
Still, mass combat, expanded environmental, stronghold building and management, chase, research, mystery and investigations rules... a big boat full of Paizo-style gaming goodness!
Erik Mona Chief Creative Officer, Publisher |
Seldriss |
I'd like to see "Ye Old Magic Shoppe" concepts addressed.
James has said that the players ability to shop and buy better gear is a basic assumption in any Paizo AP. That is, you have to let players sell magic gear and buy the stuff that they want and need. Or, tailor their treasure exactly.
But usually the dreaded Magic Item Shop makes me cringe because it shatters my own suspension of disbelief, even as the GM. I deal with it as best I can.
But rather complaining about it, Erik Mona, I'd love to see some insight on how to handle "shopping for magic gear" in a way that feels smart and looks good.
My suggestion.
Very good suggestion, Watcher.
+1Not that a DM needs to be given the right to deal with magic stuff in his campaign as he wishes, but reading the opinions of some respected designers (or fellow DMs) might comfort him in his ruling on that matter or moderate it somewhat.
Edit : The "OK" of the monoculus above me seems to be a good omen. :)
Watcher |
Edit : The "OK" of the monoculus above me seems to be a good omen. :)
Indeed! :D
And, from a certain perspective its not a hard topic. If you want to, you can boil it all down to "are you going to let them buy stuff or not?"
So yeah- you can reduce it down a yes or no question, for sure.
Its just that there's a lot painstaking detail in many campaign settings, and trying to wrap my head around this image of a little old man in a shop with a handful of +1 swords.. Well, it always makes me cringe. I'm an old grognard from 1st Edition, and "the Magic Item Shoppe" is a legacy where I say that the good old days weren't always great.
Are magic items for sale always salvage? Are they always custom works (and if so, shouldn't that make them inconvenient to acquire mid-adventure)? Does some mage just make Handy Haversacks to supplement his retirement?
Lol
Again, it's easy to just let players buy and sell stuff without thinking about it. What I'm proposing is how you do that and make it fit in your campaign world in a cool way. That's a GameMastery topic I'd love to see a few paragraphs about.
DaveMage |
Can you put something in there about creating a sandbox-style game? And please feel free to use existing Paizo adventures to build it.
I'd also like a summary chart that lists (up to the date of publication) all the Paizo adventures (modules and adventure paths) and what type they are (wilderness, dungeon crawl, city, mixed, etc.) and what levels they are for (again, for plug-and-play or one-shot purposes).
Of course, for this last suggestion, a living document that appears on the Paizo website would be fine too. :)