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APs you'd like to see in the future


Pathfinder Adventure Path General Discussion

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RPG Superstar 2009, Contributor

Just for kicks, I went back and crunched the numbers that came in after James posted his tally on the more popular requests for certain APs. By my count, it looks like:

Pirates: 40
Worldwound/Mendev: 22
Linnorm Kings: 21
Numeria: 21
Megadungeon: 19
Mercantile/Political Intrigue: 18
Planet Hopping: 16
Total War: 16
Irrisen: 12
Runelords/Varisia: 11

Obviously, Paizo is already doing Skull & Shackles for a pirate-themed AP, and the Runelords/Varisia category will get invoked in Shattered Star. I suspect (and I don't know, because no one's told me anything) that a Linnorm Kings/Irrisen combo-AP is likely on the horizon, but probably a little further out so it coincides with the return of Baba Yaga. So, between now and then, I think we're looking at a more probable run taken from the following:

Numeria - As an "experimental" AP blending sci-fi with fantasy in an "Expedition to the Barrier Peaks" throwback.
Worldwound/Mendev - A more "traditional" AP crusading against the demon hordes (and maybe a dragon, too).
Megadungeon - Another "traditional" AP probably set somewhere in Absalom or one of Golarion's lost cities.
Planet Hopping - Another "experimental" AP as Paizo finally goes off-world to Castrovel, Akiton, or both.

That's where I'd put my money if I were a betting man (which I'm not). And, interestingly enough, I'm excited about all four of those possibilities, not to mention the two APs already on the schedule.

Shadow Lodge

I would agree with you given the folks at the wheel. Here is my 2 copper on the "Big Four"

Numeria - I love this one. Laser pistols and swords, or more aptly He Man meets Gamma World. Mutants and Science Fiction weapons. A good time for all.

Worldwound/Mendev - Meh this one is almost as certain as the sun rising in the east. Heroes vs. Demons not much of a hook for me as a GM. It's all old and very well worn ground. Maybe it could be made more interesting if combined with a more political twist.
Can you beat the Hordes of the Abyss and keep a overzealous paladin from turning the crusade in to a tool for genocide? Now there is a hook!

Megadungeon - Yet again kind of...Let me be more blunt. Been there done that. Megadungeon's with out a really really really good hook are in one word DULL. I have been running RPGs for a fair bit and the dungeon crawl is the dullest of all the adventure types. You need one hell of a hook to keep it interesting and once the crawl gets dull the game goes down hill fast.

Planet Hopping -The other one I really like. I loved Spelljammer and would love to see a game where one could travel the various worlds and explore. This would be best as a sandbox like Kingmaker.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Planet hopping - "Our 10 year mission to boldly go..."

Megadungeon - Old man:"to escape this dungeon you must first defeat the three headed garnach and then.."Adventurer:Excuse me, I just need to use the bathroom." Old man:"Oh I see well in that case first you must get the bathroom key of destiny but to get it you must defeat the half-fiend ghoul and then...Adventurer: Oh come on..really"

Qadira

I've skimmed most of the thread and here are my thoughts:
Pirates: I was surprised it took this long for a Pirate AP to appear.
Worldwound: This definitely has potential but if it doesn't end with the party closing the Worldwound itself it seems like it would be a letdown. Mix location with some theme (total war, plane jumping, etc.)
Numeria: blech, meh, pfft... SF/Fantasy mix does not interest me in the least. I played Barrier Peaks and it was not that good. To make this fun you either have to go gonzo, which is what gamma world is, or you have to go full on Fantasy Punk, aka Shadowrun. Killing dragons with lasers is groanworthy, stick to swords and spells. M2C
Sword & Planet/Planet Hopping: Spelljammer = no; Planescape = yes. I prefer the dark, gothic feel that planescape had over the gonzo orcs in space of Spelljammer.
Linnorm/Irrissen/Vikings: These all go together and would make a great basis for an AP. Probably more a matter of when than if.
Political Intrigue: To this I say Birthright and to that I say yes. With the quality of writers Paizo has I think they could take the polical/court intrigue of the middle ages and create an interesting story to take part in. Unlike Jade Regent, this time let the players be the stars. Set in Brevoy each character could be the descendant of a noble house.
Megadungeon: This is when Paizo jumps the shark. Making a MegaD AP is them saying "we've run out of good ideas, so here's a big ass dungeon, get lost!" An adventure set completely underground with multiple underground cities, nations, societies and a lot of the types of creatures that don't venture to the surface would be cool. This could incorporate some sort of megadungeon in the form of an acient dwarven city which they abandoned in the quest for the sky as a centerpiece for each adventure. As long as the adventure isn't "you see a 30 foot passage ending at a door, what do you do?" 100 times over, like most megaD end up being.
Epic AP: Biggest problem with this is the very limited market. Most DMs/Players simply are not really interested in actually playing this. They may say they want to, they may even buy them to read, but when it comes down to it players want to start a level 1 and build from there. How many campaigns actually survive long enough to get to epic level? How many of those want to keep on the same campaign and not start with something fresh? Just because the book goes to level 20 or 30 doesn't mean you have to get there with every character, this isn't a computer game. Second problem is balance. Dice mechanics start to break down once you are rolling 1d4+40 damage. Why bother rolling? Also dice pools like 8d6 and greater present too much of a swing of possible outcomes. You could have your fighter survive 100 rounds of combat if the rolls go his way, or he could be taken down in one round with a couple of good GM rolls. Finally the difference between an optimized character and one made to just play (based on what the player thought sounded interesting) at epic levels becomes, well, epic.

Some other ideas:
Cataclysm: A major event (not of the scale of earthfall) occurs and a major city is almost completely destroyed overnight. Example: Deep in a mountain near the city of Korvosa an ancient red dragon has slumbered for thousands of years. Awakening and hungry he bursts forth from his bed of lava, causing the mountain to erupt in flame and rock, destroying much of the countryside and sending rivers of molten lava into the city of Korvosa itself. The dragon travels north to feed on the mammoths found there. The party must deal with the aftermath of the disaster and the ensuing chaos within the city. The eruption caused a long forgotten civilization, previously living deep in the darklands, to rise to the surface and begin raiding local villages and eventually into Korvosa. An ancient tomb sealed for centuries is broken open, freeing the darkness within. After dealing with all of these threats the party must prepare itself for the eventual return of the dragon for if they do not destroy it, destruction and chaos will rule the land. The party has learned one of the runelords was entombed deep in the mountain after the fall of Thassilon and the eruption and subsequent events may have enabled his escape, unless they stop him. Doesn't have to be Korvosa, pick any city near a mountain in Varisia.
Fighting the good fight: Some great injustice has occurred and the party has become involved in stopping it. Could use Robin Hood as a theme. Could also use slavery and have the party take on it's practice in some part of the world, eventually shutting down major slaving operations, freeing thousands of slaves, creating a new country/city run by former slaves where slavery is outlawed. Shutting down the BBEG and freeing the slaves does not stop him/her. He strikes back at the party and they must fight to survive and keep the newly formed city free from the shackles again. Eventually party must take on the BBEG personally as the only way to stop him.
Viva la Revolution: I've always thought mounting a revolution in somewhere like Cheliax would make a good campaign arc.
To become a god: City adventure centered in and around Absalom with one or all of the party eventually taking the test. Maybe centered around the death of Aroden and why he chose to die (maybe he sacrificed himself to keep the world-ender god (can't think of his name off the top of my head) from being freed) and the party member/group that takes the test must make the same choice.
Please save us: Someone is hunting and killing the Shoanti. Who is doing it any why? And why do they take the head of every one that they kill? Investigating this leads the party to find a cult that is trying to return all seven of the Runelords and re-establish the kingdom of Thasillon. Stopping them uncovers the fact that the cult was being manipulated by an evil wizard. What is his purpose in doing this? How many layers deep is this plot and who is really behind it all? Only a dead god knows the answers, and how does the party ask him?

I have some more ideas but let's see if anyone is even reading this thread anymore before I post them. And if anyone thinks they are worthwhile.


Paizo Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber
Brother Tet wrote:
Worldwound: This definitely has potential but if it doesn't end with the party closing the Worldwound itself it seems like it would be a letdown. Mix location with some theme (total war, plane jumping, etc.)

I'm looking forward to this one, and soon, but I doubt it'll involve closing it. But why would it have to? There's alternatives, such as stopping the full-on opening of it, for example, or preventing a complete breach of the wards.

Brother Tet wrote:
Megadungeon: This is when Paizo jumps the shark. Making a MegaD AP is them saying "we've run out of good ideas, so here's a big ass dungeon, get lost!" An adventure set completely underground with multiple underground cities, nations, societies and a lot of the types of creatures that don't venture to the surface would be cool. This could incorporate some sort of megadungeon in the form of an acient dwarven city which they abandoned in the quest for the sky as a centerpiece for each adventure. As long as the adventure isn't "you see a 30 foot passage ending at a door, what do you do?" 100 times over, like most megaD end up being.

Because after all, the true first adventure path was G123/D123/Q1, which, frankly, was a megadungeon. Too bad that one was terrible. Oh, wait ...

I have no concerns over this; and am looking forward to it. So we know we have Skull and Shackles next (assuming I got that right, there's too many combinations of Skull and Scurvy and Shackles and Swords and stuff for me to remember the actual name), and then The Shattered Star, and that's going to take us into 2013. Hard to say what's next.

Brother Tet wrote:
Epic AP: Biggest problem with this is the very limited market. Most DMs/Players simply are not really interested in actually playing this. They may say they want to, they may even buy them to read, but when it comes down to it players want to start a level 1 and build from there. How many campaigns actually survive long enough to get to epic level? How many of those want to keep on the same campaign and not start with something fresh? Just because the book goes to level 20 or 30 doesn't mean you have to get there with every character, this isn't a computer game. Second problem is balance. Dice mechanics start to break down once you are rolling 1d4+40 damage. Why bother rolling? Also dice pools like 8d6 and greater present too much of a swing of possible outcomes. You could have your fighter survive 100 rounds of combat if the rolls go his way, or he could be taken down in one round with a couple of good GM rolls. Finally the difference between an optimized character and one made to just play (based on what the player thought sounded interesting) at epic levels becomes, well, epic.

I am against a standalone above-20 adventure path, but not for any of the reasons he's said. Not only is jumping right in and playing a 20th or 30th level character really pretty tough from what I've seen, but when someone sits down and creates a high-level character from scratch, it's very fake compared to a character that someone actually played from level 1 up. There's a lot of hard decisions you have to make when you actually have to play out those levels that you can just ignore if you've got 20 or more levels to play with.

But also, playing a 12th-level character when you've played an 11th-level character really isn't that much of a stretch, nor is playing a 16th-level character once you've played a 15th-level character, and so on. I can't really see playing a level 21 character being all that tough for someone who was playing the same character at level 20.

Frankly, the same goes for running a high level game.

That's why I'd suggested something different - forget having an "epic adventure path" ... I'd suggested having a 'Part 7 of 6' which was the next step in the adventure path, where one of those "continuing the campaign" options actually gets implemented.

My take is such a thing would happen once or twice a year, and would likely take characters from 18-22, 19-24, etc. It would likely happen soon but not immediately after the end of the AP, and would make use of above-21 rules, so that towards the end of the adventure they'd break their 20th-level chains and start gaining powers beyond those of ordinary characters.

*shrug*

Something I'd like to see, anyways.


1. Worldwound - it hasn't been said enough times. Maybe the gimmick of the AP could be that PCs are members of the standing army and AP mechanic would be rising through the ranks. Or, instead of standing army - mercenary company. That way you mix Black Company and Worldwound into one fantastic AP.

2. Land of the Linnorm Kings - we had southern campaigns with arabic feel, now is the time for northern campaigns with viking feel.


Rahadoum would be an awesome place for an AP as well. Would be nice to play in an AP where even good aligned clerics and paladins have to hide their powers and beliefs.

Shadow Lodge

Alephtau wrote:
Rahadoum would be an awesome place for an AP as well. Would be nice to play in an AP where even good aligned clerics and paladins have to hide their powers and beliefs.

Now I like that.

Cheliax

Alephtau wrote:
Rahadoum would be an awesome place for an AP as well. Would be nice to play in an AP where even good aligned clerics and paladins have to hide their powers and beliefs.

Even better, parties relying on alchemists, bards and witches for healing.

@Brother Tet - With regards to Political Intrigue, why would you go back to Brevoy? Been there, done that. Let's hit locales that have not had an AP yet. For political intrigue, nowhere is better than Taldor. C'mon, it's Byzantium for crying out loud!


Quote:
Let's hit locales that have not had an AP yet.

That's what I always say, but somehow all roads lead to Varisia. :/


Pathfinder Adventure Path Charter Subscriber
Brother Tet wrote:
Megadungeon: This is when Paizo jumps the shark.

not sure i agree with this. if the holy trinity of mona, jacobs, and bulmahn can do a brilliant job on this, then i'm sure they can put together a great megadungeon.

Paizo Employee Creative Director

To a certain extent... we'll be trying to scratch the "megadungeon" itch with "Shattered Star." It won't all be ONE dungeon... but it will be six big dungeons spread throughout Varisia.

Maybe.

It's not been fully outlined yet, so lots can still change.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber
James Jacobs wrote:

To a certain extent... we'll be trying to scratch the "megadungeon" itch with "Shattered Star." It won't all be ONE dungeon... but it will be six big dungeons spread throughout Varisia.

Maybe.

It's not been fully outlined yet, so lots can still change.

Ah, so it isn't the Kaer Maga all the time AP? ;)

Shadow Lodge

James Jacobs wrote:

To a certain extent... we'll be trying to scratch the "megadungeon" itch with "Shattered Star." It won't all be ONE dungeon... but it will be six big dungeons spread throughout Varisia.

Maybe.

It's not been fully outlined yet, so lots can still change.

But isn't there 7 sins?

Dose this mean that Karzoug is getting some more loving? He is the Rune Lord of Greed after all.

Andoran

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Something with Epic levels maybe with a dragon as the main BBEG.


dartnet wrote:
James Jacobs wrote:

To a certain extent... we'll be trying to scratch the "megadungeon" itch with "Shattered Star." It won't all be ONE dungeon... but it will be six big dungeons spread throughout Varisia.

Maybe.

It's not been fully outlined yet, so lots can still change.

But isn't there 7 sins?

Dose this mean that Karzoug is getting some more loving? He is the Rune Lord of Greed after all.

I think you answered your own question... 6 dungeons 7 runelords, 1 has been done... I believe Karzouig has played his part.

Also here's my

Runelords based Sequal AP I wanted to run:
Basicaly a big runing fight against all the other runelords, who awoke at roughly the same time as big K. They then were competeing trying to get enough power to take back their lands etc, all hinging on Emporer Xin's Tome. Basically put the tome back together to get his power, but made it that Xin was specialized in Divination which the other runelords had basically waived off as weak and useless. But the key became that with his foresight he saw what they planned and made it so that each of their defeats repowered him and brought him back so that in the end of the whole shebang he used his divinations to set everything in motion and come back stronger than ever as the true hidden enemy of the AP. Also it was mostly thought of because people whined that divination was the worst school and no one would ever specialize in it. This was before diviners became awesome in PFRPG. So I am very excited at the Shattered Star, also the Skull and Shackles.

Beyond that I want Nex and Geb and Alkenstar and Numeria and the Worldwound.... So much good....

Shadow Lodge

My 2 Copper:
I don't think that some petty thing like death should keep big K from being the first returning AP villain.

If Paizo was smart:
They would have 2 sets of stats for Karzouig. One for if the players has played through the Rise of the Runelords. The other if they have not.

And maybe:
Paizo could make the AP so the a GM could combine it with Rise of the Runelords in to a MEGA AP!

Shadow Lodge

I'd guesstimate that a lot of players, GMs included, would not take K's resurrection well. I know at least two bunches of characters who went to hell and back to get that tyrant dead...for good. Him coming back just to serve as some kind of mid-boss or sideline threat would make the achievements of those parties, not to mention a great many other ones across the world, feel empty.

And, frankly, arch-villains returning time and time again even after death is a pretty unexciting fiction trope. A cliché, if you prefer.

Going against a completely new Runelord sounds much better. Preferably one who doesn't prefer giants as their main course of minions that much. Sorshen perhaps? Xanderghull?

My excitement for the possibility of APs based Numeria and the outer space bears repeating. Kodak freaking bears.

Shadow Lodge

My dear Muser don't you know? Death is only the beginning.....


Plateau of Leng.


One where the characters eventually end up in a post-apocalyptic dystopia a la Gamma World.


An ap in the future.....I mean really in the future.....


I would love to have an underwater adventure, so we could try out some of the aquatic races, explore sunken (Azlanti?) cities, and foil the sinister plots of the aboleths!

A plane hopping adventure would be exciting, and I also like the enchanted forest idea.

Something for higher level play, that might pick up where some of the already published adventure paths left off.


Pathfinder Adventure Path Subscriber

I would love to see an underdark kingdom-building adventure. You'd be able to play some quite odd races, and deal with terrains and other systems that would be really new and surprising to players. I know a lot of people would like to play a Drow, Duergar, vegepygmy or Morlock. Would it be an "evil" campaign, possibly. We could discuss alternative alignments. There would also be options to play surface adventurers trapped underground.


I vote for historical themed APs. Someone mentioned a Norse themed AP, that would be very cool if the party was a Viking type raiders. I love Egyptology a whole AP with an Egypt theme would be great. Even a mid-15th century Russian theme would be interesting, use some Russian legends like Baba Yaga, and have the threat of Mongol type raiders overrunning everything.


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Pathfinder Adventure Path Subscriber

After the Prirate...can we have a VIKING one.
Some Nordic thema, mabe even a Viking Raid (beeing a raider for a change), storming castles, taking over a state. Think Vikings enter Britan.


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Something along the lines of Red Hand of Doom or Scales of War(although none of the planar hopping). Maybe Qadira and Taldor scuffles along the border. I am thinking something like Kingdom of Heaven in feel.


Id love to see something war like and a bit surreal & experimental. Have the characters play a larger story starting at lvl 0 even and having their classes evolve from there in very grey 2 sided war. There should be no clear right side.

Andoran

Control of some sort of organization. Maybe let the players run a thieves guild or may control a large business with various threats trying to topple their ever growing influence.

Andoran

Snow Crash wrote:
Control of some sort of organization. Maybe let the players run a thieves guild or may control a large business with various threats trying to topple their ever growing influence.

I'd like that with a rising minor house in Absalom. The PC's would have an option to pick among dozens of them at the start, or create their own. A bit like Kingmaker, but city-based.


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1) More Orcs! Are they really spawned from Rovagug? How did this happen? Did a curious human wizard find a way into The Rough Beast's prison and come back as the first Orc? What if someone tried to "redeem" the whole race by some powerful magic?

2) MegaDungeon. Golarion needs a "Maure Castle" style place to explore. While many are mentioned in the Inner Sea Guide, I like the idea of a Planes-hopping, teleporting dungeon location.

3) Underdark exploration. This has been done slightly in some paths (SD and S'sS), but a full blown AP would be cool. As their written in Golarion, it's almost impossible to feature Drow in any adventure other than SD. Maybe setting up a Pathfinder Charter house in the underdark??

4) As far as the continents/countries mentioned for doing an AP in, I'd love to see some political intrigue scenario that spanned Isger, Molthune, Nidal, and Cheliax. Perhaps Cheliax attempts to finally consolidate the power of these neighbors and the PCs could be called upon to stop or start a war.

Qadira

Locations:

1) Worldwound Mega Dungeon! Invade the Demon Honeycomb-like caves! Damn those Qlippoth!

2) Galt - the players are caught up in the latest incarnation of revolution. Plot line very similar to a lot of the plot suggestions from 3.5 Heroes of Battle.

Shadow Lodge

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I would like to see a classic "dragon slayers" AP. One where the main focus throughout is to kill the very big, very bad dragon at the end. We've had devils, super wizard (Karzoug), kinda-dragon (CotCT), genies, fey, drow/demons, serpentfolk, the undead, and oni. Kind of a back to basics thing (which to be fair was what RotRL was).

Also, I think a vs. Aberrations would be fun. Before I saw that 2nd Darkness was drow, I was getting all kinds of anti-abererant vibes from all the darklands fluff. Perhaps the aboleths schemes are coming to fruition (which could tie into the Absalom game quite nicely).


Paizo Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber

Yeah, another Darklands one would be cool, perhaps ending too close for comfort to the prison of Rovagug. I bet there'd be a lot of ugly nasties there given the energies leaking out of that place.


A mini-ap, maybe two or three books, for high level; maybe useful as a tack on for other ap's when they're over(?) I'd personally like something like that.

Cheliax

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

I would like to see an AP set in Geb that somehow involves going to the world of Eox to unravel the mysteries of an undead coven, or insert your own baddy. I like the carrying theme of exploring the realms and lands of the undead.

Osirion

Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Modules, Roleplaying Game Subscriber

I'd like something that plays with the Age of Lost Omens. Like if the first part of the first adventure was uncovering some vague prophecy that nevertheless spells out the campaign, and then every episode made the players guess/wonder which part would come true or how. Kind of like the prophecy scene in Spire of Long Shadows, which had some visions of parts that had come true, and parts that had yet to come to pass.

I also think that Working For Somebody Important is a story line that hasn't really been tried. And here, I don't count Ameiko Kaijitsu, because her story is Working With Somebody Important. I wouldn't really care if the PCs are special forces in some army, MacGuffin gatherers for some wizard, small time crooks looking to work their way up to trusty lieutenants, knights for the king/queen of the Greenbelt, or whatever. But something sandboxy, where each adventure has a number of goals the PCs could do which would advance their boss' goals and their power. Maybe a sequel to a prior AP where the characters work directly for the heroes from the previous AP. They could be tracking down Kuthonite relics for the new rulers of Korvosa, running a Westcrown Interests Section in Egorian, trying to stamp out excess lawfulness as part of the Kyonin Crusade for Calistria, there's lots of possibilities.

Osirion

Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Modules, Roleplaying Game Subscriber

Thinking about my suggestion a bit more, I realize it sounds a lot like the pathfinder society. That's not what I'm thinking of. I'm getting at something more like a system like in Kingmaker, but instead of making a kingdom, you have the chance to alter the statblock for a city or organization. Or maybe change the basic assumption of at least part of an Inner Sea nation.


Something "wierd west"

Something steampunk

A hot air balloon race around Golarion

An AP where the PCs are the villians

An AP where the PCs are minute in size for whatever reason (fighting rats that appear huge in relation to them and using insects as mounts)


I'd like to see; in no particular order.

A story that takes in, around and under Kaer Maga.

A story where the Other Planets are visited.

Something that involves a lot of stealth and intrigue preferably in Taldor.

Something that takes us south of Geb and Sargava. Though perhaps the Pirate AP will do this.

Nex, Geb and the Mana Wastes are dying for a story. One that starts in a Magical Academy might be cool. Hogwarts for grownups ( maybe not)?

I want more of Orv, perhaps not as a starting point but a return to the Vaults would be very cool.

A trip to shattered Azlant.

Kingmaker was/ still is loads of fun. Perhaps a story where the characters start as special ops for a Galtan power player but become military commanders in a reconquest of Galt, this would work to further flesh out mass combat rules.

An AP that is only 3 parts, for high level play. I'm aware this is a risk but high level modules that are good are rare. Paizo could do this justice I think, it could be built where previous APs feed into it making it a win for players hankering for those capstone abilities. This is prime time For an assault on the Worldwound or Orv, also a place like Eox.


Definitely a mercantile/political intrigue AP - with an abscence of dungeon crawls


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I'd truly love a mega-dungeon... With each level of the dungeon being a chapter in a book; With each book having a different flavor of dungeon. (i.e.: Book one would be a classic dungeon, book two could be natural caves and/or underground tunnels, book three could be a dwarven city, etc...).

Or,

A "DaVinci Code" type of adventure path, with mind-blowing puzzles.

Ultradan

Taldor RPG Superstar 2011 Top 32

I've been thinking about the concept of a megadungeon AP. I like megadungeons, and so do several other people, but there is always the danger of the dungeon becoming stale; or even just an endless sequence of kick-in-the-door style encounters. The trick would be to make a giant complex that has:
-an actual plotline
-interaction with NPCs/towns/etc.
-a good variety of interesting things to do

I think the DS game Etrian Odyssey could be an example of a good megadungeon style plot: (this will spoil much of the plot of the game)

Spoiler:
There is a town in the game whose entire point is the existence of a giant dungeon right next door. The town exists to service the adventurer guilds that explore the dungeon. As the game develops, you find out that there is a civilization of fae living in the dungeon that dislike the incursions from above. As you get even further, the mayor of the town starts sending assassins after your group, because you're getting too far into the dungeon and if you find out all the secrets, no more adventurers will come. Also, he has a secret treaty with the fae, that your party is screwing up. So basically, the game starts with you exploring the dungeon "because it's there" but eventually progresses to secret plotting and dark alliances and such. Meanwhile, unaware townsfolk keep sending you on dangerous missions into the dungeon that change as you discover new areas.

Non-spoiler version: What starts out as a simple dungeon crawl gains a lot of plot and background information as you progress, with a home base nearby that updates as you explore.

Andoran RPG Superstar 2008 Top 32, 2011 Top 16

I'd like an AP that featured the return of the Vault Masters of Orv, and delved into the nature and purpose of the vaults, the black blood, and their connection to the spires and blackfrost at the north pole in the Crown of the World.

[marketing text]From the top of the world to it's very depths! [/marketing text]


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I would love to play in a Time Tripping AP that takes us through some of the great empires of Ancient Golarion. We'd get the Alzantians just before the sky crashed, those pesky Thassolians, some of those Pharohs, cave-demi humans, and even the Cyclops empires. FTW!

Andoran

A time travel AP does sound pretty cool. Especially if it had a futuristic component like Steampunk and maybe post apocalyptic settings.

Something Numeria and Alastar would be cool.

I'd like to see something about the Mana Wastes.


Quote:
Nex, Geb and the Mana Wastes are dying for a story. One that starts in a Magical Academy might be cool. Hogwarts for grownups ( maybe not)?

Small chance of that, becuase it severly limits the choice of classes.

Quote:
I would like to see an AP set in Geb that somehow involves going to the world of Eox to unravel the mysteries of an undead coven, or insert your own baddy.

Well, we *do* have a recent undead campaign...


Dragon78 wrote:


APs that explores Arcadia, Azlant, and/or Sarusan would rock.

This.

Mikaze wrote:


And a Numeria AP.

And an AP friendly to monstrous characters.

and these...

+ Worldwound, maybe "Twin APs", one for the "Good guys" side and one for the Demons and their allies.

+ Crown of the World, If the PC don't go in, something comes out (could work for Sarusan too)

+ Abyss vs Hell... ok, this one might require too much work.


Pathfinder Adventure Path, Campaign Setting Subscriber
logic_poet wrote:
I'd like something that plays with the Age of Lost Omens. Like if the first part of the first adventure was uncovering some vague prophecy that nevertheless spells out the campaign, and then every episode made the players guess/wonder which part would come true or how. Kind of like the prophecy scene in Spire of Long Shadows, which had some visions of parts that had come true, and parts that had yet to come to pass.

Love this suggestion, though according to the Age of Lost Omens none of these prophecies are coming true "as written" anymore. Thus, a campaign based around this concept, but trying to figure out how the omens are changing and what inevitable darkness they may be leading to would be pretty awesome too. ;)

I know I'd definitely run such a game!


#1 I'll join the chorus calling for a Viking Saga. Give us a few new Linorms while your at it Paizo staff, if you please:)

#2 I'd love to see a campaign along the lines of a Pathfinder version of something akin to the Tomb of Horrors, where the PCs walk the razor's edge for 15 levels full of traps, and undead horrors. It worked for Gygax and a generation of 1st ed players, I think it would do the same for Pathfinder. I wouldn't consider this a 'horror theme campaign' and I don't think that the Carrior Crown is the same type of atmosphere as a Tomb of Horrors game is.

#3 I'd also be partial to something with "Aurthurian Knights, Castles, Cunning Wizards, Maidens abducted by dragons, and the rest of the 'traditional trimmings of a traditional fantasy campaign,' which for some reason never end up being the focus of a campaign...

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