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Player Created Adventures / Modules


Pathfinder Online


I just discovered pathfinder online and as an avid tabletop gamer and roleplaying MMO player, I'm literally drooling at the concepts discussed on the blog.

One of the earlier blog entries mentioned the possibility of player created modules even an App Store type concept for sharing adventures.

As a member of a role playing guild in wow ( the Gnomish rescue squad http://gnomishrescuesquad.org ) I'm always trying to run adventures for others that involve some storyline and pvp and pve content. However it's an uphill battle as despite some addons I've written and a lot creativity it's very difficult as the game really provides no assistance for this sort of thing.

I love game lore but when it's left to the game developers there's never enough of it, for instance wow has very little gnome lore so I like to flesh that out with my storylines and adventures.

What I'd love is something like the content creator they have in Star Trek online for a fantasy setting. I'd love to be able to script npc's speech and spawn monsters and have a whole paleatte of actions to design an adventure for my friends.

Has there been any further thoughts or design on this since that older blog entry.

Goblin Squad Member

VoidInterrupt wrote:

I just discovered pathfinder online and as an avid tabletop gamer and roleplaying MMO player, I'm literally drooling at the concepts discussed on the blog.

One of the earlier blog entries mentioned the possibility of player created modules even an App Store type concept for sharing adventures.

As a member of a role playing guild in wow ( the Gnomish rescue squad http://gnomishrescuesquad.org ) I'm always trying to run adventures for others that involve some storyline and pvp and pve content. However it's an uphill battle as despite some addons I've written and a lot creativity it's very difficult as the game really provides no assistance for this sort of thing.

I love game lore but when it's left to the game developers there's never enough of it, for instance wow has very little gnome lore so I like to flesh that out with my storylines and adventures.

What I'd love is something like the content creator they have in Star Trek online for a fantasy setting. I'd love to be able to script npc's speech and spawn monsters and have a whole paleatte of actions to design an adventure for my friends.

Has there been any further thoughts or design on this since that older blog entry.

Not much in the way of official information on it, it is right up there in the "things that would be awesome to have but we have no idea if it is technically feasable".

Modules themselves (without factoring in player modules) are going to be a challange to the development team, as far as actually giving players incentives to play them, but not allowing too much wealth to come from them (namely because they lack many risk factors that every other gameplay mechanic will have, IE the dangerous trek out to the dungeon or harvesting site, in which you risk being attacked by much more powerful NPCs or PCs, then the trip carrying the loot back with the same dangers) as well as the complete lack of the work made in finding the locations (considering dungeons are pretty much described to pop into the world randomly, and disappear if ignored or cleared).

The flavor, roleplay story part of it, is what I do agree with you, that is a part where modules can shine, as a for fun, or for reputation within charters etc.... feature, they could be an incredible addition allowing people to tell stories that could otherwise never be told, and offer great new flavors of both gameplay and story.

Goblin Squad Member

VoidInterrupt wrote:


I love game lore but when it's left to the game developers there's never enough of it, for instance wow has very little gnome lore so I like to flesh that out with my storylines and adventures.

That is a case for themepark games. In a sandbox the 'storyline' is personal, and effected by other characters. It's more of a life-sim than a story game, the content is player interactions.

The need for player created modules isn't as large as it is in a themepark game. I would expect some capstoned characters before player module creation is introduced.


I disagree, I think player created adventures fit perfectly in a sandbox game.

The content would still be player interactions, but it would be the story I setup that acts as a trigger or catalyst for these interactions much as all the other game elements do.

Goblin Squad Member

Hi VoidInterrupt - Concerning modules in PfO from the blog:

Goblin Works Blog wrote:

- Theme park adventure content: In–game modules that you can unlock for yourself and your friends

- We have a vision of one more kind of PvE content; for historical reasons, we'll call it a "module." This is a scripted, fully designed adventure suitable for some number of characters of some specified power level. Some of these modules will likely be available to everyone for free. Others may be obtained via the use of in-game microtransaction currency. Modules you unlock would likely be instanced content available to just those characters you wish to adventure with, meaning each group that unlocks a given module will experience it as though it exists exclusively for them. (We have had discussions about how, even within instanced module content, there could be common areas that allow multiple groups to interact. Only time will tell how this concept develops and unfolds.)

For such instanced content, offering persistence is tricky. We want you to have the sense that the world changes based on your own successes or failures, and it would break that immersion if you could potentially play the same exact module multiple times. How we untangle that will be a challenge for the development team.

And there's even the chance that you might be able to create your own module content for other players—perhaps even on a for-profit basis. Imagine an "app store" for Pathfinder adventures! It's speculative at this point, but we want you to know that we see the potential, and we are just as interested as you in finding a way to get there.

So the development of PfO is to take an anology, like an onion, the core layer will release early and subsequent development will add layers around that. The above description, sounds like it will be one of the outer (aka later) layers added? It's all we've heard, but would be great to see at some stage.

That said, the type of EMERGENT gameplay in PfO might interest. There's some good egs in this thread: An honest question (this post by GrumpyMel demos some egs from a "villain's pov) that might illustrate the potential to simulate quests/adventure content that ties in with PvE content maybe?

Goblinworks Executive Founder

Player Created Content could include things like tests to join a guild.

Layout and Design, Frog God Games

I was hoping to make a concerted effort to reconstruct parts of Rappan Athuk <grin>

Goblin Squad Member

From:Gentlemen, You Can't Fight in Here! This is the War Room!

Goblin Works Blog wrote:
Last week we had a whole crew of Goblinworks staffers playing adventurers and goblins as Art Director Mike Hines gave everyone directions on where to go, how to fight and when to die.

I wonder if dev-controlled monsters might be a version of module that players could "purchase"? I know if such an option were open, it would likely have a very long queue of interested players, but within the context of an organic adventure in the open world, the devs could hatch all sorts of attacks and antagonistic hijinks via this control mode?

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