larsenex wrote:
I am also stealing all the great ideas. I switched up the first chapter of Troubles in Otari so that the Fish Camp is an Inheritance for one of the players, and they come to town to collect it. The former owner of the Fish Camp was a descendent of Vol (who I gender-switched to male "Val" for plot purposes later) who was a fisherman. He is a distant cousin of one of the PCs. He has been at odds with Carmen, who has claimed to be the only true inheritor from Val. So the character's distant cousin paid Tamily to make sure _anyone_but_Carmen_ got his Inheritance. So she found the PC in Absalom and his buddies came along to get out of town during the Radiant Festival and for the lols. That puts them instantly at odds with Carmen, which will pay off later... They clear the Fish Camp and then go to town for Founders Day. I have a bunch of activities that will intro all the crucial NPCs including side-quest people like the Leadbuster Lads. That happens during a wheel-barrow race sponsored by the Fishers and Farmers Guild in which the Leadbusters cheat. There's a Pie Contest (thanks!), a bunch of Logging events like Hatchet throw and Caber Toss. A log-rolling event. Lot's a fun ways to intro different NPCs. The PCs will win the treasure hunt (I have a different puzzle version if anyone wants it) and that will get them a seat at the Mayor's table with Wrin. She actually sponsored the hunt to find someone who might be able to figure out what is going on at the old lighthouse, at which point the Inheritor will notice that they, too, can see the glow. And what the Inheritor actually inherited is not an old run down fish camp, but instead a special sword...but it will be a while until they figure that out. There's already been a lot of ribbing about how the PC inherited such a fine estate! :) Thanks all for the great ideas. I've stolen a lot. And let me know if you want to see the barrow race rules. I'm particularly proud of them :)
narchy wrote:
Awesome maps, Narchy! I'm using them and they made getting the game on FVTT so much easier (and prettier.) Having the walls done is really nice. I bought you a couple of beers (or coffee, or another gaming book...okay, a cheap one. :) )
Cool on the gift certificate. I'll buy them and see if my players will create an account. One is super internet paranoid (he used to work for an agency and is now pretty much spooked by what he knows.) If nothing else, I suppose I can buy them now and use them later when I want to buy something. That's an easy way to give Paizo some cash in their pockets that I can reclaim later with product.
As the owner of a small business, I know how hard it is to keep cash flow up enough to keep everyone employed right now. So I want to order some stuff to put some bucks in Paizo's pockets now to make payroll and rent. 1) If I pre-order is there a way to pay now? It looks like I don't pay until they ship, and I'm willing to prepay. 2) If I order multiple copies of the 2e Core rulebook to give to a couple of players who can't afford it, does it automatically have my name in it or can I have someone else's name in the pdf even if they don't have a Paizo account. Trying to figure out how to help out. My main employment is in a business that is not affected by this craziness, so I think I can afford to help.
Voltron64 wrote: Does anybody think it wouldn't be a bad idea for the PCs to share joint ownership of the deed to the Citadel with the Bumblebrasher tribe? Interesting idea and the answer to the question is, I'd say, very campaign/player/GM dependant. It should work if:
It might not work if:
It needs a purpose. Find a great purpose and you have your answer. If the primary reason you'd like to do it is to say the gobs have rights equal to the colonizer-analog players (that some have assigned them), then perhaps you should let the players negotiate with the gobs for something in exchange to buy them out. Maybe a future favor that you can turn into an awesome hook that is way more expensive than the players bargained for (a reverse Louisian Purchase, as-it-were. "Oh, you'll let us have the deed for just these beads and us killing some 'Lizard King' for you...sure, we can take out a trog camp in exchange for a castle!:) Then go prep your dragon sub-plot. Or maybe the goblins don't want a castle, they really just want to live in town. And the players' job is to get them accepted in Breachill as full citizens...
TL;DR
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SPOILERS GALORE BELOW:
----- I've noticed the nice foreshadowing/symmetry between the water towers and Alseta's Ring. Since the town's founder had those towers created (you have to believe it was very early in the town's founding), it can't be a coincidence that they mirror the ring below. I plan on using the towers to explain why Breachill is so different from the rest of Isger, and to provide clues back to the town's creation while enhancing the sense of mystery. (a lot more info in this reddit post..it's very long.) The gist of it is that Mengkare used the towers as part of a ritual to help the town succeed, but consistent with his slightly insane yet brilliant and logical mind, he imbued them with powers that subtly change the people who drink water from them. As the characters activate the gates the backlog of magical power is lowered in each one, lessening the effect of the towers that had tapped into that gate for power. So as the characters take over the citadel and each time they activate a gate, Breachill benefits less and less from the magical waters. The town slowly goes from idyllic to problematic (which is normal for a town in Isger) and the PC's should be curious why...
Simple question if anyone knows or has a suspicion...do the water towers play a role in the AP beyond their use in the opening act?
Benjamin Tait wrote:
Very cool! And it could be turned a number of ways with the intent to challenge any cleric and give the player a cool opportunity for character development!
fevian wrote: So, after much preparation and a couple of play-day cancellations, I finally ran my first session of this AP. I as well have performed some rewrites... I like it, Fevian! I'm looking to rewrite the intro a bit as well, probably stealing a bit from you and a bit from Olliebird. I'd love to hear more and how it is working out!
Asurasan wrote: Thanks, just to clarify. I mean to share Age of Ashes content. I just was referencing what I had previously shared in similar threads for other AP's. I'd love to see more stuff shared! Some other stuff I think it would be great to see from others: - Breachill NPCs
I'm sure there is more, but let's work together to make this thing sing!
Colette Brunel wrote:
Doesn't "national" = "Isgeri"? I do agree that Breachill seems quite sequestered from Isger. I've thought a bit about that. At first it bothered me, as Breachill seems very out of place. But...Breachill was created by a very powerful creature who undoubtedly still planned that the town be as perfect as the flawed creatures who inhabited it could allow. So, I reason, he intentionally created it to be separate from Isger. It adds to the general creepiness about the town stemming from its founding. Things are just a bit too good here to be natural. And I'm toying with the idea that the water towers (which nicely foreshadow the ring) are somehow part of a larger ritual cast by the town's founder during the construction. Why else create a ring of six water towers that mirror a nearby magical construct if you aren't using them for some purpose? Perhaps the ritual serves to protect the town from both the attention of hostiles (goblin-blood wars) and to keep the town isolated from the general despair in Isger. The ritual might even explain why the Hellknights (a lawful group) was attracted to the locale in the first place. I think I'm going to say he had the statue created before he left as the capstone on the ritual (those creatures are very vain, after all.)
Just to be clear, the last post wasn't a criticism of the back-story, but only saying once you've accepted a gold-dragon that can erase memory then adding a persistent suggestion doesn't take any additional suspension of disbelief. Also, as to the distance between the Citadel and town, there is no reason it can't be both 1 mile and 10 miles. If you've ever hiked in mountainous terrain before, it is entirely common for something to be only 1 mile away geographically, but 10 miles away via road/trail. I plan on make the Citadel on a sheer very high bluff a mile outside out town. But the road has to go to a pass at the end of a ridge and then switch-back it's way up the mountainside to the front entrance. So the secret door is a great advantage once discovered, as it allows the PCs fast access to town while still making it a distance for visitors to travel.
If you have a player that might be adversely affected (psychologically), then you should look to change the motivation for the party. Depending on the situation, having it become an attempted murder might suffice. Perhaps the PCs are able to keep him alive through some act, but he is constantly in danger and his condition worsens daily. Spoilers: If the poison was one that needed a specific antidote (made with say, hair from the poisoner) the need to find the antidote quickly would drive the adventurers to uncover who tried to kill him. If poisoning itself is a problem then it will be very difficult to run this adventure since that's pretty much the whole hook.
The Glass Cannon Podcast is going to run a 2e conversion of Emerald Spire. I think it will be for their Patreon customers only. You could always email them and see if they plan on sharing the converted monsters. At the very least, you could listen to the podcast to see how he converted it. It's a pretty good live-play podcast.
Colette Brunel wrote:
Actually, all the rest of us got a message from Paizo stating that the Cult of Cinders secretly use the metric system. Apparently, the reason that Dahak is so furious that he wants to destroy the world is that he cannot abide by what he sees as non-rational systems and he gets overly obsessed with meaningless details. So while it appears to you that it is within the range as stated, those of us in the know realize that the range is only 50 km, and therefore only 31.067 miles.
3Doubloons wrote:
Brilliant, and while obviously meant TIC, given the founding of the town it is entirely possible that the suggestion to do just that was left in everyone who is born here. In fact, I'd say that is more likely then much of the rest of the backstory!
My experience so far is that low-level PCs go down a lot. We ran four Lvl 1 PCs through PFS "The Absalom Initiation", and the wizard must have gone down into 'dying' six or more times during the four fights. The rogue almost went down at the same time once. Having the cleric able to heal burst multiple times (16 Charisma) was the only thing that prevented two TPKs, I think. While the Treat Wounds Battle Medicine thing was useful a couple of times, the Heal burst was the difference-maker. Having some way for them to reliably get a good chance to stabilize each other and get back on their feet is important at 1st level. You might just want to start at 2nd to get the extra HP buffer.
Really TL;DR - PFO will succeed, but changes are needed on the initial focus. TL;DR - GW needs to deliver the content and features most beneficial to keep their core user base excited about the game. I posit that it is actually meaningful PvE content, and not player Politics and Wars, that is most needed early in the PfO's life-cycle. Put another way, predators need prey. Attracting only the wolves won't make for an interesting world. Get some sheep, the wolves will follow. Pathfinder Online is at the teeter-totter stage of product development, and a few choices will tilt the future to success or failure. The design vision has been tested against the reality of the budget, timing and skills of the team producing it. As is always the case in product development projects like this one (it just happens to be a game this time), there are gaps between the vision and what the project team can deliver due to the real-world constraints. Some of those constraints are imposed. They just have to be dealt with. Other constraints are the result of choices and should be re-evaluated. It is the choices made during this critical moment that will largely determine the ultimate outcome of PFO. This is a low-budget project using a slow-ramp growth model. This is very important to remember. The consumer target for this game is substantially different than the target that the block-buster sand-box games are going after. Targeting that smaller core requires _really_ understanding the features that group is looking for, and then maniacally focusing on delivering it early in the ramp. I worry that GW has forgotten that EVE's initial target was NOT their ultimate user base. The political maneuvering and heavy PVP wars were not how that game began. While it was built into the mechanics and planned for the future, the game's initial game-play was largely exploration, PvE and trade (mining.) Make those three things compelling in PFO Early Enrollement, and a large group of Golarion fans will take up residence just to explore and live in the world. Then, once you have a thriving community inhabiting the world, allow the politics to develop naturally. Wars always follow politics. I fear that GW has targeted the current state of EVE as the initial state of PFO, and have targeted the wrong initial consumers. They had a great initial user-base of people who love the setting. But by focusing on the conflict aspects, they've failed to get the mass of Pathfinder players excited about their one competitive advantage..the developed setting with a loyal fan-base. Focusing the initial development on content would have attracted a lot of Pathfinder players, who then would have made the world a place where politics naturally develop. Put another way, GW was fooled by the vocal PVP community into focusing on that aspect of game-play initially. Look, I'm a PvP fan, but I'm not fooled into thinking it is the only meaningful type of play. The typical militant PvPr is impatient and easily bored...it's why they don't like 'unexciting' PvE play. To expect them to go on this journey of joint-development and early game creation was a _fundamental_ mistake. They'll be full of excitement early as they imagine dominating their opponents; but will be the most vocal in declaring the death of the game when it doesn't meet their expectations during EE. Enrolling rabid fans of Golarion as a setting (rather than PvP players) would have played into the tendencies of the target segment instead of against it. Golarion-loving players are invested in the success of the game as a way to experience their love of Golarion, and will be patient as the game goes through the many inevitable growing pains. Once the game has a stable core, the PvPrs will join the game just like they did EVE. If I were writing the business proposition for this game, I would have focused on "Golarion-loving Creators" as my initial design target (small population that will be the early adopters), with "Conflict-loving Players" as my strategic target (ultimate large population from which I'll draw customers after growth inflection.) My suggestions: Let the PvP meta-game develop over time. Refocus on creating a reason to care about the world. Give us something to fight _for_ and we'll fight. Putting us out in a soul-less paintball field and saying 'go at it' isn't a sandbox game, it's a large MOBA without the smooth mechanics and Nintendo-inspired finishing moves. I believe that it can grow to have a meaningful and long-lasting place in the sandbox world. But survival in the next 6 months will be the key, and keeping the core engaged and excited is absolutely required.
I put stuff on the Phoenix Pass AH just to try to seed it. So stop by (or move) there if you are looking for mats or recipes for sale. I believe firmly in local AHs to make settlements matter. We just need people to put stuff on their local AH to get the ball rolling...If you can't use it, then just sell it for fun (for now.) I only wish the AH had a 'only show items for sale' feature!
Definitely decided to move it over to the Darkmoon Vale area. I made Belheim into a large town that sits at the junction of the Darkmoon River and the River Foam. Looking at the map, that pass is clearly the easiest way into Druma and Isger, and with all the trade focus of that country there is no doubt that they would be travelling down the 'Droskar Gap Road' to Belheim, then on to the headwaters of the Andoshen River for passage on to the sea. In fact, the trade through the Darkmoon Vale area is much higher in my world than Paizo made it, since the best way to sea for Druma is to the Andoshen, on a barge down to Almas, and out to the Inner Sea. So, Belheim is a decent-sized town that I'll use straight out of the module. The "noble family" there will be the former aristocracy of the area who gave up most of their holdings during the People's Revolution. They now act much as the former British nobility, with an air of genteel arrogance to help their former liege's survive; all the while with a bit of a shake of the head at the state of things when the less educated are allowed to rule things. In truth, however, they really do care about their former holdings, feeling a sense of ancient responsibility towards it that a mere revolution cannot erase. This causes them to meddle in things and gives them a bad reputation in some circles as arrogant b**t**ds that just won't let their bygone era die. They work to thwart the Lumber Consortium, who they see as a much greater evil than the former nobility. They aren't purely altruistic...they assume that one day they will have to pick up the pieces of this mess. But ironically they probably care more for the people of Darkmoon Vale than any democratic bureaucracy possibly could...just in a sort of irritating, paternalistic way. The story of the Dragon's Demand fits neatly into the scenario. The key focus of the story could either be a junior member of the group ruled by the big guy in Droskar's Crag Himself. Or it could actually be Him if you are willing to extend the story many levels more to build to a huge climatic battle royale with one of the biggest, baddest end-bosses in the entire subcontinent. I plan on using the former as a way to foreshadow and hook the PCs into the storyline that will lead them to take on the really scary one.
I'm GMing a welcome-back-to-role-playing group in a couple of weeks with a large group of six. The last time they played it was Forgotten Realms 3.5, so Pathfinder will be somewhat of a shift for them. I was planning on running the Darkmoon Vale series initially, but one of the players has actually played recently, and he's played the Kobold King adventures already. So I was looking at running The Dragon's Demand, but placing it in the Darkmoon Vale area because I really like the area much better than the middle of the Verduran Forest. ***MILD SPOILERS FOR THE DRAGON'S DEMAND and DARK MOON VALE BELOW*** The one weakness I see in TDD is the lack of fleshed out NPCs for role-playing and, most importantly, the lack of meaningful factions, tensions and long-term political intrigue. For instance, I really want to play up the Lumber Consortium vs Fae vs former Noble families (who see the LC and say "told you so".) There is just so much more potential in the DMV area! I would then weave in both plots to help with the pacing of the TDD since it is a bit free with XP. I love the idea of having a lot going on with both the fae conflict, the werewolves and the impending dragon fight. I'd love to hear thoughts or suggestions on how to integrate TDD into DMV. I was trying to decide between combining Belhaim into Falcon's Hollow, but that seems a waste since both are interesting, very different and well-done villages. But that means I'll need to place Belhaim somewhere nearby so that the PCs will get pulled into the Falcon's Hollow portions of the adventure as well. So I was thinking I'd make them be not far apart (a handful of miles,) with Belhaim being the former holding of the local noble family and Falcon's Hollow being the working town of the Lumber Consortium. Since some noble families kept a bit of their former wealth, they could still live in the area as the 'landed gentry' and be the representatives of the area in Almas. Has anyone tried to integrate them? Anyone run both and have thoughts how they could work together?
I think "winning" is having meaningful interactions with other people, to be honest. Now for some, that meaningful interaction is to just enjoy their company and feel a part of a cool community. Meaningful interaction for another group would include being part of a well-organized fighting force and have a hard battle that was a blast...and while most would prefer to win the most mature of them would appreciate the battle as much as winning. Yet another 'meaningful interaction' is to live out the fantasy of being an outlaw...a real badxxx....and rob the rich to give to their pockets. Not my style, but still game meaningful interaction if done with intent. For others, however, 'meaningful interaction' is to travel to new lands, meet new people, kill them out of spite and feel superior in this small thing because the rest of their life is such a miserable mess. I'm hoping we GW will actively discourage the latter group because their 'meaningful interaction' is only valid if it hurts other's enjoyment of the game rather than supports it. So 'winning' is used to mean feeling a sense of accomplishment in whatever way you find it (within the intent of the game.) Your 'winning' is totally valid and you should reject any notion that it is somehow less valid than the PvPrs. They'll prat and prance around about how much harder PvP is than PvE, but in truth they are just different types of play that rewards different skills. Alternately, PvP "winning" is also a valid style of play and doesn't make you juvenile if you find a sense of accomplishment from the fight. Maybe slightly different than Morbis (whose definition of winning appears to be possessing enabling power), but some of the essence is the same.
I think the interesting opportunity this brings is to unite even warring guilds against those who try to ruin the game. Let's say some guild joins with the express purpose of making the game un-fun for others by being purposeful jerks (as defined by this). I think it would be cool for us founders to band together against them no matter if they are role-playing LG, N, CE or whatever. Ruining the game is an attack against us all, and this should be how we set the expectations on behavior in the game (from fellow players.)
Papaver wrote: I hear last weeks update of Unity3D has a voice command feature that you use by saying into the microphone " I want a game that plays like Dawn of War and Call of Duty and looks like Borderlands with a sick Skrillex soundtrack, Bro" and in 15 minutes flat it writes itself and installs the finished product on your PC. The scary thing is that one day, likely long after I'm playing celestial ping-pong, it might be more true than we think. Shoot, when I started programming the idea of auto-complete editors hinting the parameters of a function call would have been considered sci-fi artificial intelligence!
I'm just either too stupid or naive to understand why someone would want to play that way, even if it is to win. Anyway, I'm not sure there's much to be done about it. It's why I usually end up going back to non-massively multiplayer games where we can just boot their sorry rears off of the server forever.
Cool guys. No hard feelings or anything. I just didn't want to come across as saying something that I wasn't. I have a bit of a sense of how it works in Pax as I know someone from there and they have assured me that there is intent on keeping the PfO orgs separate. I do hope to see you guys have a real 'we want to see you go away' (not just pretend) type of war one day. That would be fun to see. As for me and my house, we just plan to have fun! Look forward to seeing you in game.
Pax Bringslite wrote:
You are very welcome, Bringslite. You seem to think it is some kind of victory that I posted a link to Pax Gaming. I find that curious, as it is indicative of a combative frame of reference rather than a cooperative one. Sigh. I've got friends in Pax, so (contrary to what everyone wants to assume) I'm not an enemy of them, and I hope they continue to get lots of members from those who feel comfortable in that organization. No one seems to get my point, so it must be me. The ONLY point I am making is that it is not quite the same situation as the TEO/T7V alliance. To say otherwise is 'spin'. I'd rather everyone just be honest and say that multiple PaxGaming groups are working on getting Settlements in the Land Rush 2, but have assured everyone that they will not be any more likely to cooperate with each other than they are to cooperative with Settlements outside of the PaxGaming global umbrella. You have hudreds of members (if not thousands), so it isn't surprising that you'd want several LandRush 2 Settlements. So, I repeat: I'm fine with that. I'm not arguing otherwise. I'm not suggesting that there be any limit on how many Settlements a gaming community gets. I'm not saying that the TEO/T7V alliance is superior. I'm just saying that it isn't the same situation since T7V and TEO are not part of the same global gaming community. They are totally separate organizations without any external relationships and/or commitments. Any inference that I feel differently is just that and I reject the attribution of motive or intent. Go get'm Pax dudes and dudettes! Rah! :)
Agree Cyneric. You were a group of people interested in playing PfO together who knew each other before you joined Pax. Then you joined Pax and recruited other members to join you in Pax. Pax then got a settlement and now you guys are going to participate in LR2. GW has said that is okay and it's good by me. I don't understand the slight tone of defensiveness. I'm just stating the facts in the situation clearly, and confirming that I'm good with it (I'm assuming, of course, that those rules are consistent for the smaller organizations too.) I hoping to see you guys have an intra-guild war!
Well, with the small detail that Pax and Golgotha are actually all members of the same RL guild where TEO and TSV are not. I don't care what Pax/Golgotha do...and I'm fine with Golgotha going after their own settlement, but let's be clear that there is a big distinction between the two situations. GW doesn't have any issues with it and I use that as evidence that it is within the spirit of the law.
Our guild will ultimately have several companies and will, likely, need to have several settlements for training (or at least allied settlements) if what we understand about upper tier training is accurate. So in some sense a guild is a outside-of-game collection of people, who might choose to organize within the game in different ways and at different levels. I'm glad to see the clarification that the term guild is going to be set aside for the in-game organizational structure!
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