(If this is the wrong forum I'll gladly repost this in its proper place)
TLDR;
I'm trying to make KotOR into a Pathfinder campaign and advice is welcome
To be more precise I've only ever GM'd modules and the first third of the first book of Kingmaker (my group at the time liked to try and go against the story just to give the freshman GM a rough time so I shut down the game rather than take BS). I've never done anything even close to writing my own campaign so I could some advice (even though the skeleton of the story already exists).
So this campaign will be based on the Star Wars game Knights of the Old Republic. It was originally based on D&D so I think it is a good candidate to be altered into a Pathfinder game. It won't be using the sci fi rules. It's all sword and sorcery, not even guns. I won't be summarizing KotOR so if you don't know it or need a refresher look it up. Plenty of sources out there. Much of the concern stems from making a single player story that is focused on the PC into a campaign for 3-5 players.
Here are the alterations I made so far:
-A relatively new Coalition of allied nations rather than a unified Republic that is already thousands of years old
-A top notch Academy of Magic that stands independent of any one nation (and wields moderate political power itself) instead of the Jedi Order
-While small schools exist for arcane and churches and such exist for divine the Academy is where the best of the best train and learn magic both arcane and divine.
-Rather than a galaxy it takes place on a single world roughly 2.5 the size of Earth (same gravity though) with large oceans so it hasn't all been explored
-Game takes place on one or two large continents on one hemisphere
-The invading came from the "unexplored" hemisphere and quickly gained a foothold by conquest of weaker unsuspecting territories and by a few whose people welcomed a change from their previous corrupt and wasteful governments
-Opening will be on a small Coalition military base just outside an independent but neutral city-state which replace the Endar Spire and Taris respectively.
-The 4 main quest planets with be replaced with 4 nations or cities of similar settings (jungle, desert, oceanic/coastal, enemy stronghold)
-Mandalorions replaced by a nation on the continent that started to conquer and were defeated before events of story which caused the Coalition to form in the first place
What I must still figure out:
-Should I secretly select a PC to be Revan without their knowledge, should I make Revan the bad guy and use another mechanic for why the PCs are following his footsteps
-Might make Revan and Malek into a larger group of 4 or 5 big bads (I find one single big bad boss is easy for a party of 4 or 5 to beat because of turn economy)
-5 mcguffins that the PCs must find in place of the Star Maps
-An uber-mcguffin to replace the Star Forge
-Should I give paths for Good AND Evil endings or just keep it as a Good campaign for the time being?
-Many things I probably haven't even thought of
I think I'm going to have to play through KotOR again just to see if there is anything I missed.
Thanks for reading. Any advice or ideas (even if it is a change to stuff on the first list) would be much appreciated.