mearrin69 wrote:
Thanks for the input, I appreciate it. Well I'm not against having a grand finale and I'm not against mixing in demons or demi-gods. What I don't like is tons of magic items, lots of (player)races, too much magic - I want my magic mysterious and dangerous. But at the moment I have just started to read the Legacy of fire series, if there's to much that I don't like maybe I have to abort my plans to run it. But after all I like many of the Ideas and if I can tone those things down (that I don't like) I'll give it a shot.
James Jacobs wrote:
Thank you for your answer, the thing I don't like is the look of them, I don't like any of the gremlins.Small kids with animal head wielding big knives. I really want to limit the ammount of supernatural races. The monkeys I had in mind isn't supposed to be that comedic in nature really, no chimpanzees, rather ugly baboons with corrupted features... whatever that may be. And finally, I don't "hate" (even though I said so) them, but they are not what I want to use. I think I am going for a style/setting that's a mix of Conan and usual fantasy. And if they are not that essential to the plot and path I am thinking of replacing them.
I've been looking to Gamemastering a Pathfinder adventure path for a long time now, but there has been something about the earlier paths that made me wait for the next one. I do like my campaigns a bit more mature and low and supernatural stuff and magic, so I decided after reading the companion (that you got for free) to throw out most of the races, like gnomes and halflings and dwarfs. Now finally I flipped through the pages of the Howl of the Carrion King in the store and decided to get it. I liked how the setting was different from the usual fantasy stuff. But soon I ran into the Pugvampi, and not only my players will hate them, so do I as a Gamemaster. As I only have the first book yet I wonder how important are those silly creatures for the future? I've been thinking to replace them with "corrupted" mischievous monkies, animals with semi-intelligence. But I don't know, any suggestions from you who have read through all the paths and maybe played them?
I just made a long review of this product, hit preview and never saw it again. As the problem with the high amount of Hit-points and boring and plain magic system is still a big part of this version, I choose not to use it. Although I might use some of the Adventure-paths made for it, tweaked and converted to another system.
Thanks for the quick answers It's a rare day when my players decide to roll anything except a human so I'm not worried about their likings ;) I wanna ditch those races entirely from the setting, just not as playable characters. I guess I have to re-race some of the NPCs. But if this path later on turns out to evolve about the gnomes and their history or something I've messed up if I thrown them out from the setting so I just wanna be sure that it works. Still I am in for some heavy tinkering anyway as I wanna use most of the rules from True 20 mixed with the Beta... Maybe I just should play a computer game instead ;)
Hello I am looking to GM something for my Players this winter and I have been looking around alot on the old web and stumbled over this AP (rise of the runelords)A lot of good things has been said about it and I have the first path of the campaign on PDF now and I've been skimming it. Now for some questions for you who already have played it. I'm not a big fan of those cartoonish goblins, seems a bit childish even though the are evil. Does it work to exchange them for some more evil looking goblins, Moria style maybe, or does that ruin this setting/style/adventure in any way? I've never liked race-heavy RPG settings so I wanna ditch gnomes, halflings, half-orcs/elves. Just keeping dwarfs, humans and elves, do you see that workable in this setting? Happy for any answer
Brett Blackwell wrote:
I second this, it's a pain to have all those spells. Make spells more versatile and not so strict. It's fantasy for heaven's sake! |