Insane Jane's page

9 posts. No reviews. No lists. No wishlists.


RSS


Mikaze wrote:
Yeah, this is pretty much the most "high fantasy" AP of the bunch.

I think I'll ditch this AP, at least for the moment. Thanks everyone who took their time


mearrin69 wrote:

I haven't played Legacy of Fire but I have read through it. The Pugs are only (as far as I can recall) only in the first volume. I actually kind of like them and both of the scenes they're in seem like fun to me - I think my players would like them.

I can see, though, how they might not be to the taste of some people. They're sort of an integral part of the story of the first one but I imagine they could be replaced with something more mundane without too much problem.

If you don't like "high-fantasy" though I think that LoF probably holds bigger problems for you than that - genie wars are high-fantasy personified. Maybe Curse of the Crimson Throne or the upcoming AP (not sure what it's about really) might be more to your liking? All of the APs tend to be pretty "grand", I guess. I might have misunderstood your comment though.
M

[edit]Yeah, I think I probably misunderstood you...so ignore my last paragraph if it's not relevant. :)

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:
Insane Jane wrote:

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?

As with anything in a Paizo product, you as the GM are the lens through which your players see the world. You know your players. We do not. If something in a Paizo product will annoy or enrage your players and you know that, it's sort of your responsibility as the GM to excise that element from the adventure. A great example of this are the decidedly "mature content" ogres of Pathfinder #3's "Hook Mountain Massacre." If your players are uncomfortable with inbred and graphically violent ogres, you absolutely shouldn't have them appear in your game.

Same goes for the pugwampis. I'm unclear if you think that your players will hate them because they're somewhat comedic or if you think your players will hate them because of the unluck mechanic, though, so it's difficult to know what part of the pugwampi you're looking to replace. "Corrupted" mischievous monkeys sound pretty com-medic to me, so I assume you're taking offense at the unluck mechanic, in which case you can just cut the unluck mechanic from the pugwampi stats and...

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


It's a shame that all of the art doesn't have the high standard. I'm so tired of cute and cartoonish Fantasy. Hopefully it suits you, I will choose something else to play, away from the D20 and cute goblins.


Brett Blackwell wrote:

Similar to how the skills have been combined, I would really like to see some of the spells narrowed down.

For example, do we really need a seperate "Protection from" for evil, good, lawful, chaotic, etc.? Why not just have a single "Proctection from" spell and allow the caster to choose they type when being cast? Same for "Magic Circle" spells.

On a similar note, some other spells can be combined, like enlarge person/reduce person. This has been something that really irritated me since 3.5. I still haven't seen a good reason for breaking up all the spells, especially for characters like the sorcerer.

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!