JohnnyWolf wrote:
It's less of their spirits/souls there and more of their legacy/residual power. It's the same sort of thing that differentiates between a ghost and a haunt. To raise them, Xanderghul doesn't need their soul at all—most of these runelords have indeed been judged in the Boneyard and have gone on to the afterlife. All he needs is a fragment of their legacy. The raise runelord ritual is more like the OGL simulacrum ritual than it is anything close to resurrection or create undead. The risen runelords are super-realistic illusions, in effect.
The Raven Black wrote: I am getting pretty dismayed by the fact that I missed all this info about new products such as this Adventure anthology as well as the new Beginner Box it mentions in its description even though I spend A LOT of time each day browsing these boards. Adventure content has been a bit tricky for us to announce, since they don't sell as well as do books aimed at players, and for a while the announcements were skewing more toward those products and we admittedly kinda lost the proverbial path for adventure announcements. Didn't help that last year was particularly chaotic of course. That said, it's something we've taken notice of and are trying to do better about. It's a slow process, but getting adventure announcements out there in a more visible way is for sure something myself and Rue and others are working toward doing better with. That said, Paizo Live is an increasingly important place for us to make these announcements, so if one is interested in upcoming announcements, it's a good idea to look forward to and mark the date for these streams. Even if you don't watch, you'll know that during/after it's a good idea to check out here or reddit or wherever to see recaps or folks talking about them. I for one will always be eager to chat about the adventures here or on reddit... ESPECIALLY the ones I'm writing or developing! A little history... Spoiler:
In the pre-Covid era, we would generally announce one half of the adventures for a year at Paizocon, and the next half of that year at Gen Con. Even then, that was pretty clunky, because it meant that the Paizocon announcements had a very short window of time to build hype before the Gen Con ones muscled their way in and stole the thunder.
The pandemic threw chaos into that, but so did our switch to doing 4 3-part Adventure Paths a year. Post-Covid, we had FOUR Adventure Paths to announce (and one to two standalone adventures), but no longer had the rhythm or option to do so at our two big conventions where we had a strong physical presence of staff at shows. And even then, the old way of announcing one at Paizocon and one at Gen Con resulted in us only announcing 2 of the 4, so that meant that for a few years... two announcements were soft (made online without in-person conventions) and two just didn't happen and typically got "announced" when the pages went live on the store or someone noticed a page on Amazon or the like. Not great. Took us (and the world) to recover from the pandemic disruptions, for sure, but it HAS been a clunky and awkward trip out of the pandemic to get into a more regimented cadence of Adventure Path announcements. It's frustrating to us too, but hopefully we're on the cusp of a better method going forward! In the meantime, if folks are ever interested or curious about what's been announced recently, asking here on the boards is never a bad idea!
glass wrote: A thing that I just noticed: The Bastion of Blasphemies product page says that it is the "perfect follow-up" for a completed Troubles in Grayce. But according to its product page the latter had six adventures worth 1 level each, putting you at seventh if you finish it, while Bastion... starts at level 5. Is one of the pages in error, or is there something else going on? We're doing something similar to what we did with the first Beginner Box/Troubles in Otari/Abomination Vaults, but more planned out since we no longer HAVE to start Adventure Paths at 1st or 11th level. The order is: 1st level: The new Beginner Box 2nd–4th level: "Troubles in Grayce", which presents 6 adventures (2 2nd level, 2 3rd level, and 2 4th level) so that the players can choose which of the adventures they want to play through to reach 5th level. And if they wanna play all 6, then you can use a slower XP route and play them all. 5th–13th level: "Bastion of Blasphemies" AND of course, all three stand alone perfectly well if you don't wanna play them all in order.
glass wrote:
Turns out, Scarwall is inspired by a lot of the same tropes that Bastardhall is. That's a side effect of me and Wes both having such similar muses and for the first several dozen Adventure Paths working so closely together to make them happen. In effect, Scarwall is my initial take on the "haunted castle" and Bastardhall is Wes, but with both of us helping out the other to make things happen. In a way, you can also think of Scarwall as the test run for Bastardhall, which leans SO MUCH MORE into the Castlevania (and now Dark Souls) elements than Scarwall did. Scarwall and Bastardhall are both haunted castles... but Scarwall is SO much smaller than Bastardhall. Bastardhall is over three times the encounters and levels of play than Scarwall, but ALSO skews to lower levels. Scarwall is for level 13–15, while Bastardhall is for levels 5–13. So even then they'll feel different simply because the monsters will need to be different. And yup; just over 500 years ago. Bastardhall's last manifestation on Golarion was a little over a decade before this adventure takes place, which is part of the plot that I'm not gonna spoil more of here.
Cori Marie wrote: One question: Since it sounds like the adventure is going to be very much a "you get stuck in this location" is there going to be guidance on how to address backup characters if a PC doesn't make it? I wrote a big sidebar about precisely this topic for the larger-than-normal introduction, so... yes!
Dragonchess Player wrote: TBF, in certain periods of real-world history it was fairly common for a "stone castle" to have wooden floors/ceilings, wooden beams for support, wooden roofs (covered with slate or other non-flammable material), etc. "Burning down a stone castle" would usually involve all the wood structural components, furniture, tapestries, etc. which would just leave a stone shell and often involve a collapse of the upper portions of the stone walls. There was still a fire. And stuff did burn down. Just... not the whole castle.
The Raven Black wrote:
Fun stuff, but keep in mind that some of that information has been drawn from Wes's personal games he ran at conventions or mused about here on the blog. In building "Bastion of Blasphemies" I had to make some choices where lore in Wes's games contradicted published lore, but also made some choices to make the adventure my own (particularly the bit about the ENTIRE stone castle burning to the ground), so it's best to consider the info on Pathfinderwiki as scuttlebutt and rumors at this point. Some might be true, some might not be!
BobTheArchmage wrote:
I am indeed still here (and thanks to Maya for the ping!), but there are a LOT of BBEGs in this adventure, including... Spoiler: ...the obvious one, the secret one, and the one that could become a BBEG for the Continuing the Campaign stuff beyond this Adventure Path's conclusion.
Kevin Mack wrote: Just want to check what is the default assumption of the Sihedron from shatterd star Maybe I missed it but I dont remember it being mentioned at all in this ap. Is it assumed it was destroyed during return? It doesn't play a role in Revenge of the Runelords. It's likely still in the possession of the heroes who played through "Shattered Star" so if you ran that game, you can use that as canon. Officially, it's out there somewhere adventuring along with those heroes—I don't believe we've canonized where it's at yet.
Jenner2057 wrote:
Thanks! But that said... this sort of "in the dungeon side quest thing" isn't new. I strive to include this sort of thing in all of the dungeon crawls I write and help work on, but the visibility of them is often limited to GM communication with the party and/or whether or not the players bother to explore the parts of the dungeon where the quests trigger. With this one, it's pretty obvious that the PCs shouldn't (and honestly CAN'T) just race to the last room and skip all the content. I don't like when players skip content. It's like fast-forwarding the movie, or reading the last page of the novel. Makes me sad.
Mammoth Daddy wrote: Which of the three endings will be canonical, the secret, bad, or good? (I assume it’s not the bad ending) Haven't really put any thought into it. As a general rule, it's better for us to see reader/player/GM reaction before we canonize an ending, and we avoid doing that anyway as long as we can. Typically, a canonization occurs whenever we do a new product that builds on that old adventure's plot or location, so we can string out that "canon" ending long enough for players and GMs to feel more enabled to embrace their own table's developments.
Cori Marie wrote: Is the hedgemaze still there? Spoiler: It absolutely is. That said, it might not be as vast and sprawling as you anticipate. This is because I don't think mazes make for particularly fun game play. It's there, but it's not presented in a way that forces game play to suddenly grind to a halt while the GM forces the players (NOT the PCs) to navigate a real-world puzzle in slow-motion abstraction mode.
Desril wrote:
Nothing happened to the Therassic Library. I probably should have mentioned it though, but the idea was that the information the PCs needed wasn't to be found there anyway—the library is vast, but doesn't contain everything. From a story point, it was more important to give the PCs of this specific Adventure Path a chance to build touchstones with Varisia's three major city-states, and having them travel here is how that works. This establishes some in-campaign reason to want to save the place, and allowed us to do some updates to those areas in 2nd edition for the first time. Jorgenfist and the library are pretty minor thematic elements there, and having the PCs just go there to study up on things would have been less epic and less sprawling. Still it would have been a good idea to include a line saying something like: "Since it's rediscovery decades ago, much of the lore in the Therassic Library has been dispersed through Varisia's scholastic circles, so that the first people the PCs contact can confirm that, even with that library's vast holdings, the answers they seek are not found in its holdings." As for contacting Belimarius... that would be a different plot for a different adventure path and one that would be tricky to pull off without TPKing a group not ready or powerful enough to foolishly contact one of the region's bad gal bosses when they were too low level. Plus... we wanted to save her for later in the story.
Sarcedor wrote: Will the AP ending be isolated or will it affect other aspects of Ustalav? Obviously, I don't want you to reveal the ending, but my question is whether the campaign events are isolated and everything is resolved here and that's it (like Shades of Blood), or if there's some revelation or something that affects Ustalav, besides the fact that I suppose it won't have to worry about kidnapping carriages anymore. When I think of Bastardhall, Scarwall is the first think that comes to mind, and after Curse, there isn't much to say or see developing there, so I'd like to know. Depends on if your PCs fail, succeed, or SUPER succeed. Spoiler: As with many souls-like games there's multiple potential endings. Let's call them a bad end, a good end, and a secret end. The good end is the one that will impact Ustalav and the area the least. Just re-read what I wrote in "Continuing the Campaign" for the section titled "Worst Case Scenario" and yeah... if your PCs really mess things up, let's just say there'll be a new regional threat to at least three metaregions. And if they get the secret ending, well... REDACTED on account of it being secret!
Scarablob wrote:
CHEATING! :-P That said, I'll answer all three without using up the next two posts. Player Options: This Adventure Path's got an Adventure Toolbox, but it's focused entirely on magic items you can find in the adventure. There are no new archetypes or specific options for classes in the form of feats. Although a few of these items do have significant unusual effects beyond just being magic items...
Spoiler:
...for example, there are some that can permanently increase Hit Points, which is a benefit that applies to every class. But it's also tied significantly to this campaign, so these items aren't gonna be things that PCs will have access to beyond the campaign in other adventures... unless of course a GM wants them to be available! Megadungeon: The entire campaign...
Spoiler:
... takes place on a single SUPER COMPLEX map, which encompasses all of Bastardhall as well as the island it's on. A very small village of a dozen or so haunted buildings are on that island outside of the castle walls, and as the PCs adventure, they'll start to rescue lost spirits and build up a very small population of flavorful NPCs with their own personalties and goals and side quests and boons they can offer. The thing I'm most delighted with here is how it helps to reward exploration of the castle and gives out downtime resources, like shopping or research opportunities or crafting resources or the like in the form of encounter rewards. And there are a lot more NPCs in the castle itself to interact with. Not every encounter in Bastardhall is a fight. Inspirations: Can't really share art from the book in these forums, but I will spoil a few critters I was inspired to include from both games:
Spoiler: From Castlevania, there are spitting aquatic monsters whose role is played by a new monster called a sludge troll (which sort of fill the vacancy left by the scrag, which is an OGL creature we can't use anymore), and some creepy flying head monsters.
From Dark Souls, there's some creepy armored foes, a bunch of nasty pustulent rats, and a secret boss that's something I don't wanna spoil but is BIG and feels like it stepped right out of a boss fight in those games.
We're working to get the Hell's Destiny page up ASAP but it's taking a bit, obviously. It is indeed coming out between Hellbreakers and Bastion of Blasphemies. To make up for the delay, I will answer the next three questions posted to this thread about Bastion of Blasphemies* posted by three different folks! *Unless it's still secret or a big spoiler, in which case "I can't tell you that yet!" is still TECHNICALLY an answer!
Pathfinder is bigger than one person's vision. It's been this way from the start. A core strength of the setting is how we've increasingly worked to get more than just a few voices in there to build the world. And as the demands of the job have grown along with the amount of content we produce, shifting duties like this not only opens doors for other people to help build the world and brings more creativity into the process than one person alone could ever manage... it's also more than a single person's worth of work. AKA: By splitting the duties of creative direction for Pathifnder between myself and Luis, we get to have personal lives beyond work and don't burn out as a result of having more work than can be responsibly done by one person. Even bigger AKA: Luis is amazing and his contributions to Golarion have elevated the lore in more ways than I can quantify in a single post here.
Arkat wrote:
These boards are not my favorite place to give "free lore drops" these days, alas, since that way too easily turns into continuity traps and confusion when folks assume that posts I make here are official additions to the game. It's a tough lesson I've had to learn, that I don't really have the luxury of idly speculating or generating lore in public forums like this without it backfiring somehow down the road. On top of that, it's a personal time-management decision—by not doing this, I can keep myself from distracting myself away from my day job. In effect, time I spend creating new lore here "for free" is time stolen from myself when I should be creating new lore for publications. Additionally, these days my official responsibility is on the adventure side. Luis Loza is the creative director on the lore side, and I don't want to step on his toes by creating new content like this. SO... sorry I can't tell you more. As far as I know... there's NOT much more about this fella yet, since a lot of the content we create is meant to spur the imagination of the reader. That's for sure complicated by the fact that anything we publish could eventually turn into something more official. For stuff like this, the best bet is to ask on forums like this one or on Reddit or wherever—ask fellow gamers if they have any notions or ideas, or can list more obscure publications that speak more to the topic. That not only keeps me out of the equation (and prevents me from accidentally giving the implication that I'm speaking from "on high" with new lore that is meant to be canon), but potentially gets you faster and more accurate and more interesting answers since there's so many voices out there just beyond my own.
Yakman wrote: as a long-time AP subscriber, if you can't make a month, don't sweat it! That's an option now that we're not on a monthly schedule. It wasn't when we were, because skipping a month caused a really bad set of different cascading complications across the board on our side of things, from the writing schedule all the way up to the shipping schedule and everything in between.
Tridus wrote:
If you want me to see it personally, the best place is to post here on the forums, preferably in the associated areas with that product. I'm also somewhat active over on the 2E Pathfinder Reddit scene. And reviews of simply READING an Adventure Path are fine and welcome as well.
Tridus wrote:
While having an Adventure Path as a single book does allow us to have a single author to write the whole thing with less complication (as is the case with "Bastion of Blasphemies") at this point, we're hiring multiple authors to write them in the same way we did before. We've had authors write their sections at the same time for years. This isn't really changing. What IS changing is that we now get to develop the entire thing as a single book rather than three books. We get to edit it as a single book rather than three books. And we get to adjust the schedule a bit more flexibly to account for some adventures needing more time in the "oven" than others without worrying about the grind of the monthly schedule. Hopefully those changes will allow for Adventure Paths to feel less disjointed... but frankly, any project with multiple authors on it is going to run that risk. It's our job as developers to minimize that risk, and again... one book is easier to manage that way than three (or six for that matter). Having a single author in theory helps, but very few authors are able to do a full Adventure Path on the schedule we need them to be written. Alternately, having author 1 write their part, then giving that to author 2 to read and write their part, and so on, would potentially help... but that pushes the writing window out even further. For that, we'd probably have to start working on Adventure Paths even further out than we already do, which would disrupt the schedule even more. Adventure Paths are among the most complex things we publish, and we do a LOT of work to make them as good as we can make them. We learn from each one we do as well. And a big part of that learning is hearing back constructive feedback from folks who have read them or played them or run them. And this feedback is MUCH more helpful if it's detailed. All of which is why I've constantly been pushing folks to review Adventure Paths. But... it's tough to get folks to do that.
Arkat wrote:
That's your explanation, not mine (mine exists but I won't be sharing it), so it's up to you to decide there, I guess. (That said, what I can confirm and what we've already confirmed is that he is dead—he's not "secret alive" as a human somewhere.)
Wrong John Silver wrote:
He was the god (among other things) of humanity. ALL of humanity. Including the warts and gross parts. He's also dead now, so he got his comeuppances.
AlexWinters wrote:
Looking a little closer... it isn't quite the same thing. The Player's Guide version of the Willowshore Map does not include ALL of the locations across the entire campaign gathered onto one map like we did in the hardcover, but the Player's Guide also does not include those additional locations in the player-facing text. This was a deliberate choice. It's always something of a tightrope to walk between giving out information and giving out TOO much information in a Player's Guide (be it because of fears about spoilers for the adventure or fears about overwhelming the player with information overload). In this case, I made the call to NOT spoil locations that show up beyond the first few chapters of the adventure in the Player's Guide, in part because it doesn't hurt the players to not know every location that features in the campaign, but also because canny players would be able to compare the two different guides and specifically note the new locations that were added and realize that those spots in particular are plot-important (which is not the case of the map locations currently featured in the map in the Player's Guide). All of the tags in the text of the player's guide should thus match up fine to the ones in the Player's Guide map. So... that's not an error. It's a deliberate choice on my part, and not something that I think we should "open the patient back up" to fix in the player's guide. If a GM feels that it's important for a player to know about untagged locations then that can happen during session 0 or the like (this includes locations that a GM adds to their game, of course). And without the need to fix the map, I'm wary about the complexities of going in to adjust the sidebar. The old phrase, "Don't make the perfect the enemy of the good" comes to mind... IN any case, sorry about the confusion and potential disappointment these choices and omissions caused.
AlexWinters wrote:
That's an issue of copyfitting and I made the call that the difference was minimal... but frustrating that the wrong Willowshore map got put into the Player's Guide. I'll see if I can get things fixed but no promises. Regarding the Eight Practices thing... just so I'm sure I understand what folks are complaining about: In the published book, practice #1 includes a little more context by saying "...instead, address them with friendly greetings if you must." This got cut from the sidebar in the Player's Guide, in an attempt to make the page read better with "WILLOWSHORE GAZETTEER" appearing directly under the sidebar. Making the sidebar that size was an aesthetic choice in other words, and I made the call that the extra info could be cut. If folks want it back I could add it back in but I'd likely trim the intro paragraph above it in order to keep things the same size. (Which is probably the right call since that opening paragraph is already trimmed from what appears in the adventure...).
SatiricalBard wrote:
They do all work, but the story role of a medium and a shaman felt, to me, to fit the themes and stories of a horror campaign better than liturgists or seers.
The Raven Black wrote:
Ironically, I feel like we'll be BETTER able to build hype for hardcovers, and stores will be MORE interested in putting them on shelves, so while we might miss the monthly buzz on the boards, a big part of the goal here is to stop flooding the market with products that don't get reprinted and self-obsolete if 1/3 (or whatever) of the adventure goes out of print or just doesn't happen to be on the shelf when you shop for it (because someone just bought the last copy or because the store isn't as interested in or capable of stocking such a large number of softcover books). It won't always be 3 months. The goal is 4 per year, but some months are awful to release products in for various reasons. That means in some cases it'll be longer than 3 months and in others it'll be shorter. Hopefully the fact that we're doing 4 releases a year and not 12 (8 of which almost always fall between the cracks and don't get the attention they deserve because they're not starting up a new Adventure Path) will result in a stronger line overall. Absolutely let us know how things play out on the customer/reader/gamer side though, once we actually start getting these out there!
ObligatoryHuman wrote: This might be a dumb question but will this ap have horror elements to it? Thats the vibe im getting and of course being set in Ustalav helps lol. I loved Carrion Crown from 1e It absolutely will. It's set in the most haunted castle in the most horror-coded region of the Inner Sea, written by one of the most horror-obsessed writers on staff there is. Some of my specific inspirations for this Adventure Path are drawn from horror movies and horror video games like... Spoiler: Video Games: Dark Soules (1, 2, and 3), Bloodborne, Elden Ring, Castlevania
Movies: Folk Horror movies (in particular Blood on Satan's Claw), Hammer horror movies (the ones with the spooky castles in particular), Universal monster horror movies (draclulas and the like) Authors: Poe, Lovecraft, Algernon Blackwood, Ramsey Campbell, M.R. James, Bram Stoker, Arthur Machen Real Life: cryptozoology, creepy crimes, unsettling foods If there's a horror monster or trope that you like, chances are good it's in here somewhere!
Deriven Firelion wrote:
While "Bastion of Blasphemies" has one author (me!), that is NOT the norm going forward. We'll continue to split up the writer workload for Adventure Paths the same as we always have. I'm hoping that giving the developers and editors a chance to do the whole thing at once will help solve some of the complaints folks have had about individual adventures seeming "haphazard and disconnected" but also I think that the perception of readers interacting with one book rather than 3 books split apart over 3 months will also help that. Certainly a single book allows us a LOT more freedom to reference stats and rules throughout rather than having to pick and choose which book a new monster appears in and so on.
TAVelcro wrote: I've a question about the beginning of Chapter 2. The PCs are suppose to save vs the Nightmare effect each day, but even if they fail, the effect of Fatigue doesn't do anything to the skill actions for the downtime activities for preparing the exodus nor does it prevent downtime activities. Am I missing something outside of the "building up a future encounter"? Or is there something more to the effects of a nightmare spell? Fatigue only affects exploration activities performed while traveling. That would impact exploration activities made during the exodus. It doesn't prevent downtime. It also impacts AC and saves normally.
Perpdepog wrote:
Backmatter for these won't be expanding really. One of the things we ran into with backmatter for the softcover versions was that it sometimes encroached on the space available to give the actual adventure the attention it needed, but also in some cases we struggled to fill all of the backmatter "slots" with articles that were actually supportive of the adventure in question. These have to be adventures first and foremost. We'll continue to include backmatter stuff (and the Adventure Toolboxes, Bestiaries, and NPC sections will ALWAYS be there), but other stuff will be on a case by case basis. Sort of like how in Seven Dooms for Sandpoint there was only one backmatter article, and it was about the town that the entire thing took place in and nearby. You can see similar choices made for any of our hardcover compilations like Gatewalkers and Abomination Vaults—we don't reprint ALL of the backmatter stuff. Just the stuff that the adventure needs. While the overall pagecount of a 256* page hardcover is less than tree 96 page softcovers, it's not reallya case of 256 pages vs 288 pages, because we don't reprint the table of contents, advertisements, full page Adventure Toolbox intros, and the like. Its closer to a 256 page vs 270 page thing. The difference of 14 pages (or even a full 32 pages) will have a minimal loosening of production schedule help, but it's more complicated to produce a hardcover and to edit/develop 256 pages at once rather than 96 pages spread out. In the end I strongly feel it'll result in higher quality Adventure Paths that make us more money (since this avoids the problem any periodical faces in the form of diminishing returns), but it's more of a lateral move in the production schedule department than anything else. *One advantage of doing all-in-one hardcovers is that we can decide to do a different pagecount if it makes sense. We won't go below 256 pages, but we will sometimes go above that. "Bastion of Blasphemies" is 264 pages, for example.
Berselius wrote: Hoping that might change one day. I can definately see a good ol'Castlevania style romp in and around Bastardhall full of all things creepy and dark would be insanely popular to players of other tabletop systems (and thus a good money maker for Paizo). Chances of us simultaneously producing simultaneous releases of brand new Adventure Paths in multiple systems are not zero, but they're so close to zero that they might as well be. We might do stuff like we did for Kingmaker and Abomination Vaults again at some point if it makes sense financially and assuming we have the staff to do so responsibly.
Deriven Firelion wrote: One book? really? Yup; as mentioned above (and announced last year) Pathfinder Adventure Paths are going to be released all at once in single hardcover volumes starting this year. They'll still cover 9 to 11 levels of content, just like the 3-part softcover ones have been doing for the past several years, but they'll come out only once per quarter instead of once per month.
I'm eager to chat more about this one, since I wrote it, but at the moment the time is not quite yet right to say more. I can confirm from the Paizo Live stream that it's all one book, that your PCs start at 5th level and should reach 14th by the end, and that the entire campaign... Spoiler:
... takes place regionally within and in very close proximity to Bastardhall. We have no plans to make any version for any system other than Pathfinder. Same as for all of our new Adventure Paths have ever been.
Desril wrote:
If something we publish inspires GMs to expand on things to make it MORE, then I consider that one of the signs of a successful adventure, honestly. It's easy to forget that while playing a published adventure is an interactive experience as players make choices and GMs adapt, reading and preparing an adventure can also be interactive. It's one of the things that's made me such a fan of tabletop RPGs pretty much my whole life—they invite and encourage reader interactivity and cooperation and spark the imagination in ways that non-interactive media can not.
Lord of Conflict wrote:
"Cutting room floor" content isn't something we do on our blog, and it's also something that I personally prefer to avoid doing these days anyway for time management reasons for the most part.
Meddlemaker wrote:
True, but WotC gained all of that when they bought TSR, so as of today all of that content is still owned by them. In any event, for other folks here, please don't encourage piracy or suggest locations one can illegally download copies of anything on these forums.
JiCi wrote:
It's not so much a reset button as it is a work-flow management barrier. Its' tough enough juggling one campaign setting's worth of lore, but perhaps more importantly... the Gap also serves (at least for us, internally) as a reason to not fall into the diminishing notion that all of Pathfinder is nothing more than a prequel whose stories always have to set up Starfinder stuff, or the restrictive notion that all of Starfinder has to make sure that it carries forward things from Pathfinder and can't do anything new. Keeping the two campaigns separate allows each of the (also separate) teams who work on those games and settings more freedom to tell their stories.
JiCi wrote:
And as an additional reminder... Starfinder and Pathifnder are separate games with separate stories. The Gap is our construction to keep the games apart, so that one team doesn't have to be an expert in the other's constant changing canon. The Zon-Shelyn stuff is Starfinder lore, not Pathfinder lore. We might decide to "set up" some stuff in Starfinder in Pathifnder, but it's not required.
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