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Developer. Organized Play Member. 227 posts (242 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 2 aliases.


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We are aware of the more reprehensible aspects of real-world reptoid conspiracy theories, and I think we have the kind of authors, developers, and editors capable of avoiding those particular connotations. We might have to tread carefully in some places but in doing so, I'm sure we will be able to produce a compelling adventure and interesting lore articles!

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Well put, Owen!

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Hmm wrote:

I am sorry to hear about your family trip to the paramedics, Thursty. I hope everyone is well. :)

★ --- ★ --- ★ --- ★

Can we continue to use this thread to ask our burning Starfinder Wednesday-type questions of the developers? One question that was asked recently in my lodge was about the design choice to have the Starfinder AP volumes have a slimmer profile -- nearly 30 pages shorter than Pathfinder ones. Now I have not missed those 30 pages... Each Starfinder AP volume has been a really great assortment of adventure and back matter. But I am wondering about the design choices that went into going with the slimmer format. I'm wondering if Jason Keeley or the outgoing Owen would like to comment on this.

Hmm

As far as I understand how this happened, the Starfinder team was very small at the beginning. Smaller than the team working on Pathfinder APs and hardbacks combined at the time, to say the least. We were working on that Core Rulebook at the same time as AP #1 (and preliminary work for Alien Archive), so the decision was made to put out shorter AP volumes at bimonthly intervals as just didn't have the staff to do more.

As you know, we have (had *sad face*) a few more people than before, and we've increased the frequency of the AP volumes, which I truly hope people are enjoying! Will we ever make the volumes larger too? That's a question I can't answer.

Hope that answers your question!

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Yeah, this is where the Adventure Path goes a little... bonkers.

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Hylax is all about peace and diplomacy, so most shirrens of that religion are more about saving sentient species from the Swarm than taking the fight to the Swarm. However, there are a few apostates out there who believe they might be able to redeem the Swarm by force! I think we detail that group a little more in the "Church of Hylax" article in a later volume, but #20 does fill in a lot of the gaps of shirren history.

Also, because we had some extra space to fill, I added in a spell inspired by whip of spiders.

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The adventure uses some (small) custom maps, but nothing very complicated.

You could probably use:

Spoiler:
Any map with a large-ish cargo hold for the first encounter, such as Starfinder Flip-Mat Starship. For the other encounters, the maps aren't incredibly large or detailed so you could draw them out ahead of time in a few minutes on a blank map. Flip-Mat Classics: Swamp would do in a pinch, but it doesn't really have enough water features...

Good luck! Hope that helps!

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Hey folks,

Just want to hop on here to reiterate that the Starfinder team does pay attention to these forum posts and we are hearing you! As has been stated previously, our data suggests that higher-level content doesn't sell as well as lower-level adventures, but that doesn't mean we haven't completely dismissed the idea. Of course, I can't announce anything at this time (as there is nothing to announce).

That being said, I'd like to know what KIND of high-level adventures would you like to see. Do you have a preferred sci-fi "genre" for such adventures? Would you prefer the return of an old threat or a brand new one? Do you want to save the Pact Worlds or would you want to travel to a new system? How would you feel if these adventurers ended with a major change to the setting?

Just call me Dr. Frasier Crane, because I'm listening!

Paizo Employee Developer

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The Forever Queen's portfolio includes first contact, peace, friendship, and muscle beaches.

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thecursor wrote:
Luckmann wrote:

Has it been said who we'll be involved with? I'm still nourishing a faint hope that the assumption will be to be part of the Azlanti Empire in a major confrontation with the Swarm, with the Veskarium and the Pact Worlds as worried onlookers. It also has the benefit of having something resembling a unified military structure, most likely.

Nope, we're fighting for the sci fi equivalent a competent but under equipped small town police force as a huge gang of marauding bikers arrives.

I like that image!

Paizo Employee Developer

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Opsylum wrote:
Xenocrat wrote:
Saw a report from Paizocon that the iconics are a Kasatha biohacker, Lashunta vanguard, and human witchwarper.
Interesting. Did you see any other details? I figured since Jason Keeley, Joe Pasini, and Amanda Hamon-Kunz came up with the new classes they’d probably be designing the iconics for them too. Were those details in there?

While the three of us did the initial design work on the classes, choosing the iconics was more of a full team effort. Many factors were considered and lots of ideas were bandied about. When we can say more about these new characters, we certainly will!

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Thanks to everyone who tried out this year's puzzle hunt! And congratulations to the nearly 50 finishers and prize collectors!

Sorry we didn't have enough opportunities to jump onto this thread and help out, but I'm glad some other solvers were!

Now that the con is over, though, we will try to keep a better eye on this thread if people still have any questions and want to try to solve the hunt!

Also, if you have any questions about puzzles and puzzle-making in general, ask away!

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Unfortunately, I don't believe this will be one of the recorded seminars.

But maybe find one of us during the con and we'll be happy to talk about puzzles if we have a minute!

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More like GIANT skittermander gummy vitamins!

Paizo Employee Developer

And if you like puzzles, Joe Pasini, Ron Lundeen, and myself will be talking about them in our Solving Puzzles seminar at 4pm on Friday. We'll have some copies of previous puzzle hunts there too!

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I think people are going to really enjoy this year's puzzle hunt! We got some... very enthusiastic... individuals to help us out.

Also, everyone should use this thread to talk about the puzzles and maybe trade hints for those who need them!

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thecursor wrote:
Jason Keeley wrote:
Sparrowhawk_92 wrote:
These are all fantastic. I just want confirmation that undines can breathe underwater on launch and I will be happy.

I hate to make you unhappy, but undines can't breathe underwater, unless they activate the environmental protections of their armor!

Pathfinder undines were aquatic and amphibious only with an alternate racial trait. Talk to your GM about doing a similar switch!

Which is why it's time for you to create planet of the Gillmen, MISTER Keeley!

We already have kalo! What more do you want from me?!?

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Sparrowhawk_92 wrote:
These are all fantastic. I just want confirmation that undines can breathe underwater on launch and I will be happy.

I hate to make you unhappy, but undines can't breathe underwater, unless they activate the environmental protections of their armor!

Pathfinder undines were aquatic and amphibious only with an alternate racial trait. Talk to your GM about doing a similar switch!

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Swarm starships are indeed living creatures, and are basically considered part of the Swarm.

The Swarm can be considered to be more of a natural disaster; we sometimes refer to them as interstellar locusts. They are driven by an insatiable hunger to consume organic material and other resources to propagate their species.

The Dominion of the Black is a more calculating group, working toward some unknown purpose or for some ancient entity. They might steal your brain, but only for the knowledge it contains.

Both are pretty terrible large-scale threats, but each has its own flavor of dread.

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Asmodeus's Dad wrote:

Player's Guide - Good! Though with the much smaller page count of the Starfinder AP books, these should really be free pdf's like the Pathfinder counterparts. Not taking up page count in the book itself and much more readily available to the players as that is the target audience.

The Player's Guide in this AP is a bit of experiment to see how well it is received within the volume itself. It contains information that would have normally gone at the beginning of the adventure, giving the adventure a bit of room to breath but also a couple of new themes and pieces of equipment, so it should hopefully be worth the price of admission!

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Acnolowgia wrote:
Generic Villain wrote:

"...the heroes strike against a massive Swarm creature that is draining the world's resources dry."

Ah, this world must be rich in Vespene gas and More Minerals.

Lol- nice one. Thinking along those lines, I just gotta saw that it'd be a shame if there isn't at least some kind of Infested Kerrigan parody in this AP- either as a boss, or even just a character mention. Or maybe they could throw in something similar to the corruptions from the Song of Screams AP, that affects the players. EDIT: Oh, wait- maybe THAT'S why they haven't put up something on Part Two yet- that's where they've added the Kerrigan tribute! Lol.

We bandied that idea around with our authors, but really, the Swarm don't work that way. They prefer to consume your flesh for its precious nutrients and DNA.

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Just wait for the "Strange Gear" article in #16!

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archmagi1 wrote:
Kevin Mack wrote:

About the tea party scene

** spoiler omitted **

Here's how I interpret it after reading 1 and 2:

** spoiler omitted **

That's it, spot on.

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Cori Marie wrote:
Quandary wrote:

I don't know about the green guy, I mean, why couldn't he just be a Half-Orc?

I see the other cover with green skinned gnome (Lini?), but is it canon than Gnomes can't have green skin?

I'm betting on the undead-moose being the new crypto-Undead PC race. ;-)

He is indeed a half-orc, and is MUCH prettier inside

I am hoping that in at least one campaign out there, a PC romances this gruff half-orc ranger and brings out his softer side.

Since some people are getting their PDFs, I am curious to their reactions to the villain of the adventure. Like on a scale from 0 to lots, how much do you want to punch his face?

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TheLiamur wrote:

I have a quick question I hope someone can help me with - I'm a relatively new GM, getting ready to run my 3rd session of Diaspora Strain tomorrow.

I'm a bit confused about the tortured apparitions that appear in area G of the mines. I understand the sequence of events around their appearance: the concealing fog, screams, doors lock, the Will save against being shaken and the Fort save against negative energy damage. I'm just not sure how exactly it's supposed to play out after that. What does the trap do in subsequent rounds of combat? I know it has a combined HP pool of 120, Mysticism checks can harm it as well as other attacks. But after the first round, what "actions", if any, does the trap take? The flavour text says the apparitions claw at the PCs but there's no info on melee attacks or anything in the stat block.

Am I missing something?

The secondary effect of the fog of ghosts (which deals 4d12 negative energy each round to everyone in the room; Fort for half) happens every round until the apparitions have been destroyed.

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Xenocrat wrote:

In addition to the random missing characters in the pdf, found a couple of (potential) errors in the new PC options.

1. Slithering Chain spell says it hinders a target within range, but no range is given.

2. The 9th shadow mystic connection power Shadow Puppet states "While you are invisible from shadow weaver or shrouded in shadow from shadow blend..."

Shadow blend is the 12th level ability and applies whenever you are hidden or invisible in dim light. The first part is trivial, the second part is redundant with the shadow weaver trigger. Did you man to say "or shrouded in shadow from shadow shroud..." which would require activation and RP expenditure, more in line with the other trigger.

1. The range for slithering chain should be close.

2. That sounds like an excellent alteration to the text. Consider it what we meant to say!

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xmiyux wrote:

I ran this for a group of four as an intense two day game. Ten hours the first day and probably ten the second day.

We hadn’t played Aeon Throne so have only compared it to Dead Suns... and we super enjoyed it.

In session zero we discussed the type of horror we wanted and agreed that we wanted less Saw and more psychological horror and the adventure paid in spades. As the judge I was able to amp up the psychological stuff and the first day my players were incredibly creeped out. Personally, I couldn’t get over how well it was designed in that we spent hours without any big combat scenes and everyone had a blast. It was crazy good.

So kudos to the author. Literally some of the most fun I have had running a game in ages.

Only two things I would have liked to see.

1. More horror in the last bit that could be spun by the judge into situations that didn’t involve combat.
2. My players continually asked if there was a list at the back of the book of things that inspired the author. They wanted a list of fiction the could then go and consume.

Seriously though, well done. I owe the author a beer.

I just saw this thread and will pass the kudos along to author Chris Sims. Since he sits right next to me, we had a good talk about what kind of horror "The Diaspora Strain" would emulate. In addition to all the other movies noted above, I would recommend the movie Oculus. While it isn't a perfect movie, it does give you some idea what we were thinking about when it comes to the effects of the signal on New Elysium's guests (and the PCs!)

Oh, and also Poltergeist for some of that.

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Ascalaphus wrote:

Have a meta-talk with them. Ask what kind of campaign they all wanna play, and also talk about what you want to do.

If you go with the AP as written, right now they're kinda in the honeymoon. They have a ship, but they don't have the big plot yet where they zip off to various dark and nasty places to chase down people who want a doomsday weapon. So you can indulge them for a bit, have a small side adventure with some passengers. Then get back to the main plot and book 2. By book 3, you're not going to tourist destinations anymore.

Or you could go completely off the rails. It's your game; if a trader campaign seems great to your players, you can do that. It'll be hard to shove in the original AP but if you're having fun, who cares.

If your players are seeking lots of profit, this is where the meta-talk comes in. There's a wealth by level balance to this game. If you have about the expected amount of wealth and you spend it normally, then you can get into the sweet spot where encounters are just difficult enough to be really enjoyable. But this wealth by level balance is built around people getting their wealth through adventuring; not around people trying to make big profits and end up significantly higher than they're supposed to at that level.

What you could do is cast it as "actually, you guys care about saving the world, but that world isn't paying you, so you have to earn some money on the side to finance your superhero job". Reduce the amount of money found on credsticks a bit, but let them make up the difference by ferrying passengers and such.

This is very good advice!

Of course, it's going to be difficult to do both the AP and carry around passengers/cargo, but your group might be up to that challenge.

"I know we agreed to take you to Bretheda, but we just have to stop off at this spooky asteroid real quick..."

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FormerFiend wrote:
I imagine we'll be getting a lot of new swarm forms in AA3 to prep for this.

There will be a couple of new Swarm in AA3, but way more within the AP volumes themselves!

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thecursor wrote:
Yeah, yeah, everybody's all excited about the Kyton's rebranding but let's get real here: I can has Fetchling play stats?

No, but you CAN play as a kayal.

*wink*

Paizo Employee Developer

Sparrowhawk_92 wrote:
Jason Keeley wrote:
Marco Massoudi wrote:
Paranoid Android wrote:
Sparrowhawk_92 wrote:
The entire setup for this screams Starship Troopers in the best way possible. I wonder which military group the party is assumed to a part of when this starts? Skyfire Legion I'm hoping.

Oh Hey, I wrote this Volume.

The in-house nickname for "Attack of the Swarm!" I was told was "Swarmship Troopers"

It's awesome that there is a "Player's Guide" included in this volume.

Can you tell us a little bit about it?
Is it similiar to the Pathfinder PG's?
Since Attack of the Swarm! begins in a new area of the Starfinder setting, this "player's guide" details what the characters would know about it and gives information about how the Swarm invasion of that system has been going so far (spoiler: poorly).
Does this mean the conflict won't be tied to the Pact Worlds at all? IE an alien military effort fighting against the Swarm?

The Pact Worlds and the Veskarium have already defended against a Swarm attack and likely now have some contingencies in plan against another one. We wanted to use a place that was less prepared... and there are other reasons the Swarm might be attacking this particular place, which the AP will get in to.

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Marco Massoudi wrote:
Paranoid Android wrote:
Sparrowhawk_92 wrote:
The entire setup for this screams Starship Troopers in the best way possible. I wonder which military group the party is assumed to a part of when this starts? Skyfire Legion I'm hoping.

Oh Hey, I wrote this Volume.

The in-house nickname for "Attack of the Swarm!" I was told was "Swarmship Troopers"

It's awesome that there is a "Player's Guide" included in this volume.

Can you tell us a little bit about it?
Is it similiar to the Pathfinder PG's?

Patrick also wrote this guide/article, but I am also happy to speak about it.

Since Attack of the Swarm! begins in a new area of the Starfinder setting, this "player's guide" details what the characters would know about it and gives information about how the Swarm invasion of that system has been going so far (spoiler: poorly).

Like in previous APs, we give you ideas by theme about why a character would have joined the war effort. This lists out all the Core Rulebook themes, plus a few from Pact Worlds that make the most sense to use. We also tell you that starship combat will eventually be part of the AP, but your group doesn't start out with their own vessel. Finally, we give you some advice on what kind of gear you might want to purchase at the start (it is well-known to this system's army that the Swarm are immune to acid, for instance), as well as give you some more gear options.

Finally, there are two new "military" themes that would fit right into this AP: the battle medic and the career trooper.

If people like this format, we will consider adding such an article to the first volume of future APs (where appropriate).

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Aunders wrote:
This is EXACTLY what I've been waiting for. That being said, Paizo has stolen my homebrew campaigns right out of my head TWICE now. Dang near word for word with this one. D: Good job guys, you know exactly what I like.

Shhh... No one tell Aunders about the mind-reading device.

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I gotta tell you, this AP goes to some places you might not expect! Can't wait to tell you more about it!

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Marco Massoudi wrote:
Jason Keeley wrote:
Marco Massoudi wrote:

The Gray Vivisectionists get new art, but aren't included.

Normal Grays are found in the Alien Archive Box.
Looking at the copy we've got here in the office, those Gray Vivisectionists are included in this Pawn Collection. They're size Small, so maybe you missed them?

Hey Jason!

They clearly show up in fifth position from the top of the pawn descriptions, so it seems i overlooked them indeed!
Thank you for pointing that out. :-)

You're welcome!

As you said, there's new art for them in the adventure, so I wanted to make sure people know they have their own pawns too!

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Marco Massoudi wrote:

The Gray Vivisectionists get new art, but aren't included.

Normal Grays are found in the Alien Archive Box.

Looking at the copy we've got here in the office, those Gray Vivisectionists are included in this Pawn Collection. They're size Small, so maybe you missed them?

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HammerJack wrote:
They get some sand from the artificial beach worked into one of their joints, but when they open the casing to clean it out and lubricate, it's full of meat, inside.

I like it!

You can use a lot of the provided phantasms, as even robots don't like to get injured or have pieces of themselves fall off.

But similar to HammerJack's, you can tell the SRO that they are experiencing things that would be alien to them: the need to breath, for instance. Imagine realizing that you have to concentrate to take in and push out oxygen... and then suddenly there isn't any oxygen in the room!

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RocketLettuce wrote:

What condition does Drift Stasis Sickness cause? (Pg48)

Thanks!

Drift stasis sickness uses the physical disease track (Core Rulebook p. 414) to impart its conditions.

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Archpaladin Zousha wrote:
captain yesterday wrote:

Against the Aeon Throne reminds me of the Federation and the Romulans in Star Trek.

Not sure if that helps, but that's the vibe I get from it.

It kind of helps? Perhaps you could go into a little more detail for people like me whose Star Trek experience is limited primarily to documentaries about Star Trek and its cultural impact and the modern movies?

The Goat Lord wrote:

The three central themes in AtAt to me are that of friendship, the harshness of life in the Vast, and what happens when the frontier meets industrialization. We have Cedona, a walking, talking McGuffin with feelings and a flat-affect. The people and places of the fringe, be it colony or outpost. Finally, we have the opposite of the fringe with the ASE, and the lengths one must go to when opposing them.

For a quick snapshot of the overall feel, look no further than the map of Madelon's Landing with the ASE garrison at it's center. Later this symbolism is reversed when the PCs venture into ASE territory. How could such a force be contested? As the story unfolds, much can be attributed to hubris, a great equalizer.

Interesting observations! I did get the impression that it's sort of a primer as to what kind of adventures the ASE lends itself to, the feeling like PCs facing the ASE should feel like the Rebel Alliance against the Galactic Empire, plucky underdogs making guerrilla strikes against an overwhelming fascist power!

That Rebel Alliance feel was totally what we were going for. The Azlanti Star Empire are one of the few known political entities whose power extends beyond a single star system.

Even if the PCs succeed at the campaign, the Empire is still out there and is still strong. You don't take down the Empire by taking down one noble. This shouldn't diminish the PCs' accomplishments, of course, but make them realize how fortunate they were to go against the Empire and live!

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SnowHeart wrote:
Jason Keeley wrote:

I would change that to be EAC 24 and KAC 26, giving him the numbers from the array with an additional +1 due to solarian armor.

Hope that helps and sorry for any TPKs!

I'm kind of lol'ing at this though I'm also trying to prevent a good-spirited mutiny among my players. Last night we got into the sixth round of this fight with 5 PCs and they had only done 3 points of damage to Xavra while the party's solarian was down and nobody had yet managed to hit Xavra with an attack roll, the technomancer blew all his "no attack roll" spells on earlier encounters, and... well, they were in the process of surrendering when we called it a wrap for the night.

Now I find this. And I'm grateful to find it because it means my players aren't completely horrible at the game, but I could also use some advice on how to "fix" the situation because, with the prior stats, the party was basically on track for a TPK except for the operative who had one-foot out the door.

Should I re-start the combat? They basically stopped swinging at Xavra when they thought they would need a nat 19 or 20 to hit, so that may have changed the entire tactics for the fight.

Should I guess-timate an amount of damage applied to Xavra and hit him with it retroactively, then just continue the fight as-is?

Something else?

Thanks.

Talk with your players about what would feel the most satisfying to them. Would it be easy just to start the combat over from the beginning? Does everyone remember how many resources they used during the fight? If they are happy to let you guesstimate, then go right ahead, but I bet they would like to enact sweet revenge on Xavra at this point.

Alternatively, let them surrender and get captured by Xavra and his warriors. Instead of just murdering them, Xavra feels the need to present his conquests to the kish chieftain Hoyfeq. Perhaps this gives the PCs a chance to rest and get some HP and spells back! But when they reach Hoyfeq, they find that Tzayl is there and she convinces the chieftain that some kind of honorable duel is required by the ancestors to decide the PCs fate. Everyone is taken to the Fields of Honor... where the PCs have to play a few rounds of a dangerous sport against Xavra and his warriors. Perhaps the PCs can just kill Xavra during the match or if he loses, he flies into a rage and the PCs get a chance to fight him all over again (with the right stats, of course). You could even say that due to the PCs' success at the sporting match, Xavra is "weakened" from his earlier toughness, giving the PCs a chance to feel like they accomplished something.

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Alexander Augunas wrote:
kaid wrote:
Jason Keeley wrote:
Having recently sent this adventure to the printer, I am pretty sure you won't mistake it for a video game! Except perhaps for parts of Eternal Darkness...
Do the fatal frame version of it. Everybody is a level 1 character in a level 7 adventure armed with only a magic camera.
IDK, man, I might have turned Keeley off from “against impossible odds” encounters based on his reaction to a similar situation in the Seasons Beatings Actual Play podcast....

Alex, you hit me with the side of a mountain!

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Ascalaphus wrote:
Jason Keeley wrote:
Ha, I would love for us to license a Jenga set (ahem, "tumbling block tower") for this AP, but I doubt we could!

Meh, just make it sufficiently original that you can claim some IP;

* Non-Euclidean geometry
* Zero-G
* Works with magnets so can be done upside down, but prone to occasional reversion of attraction/repulsion leading to collapse

And then just brand, brand, brand :P

Any of you third-party wood carvers out there listening?!

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I decided to bring over the corruption system to Starfinder because I was really interested in the concept when I read it in Horror Adventures. I used to play in this homebrew Weird West campaign that had characters getting infected with "the Lazarus virus" when they got wounded that slowly turned them into undead creatures, but it was like a grab bag of iconic powers and weaknesses. So one person might have a werewolf's claws but be allergic to sunlight.

Anyway, I tried to make the corruption system for Starfinder a bit less punishing and something that a player could decide how "deep" their character would go. Basically, if you have Resolve Points left at the end of the day, you have the strength to automatically fight back against the corruption progressing (so if you take a long, boring Drift journey, you don't have to worry about turning into an NPC before its over). However, on those rough days when you have to spend all your Resolve to stay alive, you might succumb to the corruption.

I hope you all enjoy this update! And I'd love to hear any feedback!

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Ha, I would love for us to license a Jenga set (ahem, "tumbling block tower") for this AP, but I doubt we could!

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Commodore_RB wrote:
Jason Keeley wrote:
Joseph Davis wrote:

I love the idea behind the shorter format, would love to see more of it (along with longer ones too.)

I'm not sure if it's feasible, but I'd also love to see like a "player's guide" for the SF Ap's, even if it's just a two page spread in the first book separated from any material that could be spoilery, that a GM could photocopy or print for their players!

We are experimenting with content like this. "Reach of Empire" has a page or two of ways to be connected to Cedona, broken out by theme; that information contains no spoilers for the campaign, so they could be excised and given to players.

We have something a little more comprehensive in the works too, but since we work on books so far in advance, you might not see it until the middle of next year!

Will there also be some suggested hooks/prequelbait in Signal of Screams? We're looking to hop in direct there (love the 3-book-AP format and level 7 feels like the Starfinder Sweet Spot).

There sure are!

The adventure begins with the PCs receiving an all-expenses paid trip to a resort. We give you some reasons why they might have won/been awarded this prize, leaving a fair amount of wiggle room for working in PCs' backstories, especially starting characters at 7th level!

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Joseph Davis wrote:

I love the idea behind the shorter format, would love to see more of it (along with longer ones too.)

I'm not sure if it's feasible, but I'd also love to see like a "player's guide" for the SF Ap's, even if it's just a two page spread in the first book separated from any material that could be spoilery, that a GM could photocopy or print for their players!

We are experimenting with content like this. "Reach of Empire" has a page or two of ways to be connected to Cedona, broken out by theme; that information contains no spoilers for the campaign, so they could be excised and given to players.

We have something a little more comprehensive in the works too, but since we work on books so far in advance, you might not see it until the middle of next year!

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Oh no, I've just totally thanked Baphomet, didn't I?

Well, that's it for my soul!

Paizo Employee Developer

The Goat Lord wrote:
So far, I'm loving AtAt. Great work!

Thanks!

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Black Lamb wrote:

My party is going to have a hard time in book two and I've been trying to figure out a way to make it even close to possible. It's going to be real hard to disguise two skittermanders, a yasoki, a sro, and

a dragonkin as Azlanti. I don't think there is any spell or item that can make that level of change. Any ideas how to make it kind of possible without it just being a guns a blazing raid.

Disguise self will let your skittermanders and ysoki appear as (short) Azlanti, which will help them get in the door at least. The SRO pretends to be a simple automaton (as long as they don't mind if their friends treat them a little badly in front of the Azlanti) and the dragonkin is their prisoner (what I refer to as "the Chewbacca gambit").

Paizo Employee Developer

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dylanamite wrote:
On Outpost Zed, the AP says that Talmrin can be contacted in Area A6 and then later on Area A8. I'm assuming these are just typos and meant to be Area A6?

Oops! Yeah, that's a typo!

Paizo Employee Developer

HammerJack wrote:
Ok, what is going on with that ship design in the front cover? Why does the Vanguard Parapet have most of its firepower and none of its shields in the front?

There's actually a story reason for that in the adventure!

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