Ixal wrote:
You can (In fact I had to for this pdf) but you often have to manually remove text, and sometimes images are overlaid on sidebars and it makes the picture look a bit naff when you've got 1/3 of the background a different colour. Image extractors get rid of those issues and are generally just faster.
Ixal wrote:
Assumedly yes, although there may very well be some limitations/roadblocks introduced to make it feel more adventure-y.
Ixal wrote:
I do expect they'll think about starship travel, but the answer they give will probably be a simple sentence saying how many hexes a starship can travel in a certain amount of time, and the assumption will be that the ship can land unless stated otherwise. I think this is fine because I personally wanted Starfinder to be Pathfinder in space, and if I wanted more a more hard science fantasy I'd play a different RPG, but I do get that not everyone shares this view.
Honestly I expect the biggest reason we won't see any discussion of using ship weapons to clear landing space is for space-saving reasons. It takes a lot less words to say 'the PCs can always find a clear landing zone' than it does to write about the options around using ship weapons to clear space and /or the alternatives. Ultimately a lot of the questions regarding environmental impact will probably be ignored/left as GM discretion unless it's specifically encounter relevant. I'm fine with it because in my opinion most of the issues can be hand-waived away by magic or future tech but I do get the appeal and honestly I expect there will be some pretty heavy modifications to this AP in a lot of groups.
Katina Davis wrote: As a result of some unexpected file size issues on Starfinder APs beginning with volume #31 (The Devastation Ark part 1), we have released interactive map PDFs so that GMs can extract the maps from that PDF instead. We will continue releasing interactive maps for the entire run of Fly Free or Die and beyond. Can you confirm whether there will be a fix for the other art in the book which is also randomly separated into blocks or will this remain as-is?
FormerFiend wrote:
I can definitely see an argument for doing it although I don't personally agree, but based on my experience with Paizo APs I think its more likely they'll just not give you a ship until later in the story once the initial exploration phase is over. Of course we could then debate endlessly about the reasons for this and how plausible or not that is but at that point I don't think anyone would be convinced from their personal beliefs on the matter.
Ixal wrote:
Thankfully this could easily be bypassed with magic, shaping the colony into the environment rather than destroying it. Also while I assume there will be deforestation (if the colonists are in a forested area) the assumption is that you have charted the area you're building in first. You have to explore the site to determine the risks before you start work, and blowing it up incurs the chance that you may destroy a valuable resource. Properly surveying an area is both straightforward and wouldn't take that long, both in universe and from meta perspective so there's really no downside to it.
Xenocrat wrote:
I personally think there are better arguments to not use your ship weapons to clear a landing site than potential deforestation, but I don't think it's that surprising that the colony don't know every detail of the surrounding environment, and not just for the meta reason of this being an adventure path and needing some aspect of exploration and conflict. We know that the colony effort is being headed by multiple factions so it's fairly believable that they would want to get things going quickly, wouldn't want to lose out your valuable resources or good locations to a competitor after all. Plus I would imagine there is environmental data available, you can learn a lot about a planet without actually exploring it physically, but if you know there's an anomaly that needs to be checked out in person it's probably safer not to shoot in that general vicinity.
Ixal wrote:
I still think the potential risks outweigh the benefits. If there's a bunch of mushrooms that emit deadly spores you could risk poisoning your party, or if there are flammable elements you may end up blowing yourselves out of the sky. I don't think convenience is a good excuse to ignore legitimate risks on a planet which is basically unexplored. I also think it's a flawed assumption that you have to go from the colony and back every time you want to explore a new hex (assuming they use rules similar to Kingmaker). Even if the whole area is forested (Which I think is unlikely because it seems like it would get repetitive if there was no variety in terrain) there are going to be clearings where you can land your ship without destroying any potential areas of interest. There's also the consideration that the party might not have a ship. The setup might have you dropped on location with the rest of the colonists with the ship leaving to resupply and bring more resources/colonists. You're lackeys here so even there is a ship you might not be given limitless access to it straight away.
Ixal wrote:
There are plenty of historical examples of colonists destroying large amounts of culture history, and wildlife through poor practice. I'm British, I would know. Why would you bomb a site when you don't know what's there? You could wipe out an endangered species, destroy valuable and rare resources, or ruin a site of importance to the colonists. That being said I would expect travel to be less of an issue in this game than Kingmaker, you can always parachute/rappel out of a ship to the area you want to explore and make sure it's secure before exploding a landing zone.
Rysky the Dark Solarion wrote:
I do find the idea of archaeologists calling in a B-52 to clear the forest around their digsite very entertaining, but yeah that's not how you access a potential area of interest, think of all the relics that might get blown up!
LeJerque wrote:
I'm noticing the same thing, it even covers most if not all of the text so I can't copy segments for handouts or GM notes. Quite frustrating honestly and hoping there's a fixed version available soon.
Milo v3 wrote: Based on that ratfolk should have never been in PF1. The logic being used there was specific to porting from Pathfinder to Starfinder I believe. I'd imagine that Kobolds could have a place if there were a story where it seemed appropriate, the idea that they probably live on through the Triaxian dragoncorps makes sense and could be put in a future AP or hardcover. I don't think the idea itself is flawed though, in PF1 they could just make whatever seemed fun because there was no orbiting material, but with SF you have an entire galaxy and I personally appreciate that they're filling the gaps in the playable alien list with new things rather than just reusing materials from PF when they don't need to.
Hi there, I just received an email regarding order #26821133 which should contain my Starfinder Adventure Path subscription (The Cradle Infestation) and a reshipping of a book which was unfortunately sent back (The Chimera Mystery) however the shipping email states that only the latter was shipped, were the products intentionally shipped separately or is this an error? Thanks in advance.
Near Space did a great job of seeding potential playable races, There must be at least a dozen species that are name dropped in that book as sapient species but most of them sadly don't get anything more than a name and a general description. Hopefully we'll see them come about in future books, whether that be AA4, the back of APs, or in future splatbooks.
Ixal wrote:
The Azlanti fled to New Thespera during or just before Earthfall, so it was thousands of years pre-Gap. Things like Drift travel didn't even exist. I do think the Azlanti should probably get some kind of travel bonus, at least to systems they control.
Yeah they basically have their own version of Absolom Station Drift capabilities but more tightly controlled. The Azlanti Imperial Fleet also has ships stationed in every sector they control, so every system has it's own mini-fleet that can hold the line while waiting for reinforcements.
I'd imagine big corporations actually benefit from the Free Captains in a way, since only bigger corporations can afford the exorbitant protection fees (I think this is from Pact Worlds). That means that smaller and mid-sized companies whose growth could threaten the megacorps down the line are also subject to the threat of piracy which eats into their profits and slows their growth. Plus I imagine Broken Rock could easily function as a neutral ground for under the table dealings that corps don't want others knowing about. All you'd have to do is pay a Free Captain a large sum of credits to take you and bring along enough company mercs to ensure your safety.
I think the answer to the scale issue is that increasing the scale needs to change the party focus. In the beginning while they're checking out that first area, you might want a fair number of those 12 mile hexes to have interesting details. As the party moves on from that main settlement and they're exploring larger areas, the party is gonna focus less on the small things and become interested in larger points of interest. Leave the small stuff for the empire to deal with and have the PCs focus on the most important details. The rules from Kingmaker and Ultimate Campaign don't mesh as well I agree, I'd recommend having the PCs focus on the capital, maybe adding one or two major cities as the empire expands. Most of the smaller settlements can be assumed to have negligible effect or just offer smaller static bonuses. Again I recommend Star Empires by Legendary Games (feel like I'm repeating myself here but it really is the best resource I've found for Starfinder empire stuff) If you're expanding to the interplanetary scale then I definitely think that putting together some random tables will help a lot in the long run.
Ixal wrote:
pg. 156 of the Pact Worlds book states "to many Pact Worlds governments, the mere existence of [Hellknight Citadels] is a dangerous provocation." I'd read this that the Pact Worlds don't just sit idly by while the Hellknights use their massive death ships in Pact space. There's also pg. 81 which states "the majority of [Hellknight] concerns keep them in the more civilised corners of the Pact Worlds" and a couple of pages later where they explain how one of the members of the Pirate Council is trained as a Hellknight, so you can easily infer that she knows how to keep them off the scent.The book also states that Hellknights operate almost exclusively in small groups and it requires a supreme order of some kind to even be able to bring a Citadel to bear. That isn't to say Broken Rock being completely hidden necessarily makes sense, it's a very large settlement to have never been discovered, but in my mind the lofical answer is that everyone is too busy and the Free Captains don't cause enough trouble to justify doing much about it. The Pact Worlds agreement only applies against extrasolar threats so they won't put up a united front against the Free Captains, most of the megacorps are happy to just pay protection fees (stated in Pact Worlds) and most independent organisations are too busy dealing with bigger problems and/or each other to merit a full-scale assault. It's even stated that the Iomadaen church and their fleets have a very tense relationship with the Hellknights and their ships have fought each other at times. I don't think the church of mercy would be okay with the slaughter of thousands of innocent lives.
Brother Willi wrote: Shortened for brevity. Thanks for the ideas! I've been quite lucky in that neither of my groups have actually tried to pre-scan the planet. The way I would play it is as you've said, give them the basic details about topography and any notable features or strange signals, but not enough information that they wouldn't have to go down to the planet and physically check out the tiles. The way I've personally gamified the colony system for my groups is by taking aspects of the Star Empires book by Legendary Games and streamlining them. I'm planning to develop these into a cohesive set of rules as time goes on but I've not used them too rigorously yet and would be hesitant to put out something that's barely been tested. As for random events, I've definitely got a basic table together and I'll probably add that once I've fleshed it out a bit more.. The 'Dark Secret' concept is one of the things I was trying to touch on with the idea of planetary threats, something that acts as a barrier to the colony and the party and that they'll have to overcome that is tied to the planet itself. I definitely want to expand on that in more detail though. I'll definitely look into the TNG stuff as well, thanks again!
Ixal wrote:
I doubt people desperate enough to become pirates have any moral qualms with stealing a ship.
Okay as a bit of background for this, I'm currently running two Starfinder campaigns based around the idea of starting up a colony on a planet in the Vast, and in the process I've made a lot of notes and spent a lot of time reading through Pathfinder APs, the forums, and 3rd party stuff and I wanted to put everything I've discovered and learned into one big document. After spending a good few hours doing just that I decided that maybe I should share it for people who wanted to run similar campaigns but weren't sure how to go about it. So with all that out of the way, here's my first draft: CLICK HERE. It's still a very rough, no frills version and it's far from unfinished because it doesn't really have any content past what I would consider 'book 1' of a campaign, but it's a culmination of my observations and things I've learned. That being said I'd absolutely love to hear people's thoughts and feedback on the contents of this monstrosity I've created, and if you decide to actually use some of my advice I'd love to hear how it goes for you!
The All-Seeing Orb wrote:
Yep, as I suspected I am now even more excited for PDF access, thank you oh great and mighty orb!
Ixal wrote:
I might've imagined this, but I believe it was said somewhere (on one of the Paizo Con panels I think) that the PCs or at least some of the people brought on to fight the Swarm are mercenaries. It would make sense that the PCs were hired as independent contractors in terms of explaining gear limits. I also remember hearing AP Spoiler:
Your CO is a Vesk who moved to the planet because he wanted to keep fighting the swarm after the Veskarium and Pact Worlds repelled them. which lends credibility to the idea that the PCs aren't necessarily 'proper' military. The planet where this AP takes place also isn't a member of the Pact Worlds so they likely don't have the same levels of military and technological access to equip their grunts with high-level tech. I believe the planet was described as 'space Australia' so I wouldn't expect it to be a tech powerhouse with an elite military.
Hi all,
The current plan is to give the players a few different planet options during session zero and let them choose the one they like the sound of most, then I'll build the rest from there. I'm going to try and adapt Pathfinder's exploration rules for the sandbox stuff since that seems relatively straightforward. Beyond that I'm open to any and all suggestions from people who undoubtedly understand this game far better than I do.
UllarWarlord wrote:
Spoiler:
Salamanders aren't playable unfortunately, however we do get both Suli and Sylph instead. I haven't finished reading the Brass Bazaar section just yet, but there is an Anacite-run shop which sells robotic toys that is quite entertaining.
HTD wrote:
Spoiler:
Plague Ooze, CR 7 Large ooze
Shadow Giant, CR 13 large humanoid Kayal (playable), CR 7 medium outsider Mementor, CR 13 medium fey Shodrav, CR 11 large outsider Heretic Velstrac, CR 8 medium outsider Vespers Hound, CR 10 medium outsider
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