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![]() James Jacobs wrote:
YOU HEAR THAT BELIMARIUS! WE’RE COMING FOR YOU!! ![]()
![]() A while back I was asking for a sequel to Rusthenge and I think k people got confused with what I was asking for. I could care less about resolving Rusthenge’s major plot point, it was the hint of Runelords political stuff that most excited me about the one off adventure- and I see Revenge of the Runelords jumping well into that direction as a potential resolution to the story of small island adventurers with big dreams. ![]()
![]() keftiu wrote:
Correct. There may be other Golarian peoples based upon the Inuit but the Varki aren’t them. Edit: so excited for this Gazetteer! ![]()
![]() James Jacobs wrote: ~ Is it possible James , that we could we have a mid to high-level AP or adventure that picks up on the plot point of Sorshen and Belimarius’ delicate and quiet feud? This is why I asked about any planned sequels to Rusthenge a few months back, as everything’s pointing to a confrontation there of some kind, and it would delineate nicely from Seven Dooms as a up-to-date Varisia series of adventures. The worldbuilding, updated maps and city profiles could then be put in the backmatter. ![]()
![]() Thx James! This might be helpful for my Rusthenge campaign if it doesn’t fork into another AP. I’m torn as I really would like another book on New Thassilon but not at the expense of a few more books on other regions like Iblydos, Crown of the world and Vudra. I’m more curious about New Thassilon as a modern state and how it’s reconstructing itself politically, culturally and economically than the now-well-established history. Same for Xin Edasseril, as the Rusthenge adventure encourages players to (re)visit these locations, yet we’re mostly left in the dark as to how they’re managed currently. ![]()
![]() James Jacobs wrote:
How does most of the city’s (Shalast’s) imports and exports enter and leave? Magic? I imagine there’d be base camp settlements. I would also think there’d be more people settling the mountain’s valleys and foothills post-resettlement to sell and buy goods. ![]()
![]() Iblydos!! Yaaay! Pathfinder Greece gets some love! I like that it’s low level as another potential avenue for those who want a classical game and start from first level. My newbie group was surprised at how many 2e starter paths had horror/other grimdark and gritty themes. A sword and sandal setting is also nice in that it’s familiar enough to my family as alternative introd should they wish it. ![]()
![]() Green Hill zones. I’ve decided upon prepping my fam for Rusthenge that Pathfinder needs more “Green Hill zones”, or relatively non-threatening micro-settings in a game. The setting is beautifully gritty in most places, but that can also at times be intimidating for new players. After listening to an episode of Mythkeeper with me, one family member implied she wouldn’t want to live anywhere on Golarion, as it all sounds so hazardous. The Shining Kingdoms seem a great place to add additional comforting locales in addition to the setting’s danger. ![]()
![]() For the next aquatic/sea-based campaign, what about Wanshou? A campaign where you undermine the Kraken Lord, and build make way for a new successor state? What I like about Wanshou as a setting is that it set up aquatic aberrations as a major enemy that, while possibly related to Lovecraft, would more likely relate to Asian mythology and pop culture on tentacled monstrosities from the deep. The only problem ofc is that the setting lends itself to horror, and they just did a horror themed AP last time they visited Tian Xia. ![]()
![]() Scarablob wrote:
Actually I like this idea. Why not an AP that’s like the “Claw of the Tyrant” compilation adventure. Think of it: your players each build two characters on opposite sides of the war. The book is split, featuring adventures for either side, with one half dedicated to one and the other to the other. The final adventure then concludes with a Big bad/greater threat worse than both Geb and Nex (or maybe you’re forced to confront Geb and Nex) and both parties must work together to bring the conflict to a halt. This allows GM’s to also modify the ending of they want one of the two nations to “win” or have the edge in the aftermath. ![]()
![]() UpliftedBearBramble wrote:
Some of the criticism is valid, others less so. I don’t understand the criticism re: the vampire and I even watched your entire vid. The character is a hypocrite but there’s nothing to suggest that as somehow bad writing or a betrayal of character. Quite common in fact to want something and not reciprocate. The Oregon Trail part sounds pretty rad and I’m not annoyed that Ardax left as much as I am that the author forgot that he left. I’m also willing to wait and see if there’s any benefits for the influence gained in book 1 in books 2 and 3. The inconsistency re: Ardax is a problem worth bringing up and I would expect editors to catch that as well as the item issues. Hoping they can correct the matter on the PDF and other digital products at the very least. I think Bramble’s critiques are useful when it concerns ‘crunch’, but unless the narrative has gaping holes/editing issues, I find that his critiques of an AP’s overall story to be less relevant or reliable than his comments on the mechanics. As more people get into Pathfinder from D&D we should expect more reviewers and budding influencers across the spectrum of production value- and as much as I find Bramble’s tone and comments sometimes pedantic and grating, I also don’t see anyone else doing accessible AP reviews on the Tube. Bramble’s critics (which includes sometimes myself) are just as free to write their own AP reviews as Bramble is to write his own AP’s (and sell them). That’s what the ORC licence is for. I do think that Paizo, at the very least, should reconsider their editing process, because aside from a few slip ups, the adventure itself sounds pretty fun. If a single editor tackling all of an AP’s content is impossible, then I would gently suggest divvying different editorial tasks to different persons. One for crunch, another for grammar, and one lastly for the broader narrative. ![]()
![]() Arcaian wrote:
I would agree in that I find building characters more enjoyable when there are constraints in addition to choice. Like the grit that forms to become an oyster’s pearl, giving players a narrational constraint helps them develop interesting characters they might never have played without the AP’s narrational conceit. ![]()
![]() CorvusMask wrote:
I too want both Nagajor and Serpenfolk! ![]()
![]() keftiu wrote:
Aye, and precisely. You’ve got Arcadian interests well and covered heh. ![]()
![]() WoW I felt gave too much of a bait and switch. I’m fine with it cuz that means my table is more likely to enjoy it (they doubt anthropogenic climate change) but I myself was disappointed because I expected many more exploitative antagonists from the AP. I like that we explore the plane of wood and I actually like Zibok’s role, but the storytelling was convoluted and often unclear. The closest AP to an eco-fantasy narrative currently is Quest for the Frozen Flame. ![]()
![]() I don’t see Arazni as being evil. There have been no innocents targeted by her since her release from Geb’s enslavement. Sorshen however has no excuse in my mind. Just because she avoids atrocity now doesn’t mean she has atoned for the evil she willfully chose for hundreds of years prior to Earthfall. Arazni was an undead puppet that still bore intellect and a soul. Sorshen was a tyrant who did what she did to maintain her own authority, immortality, and intemperance. I got nothing against lust per se (it’s not a sin in my worldview) but she maintained said lust via her own subjects’ servitude, death and constant subjection to violence. Her character furthermore hasn’t much changed, and you bet she’d continue on in a world absent of heroes. The work of ending the runelords’ reign remains unfinished. ![]()
![]() Are we allowed to vaguely refer to real life politics here? Because with all big global and US-related stuff happening over the past year and past two weeks, I also see something personal in the elevation of Arazni to full Core-20 status. Role-playing is often used as both a means for both escape and (counterintuitively) finding resolution for real-life hardship and trauma. Few of these Paizo gods have been so degraded as Arazni. Even fewer have managed to pave a way of resolving said degradation without resorting to normative (often Christian) assumptions about forgiveness, closure, and acceptance of what was done. With everything that’s been happening, may or about to happen, I know I could personally use a construct like Arazni, the Survivor. ![]()
![]() Arazni is great for revealing the existentialism and flaws within the setting’s cosmology. The idea that neither the chief forces of good, evil, or judgement are omniscient, omnipotent, or necessarily “correct”. It also means that despite the presence of literal gods, Pathfinder’s cosmology bears greater similarity to our own in the sense that goodness, purpose, and meaning aren’t exactly clear. There’s ambiguity, differences of priorities- and agency- all bound within a context where nothing is safe, and the reasons for things are often inscrutable, absurdist, and manifold. Thus players can be agents (whatever that means) as e’en Pharasma doth not know the meaning nor proper course of creation’s entirety. It hath become something new. ![]()
![]() AnimatedPaper wrote:
No. She’s basically Sylvanus Windrunner from Warcraft III, before that character’s deliberate transformation into the very thing that abused her. Arazni represents tho a different choice. “Screw redemption, screw willful corruption, Ima gonna find a third path.” I like her. She likewise reminds me of The Exile in Knights of the Old Republic II. The heavens and traditional forces of good don’t always have it right, and there is beauty in reclaiming moral autonomy. ![]()
![]() This thread is for asking Vanessa Hoskins questions pertaining to Rusthenge, on behalf of Pathfinder Wiki. Simply put, where on Chakikoth isle is Rusthenge? Same question goes for Osprey Cove and Iron Harbour. Where would you have us pin these places on the Wiki’s world map? We figure they exist on the southern half of Chakikoth but are unsure as to where exactly, and some clarification either here or in a future product would be wonderful. I understand that she is likely very busy, and may not respond. That’s Ok, but I thought I’d try. ![]()
![]() Excerpt from WoI book, compliments of TheFinish in another thread: Spoiler:
When the Godsrain fell, a white fire burned beneath the waves of the Inner Sea north of Sothis. Nethys and Thoth both appeared in all their splendor. They pulled the glow from the sea and it wreathed both gods of magic in its glory. At first they appeared united in their goal of protecting great Osirion from the fallout of this dread event, though soon it became clear that they warred over control of the gathered power. Ultimately, ‘twas the All Seeing Eye who prevailed, and Thoth was cast from this world like a shooting star, disappearing beyond sight or cognizance. I question if even Nethys, in his infinite knowledge, could have predicted that this battle between gods of magic would prove the precursor to an event of even more staggering consequence. Spoiler: As Nethys returned to his divine realm, a great whirlpool appeared in the place where he had battled, and the hag goddesses Gyronna, Mestama, and Alazhra formed a coven there and performed some great working. Then did the old gods of Osirion rise to end the hags’ threat, but even the combined power of Ra, Horus, Anubis, Osiris, Ma’at, and Isis seemed unable to penetrate the barrier of magic surrounding the coven. As the ritual reached its zenith, it seemed certain that whatever the dark goddesses sought should surely come to be, but Gyronna blinked and stuttered, her words that echoed across the region in an unknown tongue stumbling for but a moment. In that instant, the combined gods of Osirion shattered the barrier and both they and the hags were pulled into a great nothingness. Many sages, as well as priests of the lost deities, claim to have seen visions of another world both like and unlike our own where the gods came to rest, but whatever and wherever that place might be, none may say. All we know for certain is that prayers to the old gods of Osirion now go unanswered. ![]()
![]() Archpaladin Zousha wrote:
Okaay…but how?? What happened?!?? All I heard is Spoiler:
Thoth dying in a duel with Nethys; resulting in a magical “whirlpool” in the Inner Sea; Hag gods exploiting this whirlpool for nefarious ends; all culminating in a battle between Hag gods and Ancient Osirion Gods with both disappearing…somewhere That’s some major kitchen sink right there!! There’s nothing even remotely connecting the Osirion Pantheon to the Hag pantheon. TBH it seems mostly informed byreal life wishes of the company than something organic to the setting— which is okay —just needs greater explanation and massaging of the differences in trope. ![]()
![]() **spoilers** involving plot points of the Godsrain fallout but can someone explain to me what happened to the pantheons and characters mentioned in the title?? I read a short AMA that revealed consequences of War of Immortals, and I have mixed feelings Spoiler:
Are the hag and Osirion pantheon gone? Which gods and how many? Is Paizo gonna do a proper send off and feature (in an AP, scenario, or adventure) their last climatic appearance in the setting? Spoiler:
I am withholding negative feedback for now, because I realize that settings have to change and there could be good storytelling value and reasons for this development, but I would like some behind the scenes info from Paizo as to why and how this was done. I realize it’s pretty juvenile to get so attached but now I have make some new headcanon to incorporate all this and it’s consequences for old and future characters. As an aside, Paizo’s choice of combining these gods for this particular resolution feels definitely ‘Kitchen Sink’, and my brain is already wondering what a home brew campaign featuring these events would look like in terms of overarching shared themes. Do hags even exist in Egyptian mythology?? What would an Osirion/hag themed party do with regard to the events hinted at in the book? I assume it would be to stop the hag gods but <shrug> ![]()
![]() Jam412 wrote:
Hastur even prefers cities. Maybe involve a local pathfinder society chapter or some other organization that’s become infiltrated by cultists? Hypothetically Great Old One and Outer Cultists can be found everywhere or anywhere on Golarion, though some tie better with some themes than others. There’s also a question if Paizo could or would be interested in bringing the cosmic horror gods they printed from Chaosium? In the Strange Aeons AP. Back to your point, the town of Season of Ghosts feels rural to me but I haven’t played nor read it. It’s a manageable ask though either way, as there’s a cosmic horror cult suitable to just about any setting. ![]()
![]() James Jacobs wrote:
Anyone watching Rings of Power? The bond between Elrond and Durin reminds me of a potential arc for Sky King’s Tomb to Spore War, where one half of a party are majorly Dwarven diplomats and the other half Elven. You scratch my back I scratch yours ![]()
![]() Mathmuse wrote:
Yeah, this is what I’m thinking of, with the caveat that I forgot that there aren’t as many possibilities to chain more than two adventure paths as I thought. In this sense, stand-alone lvl 1 adventures would have to be used to have a starting adventure, separate midlevel adventure path, followed by a closing AP/adventure that takes you close to lvl. 20. My group for example are thinking Rusthenge -> Wardens of Wildwood -> Spore War. Which, as an arc, would be very much focused upon epic fantasy where heroes frequently meddle in the affairs of demigods. (Living, happily exiled, or dead).
Not entirely sure if I’m staking a position re: the main question so much as arguing that an adventure/AP’s starting and ending level of play also matters. I want more mid to high level adventures to work with multiple possible adventures/AP’s at lower tier ![]()
![]() CorvusMask wrote:
I feel mixed as I too want direct sequels to the AP’s I’m REALLY invested in and indirect sequels (or even non-sequel sequels where the story continues but at a lower leve for new characters) I like tie ins, so I think indirect sequels work best in that the adventure or AP might work especially well after a particular adventure or adventure path, but remain open enough where a GM could still modify the adventure, and have new heroes pick up where the old ones left off. Adventurers travel. Separate. Retire. Even die sometimes. Having a few thematiacally good jumping off points from and two each AP or Adventure would be nice. Stand-alone adventures are especially helpful as they can be used to bridge entire themes, levels, and distances. Honestly, how I’d map it out is to take the released, pending, and future 2e AP’s and adventures and put ‘em all on a corkboard of golarion, with their respective levels, themes and story arcs. Then use string and examine how a play group could potentially go from levels 1-20 through various circuits and distances. Ideally each meta region should have one or two low level AP’s, high level AP’s, with a few mid level AP’s stretching the boundaries between levels and themes so as to aid parties in tracking between levels, distances, and themes. In this sense, Mid-level AP’s and adventures work best as indirect sequels or non sequels, within higher level play working better as direct sequels to low level adventures, or as non-sequels. The mid-level adventures should also be where we see the influence of different themes and meta-regions interact the most, as a party could choose their own adventure and either stay within a meta region’s themes/politics, or be sufficiently introduced to a new region so as to participate in its higher level sequels or nonsequels. That would be ideal, but it also might not fit the major story beats Paizo wishes to tell. I don’t know if I’m making much sense, but I see midlevel adventurers and AP’s as the best possible ‘junctures’ between adventures, with story beats becoming more consequential the higher level the adventure. ![]()
![]() If Paizo were to do do another Pathfinder AP based on cosmic horror, what would you like to see from it, in terms of its major themes, ideas, challenges, etc.? Granted, Paizo often includes elements of cosmic horror as small but key components in many of their adventures (horror or otherwise) and there is no expectation that they'll something like Strange Aeons again anytime soon, but I'm in need of a good distraction rn and this topic will do. First, I'd be the first one to admit that a sequel to Strange Aeons would be pretty rad, as Thrushmoor itself is a rather creepycute location. Strange Aeons spoiler:
While I don't know Strange Aeons assumed conclusion, I do know that Hastur remains interested in Golarion, albeit more limited due to the loss of some? or all of his captured cities. Spoiler: would make a great returning antagonist, as would Hastur Spoiler: My personal favourite is the first of course, and I wouldn't mind the being's return as a more frequent threat, by infiltrating more and more cities/secret societies of Golarion
Xhamen-Dor. Mhar meanwhile is also has a connection to Golarion, and does Shub-Niggurath who is said to have a relatively strong presence via secret cults. Like Strange Aeons, any potential cosmic horror AP would need to balance the conventions of its source material with that of a TTRPG where heroes are expected to triumph- even if victory is only partial or pyrrhic in nature. It would also require an updated sanity and fear system, along with some element of mystery that forces players to conduct investigations into occult secrets. What do ya'll think? Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn! ![]()
![]() How we say things is a part of what we say. It’s all part of communication. I have issues with WoW but I don’t see any evidence that James Jacobs has been evasive on the subject. He was just not as directly involved with this AP and has said as much. He’s let us know that he’ll take our concerns to those more directly involved, and managed expectations by explaining how long it takes before feedback influences product. We have here a product that was subpar. We do not have any evidence as of yet that the producers themselves are taking our feedback in bad faith. I think WoW suffers from a lack writer coordination, as well as a poor understanding of its audience. The impetus for the initial crisis was poorly explained, and the villain’s arc was confused and likewise poorly communicated. Same with the storyline’s major themes, which were inconsistent. ![]()
![]() UpliftedBearBramble wrote:
This is passive aggressive. It’s also unnecessary as a means of raising your concerns. It’s abusive. Full stop. ![]()
![]() tsm1991 wrote: ] not a fan of pbp games so wasn't going to run it as one Aside from confusing your intent, he’s not wrong. Before running Crimaon, I GM’d several 1e pathfinder society sessions before doing an AP. Now, maybe your cleverer than I was then, but it took me a few months before I felt comfortable GMing an AP campaign rather than a few disconnected sessions. The first book of Crimson is easy, but it’s the second book where things start getting crazy. If you’re set on Crimson Throne, def take a look at the crimson throne AP subforum to see what other GM’s did to make the AP better for their table. And Spoiler: Be careful how you portray the antagonist before the big reveal in book 2. Too much of the art for the campaign gives the plot away. If your players figure out what’s up early ask them to pretend ignorance until such a time as their characters are informed of the plot twist. I played the antagonist as sympathetic when they first meet them, with players receiving visions of the past or possible apocalyptic future featuring an ‘evil blue dragon’ to throw them off the scent. These visions will instead better help the players after the plot twist is discovered ![]()
![]() tsm1991 wrote:
Runelords or Curse of the Crimson Throne. Crimson Throne was the first AP I ran and while we never finished (due to external circumstances) I found the AP was well explained and logical from beginning to end- which I read. We got to book 2 so admittedly this wasn’t far. Crimson throne has less travel than Runelords but they take place in the same meta-region of Varisia. I know nothing of Runelords aside from the fact that’s it’s very classic in terms of TTRPG tropes and mechanics. ![]()
![]() UpliftedBearBramble wrote:
Nonsense. (In the kindest way). Each of the main AP’s has a lead author no? I don’t see why these main leads can’t communicate with each other better to coordinate. There could totally be an AP lead to manage the coordination. Magic the Gathering also tends to have multiple sets in various stages of development that are meant to be released in a linear fashion for a broader narrative arc. There ought to be a way to stagger the development of each AP book so that there is a consistency throughout the whole. I absolutely refuse to believe there’s nothing to be done. I likewise don’t understand why my standards would be considered too high. Non-gaming books get a great deal of editing, why would we satisfy ourselves with lacklustre product?
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