| MartinTheActor |
Thanks for the variety of replies folks. There's some good stuff to think about and to utilise.
I was one of the very few advocates in my social circle back when Pathfinder 1e launched and played that for years. I kinda fell out of running it some time around 2015(ish). Obviously, I've developed a lot as a writer, world builder, and GM since then. I run systems from FATE to Mork Bork and basically anything that grabs my interest.
I think that in returning and trying to 'properly' dive into Pathfinder 2e I just found myself with the impression that it all feels a little more tight. The number of complaints I got from players for example when I ran PF2e without Free Archetypes was unreal.
Player: 'But it's about player choice'
Me: 'Yes, but I want to get a grip on the rules without the variants and options before we branch out.'
Similar complaints came when I ruled out firearms. I'm just not a fan of them in magical world and that's a subjective thing.
I think @Tridus nailed it - the APs are very linear. The whole of Pathfinder to me as I wrote the post felt frustrating and set in stone. Sometimes reading and listening to other view points can help pull one out of that mindset.
Ultimately, I want to give my players the best experience possible of Pathfinder 2e. I want to leave them with an appreciation of what is a really well designed system. It's a tough sell though. When you GM a variety of systems - Pathfinder still has this resistance, especially among players of less crunchy systems. I find it really difficult to create enthusiasm for the system outside of those already familiar with it.
Again, thanks for giving me stuff to think on. If there's any other advice or suggestions for working with a world built from the ground up and applying Pathfinder to that please shoot them my way.