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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 177 posts (192 including aliases). 6 reviews. No lists. No wishlists. 8 Organized Play characters. 1 alias.


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Grand Lodge

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Terevalis Unctio of House Mysti wrote:
That is nice. Now if they would just ship mine.

Right? I've been hitting the shipping lottery the last few months and this one is pulling it to the wire...

Grand Lodge

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Maya Coleman wrote:
We hope these help people who wanted those STLs!!!

I have been asking for this for years! I hope this partnership goes well and the range continues to expand!

Grand Lodge

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I loved your Hopefinder game system, but I'm super excited for the vibes with this one. Can't wait to get my hands on the printed version!

Grand Lodge

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Jim Butler wrote:
FrontLineFodder wrote:
I like the idea of offering Legendary Loot exclusives personally, and if I dropped out of Legendary tier it would not be the end of the world. This is assuming it is inconsequential items like hero point coins or pins, and not exclusive story lore that only the legends can know.

We don't have any plans to gate new content behind legendary loot, but it's possible you might see ultra-deluxe editions available there. You'll be able to get the current editions normally, though.

-Jim

I'm glad to hear this. Locking content would be rough, but special editions are a good way to handle it.

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I think I'm pretty good with this. Quick question, would foundry purchases count toward gold/tiers, or only books/pdfs? Can gold be spent to purchase foundry scenarios?

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I got my copy in the mail today and I've been resisting reading through it. The group I'm in is due to fight the final boss on Thursday, and I don't want to get ahead of myself.

I know that this AP was panned for being a long escort quest, but I've had a lot of fun in it. Once we wrap things up this week I'm looking forward to cracking open the original books and the remaster to see the differences and what my GM added to the story.

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Maya Coleman wrote:
Tunderpower wrote:
Just putting this for interest sake, but i would be interest in a foundry module for it as all of my current campaigns are run through there.
Thank you for letting us know you'd want it! I'll pass this on!

I'll throw in my interest as well, but I'm a sucker for anything foundry. Being able to choose a level, click and generate a level appropriate item would be super rad for those random treasure chests...especially if it generated the item with all the magical effects already loaded onto it with a nice token and dropped it into a loot actor. May be a bit beyond the scope of just a foundry version of the deck, but a guy can dream.

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Maya Coleman wrote:
DawidIzydor wrote:
It'd be super cool to have these maps as a Foundry VTT release with Journal notes pointing to content about each place from the books
The team says this is definitely something they've considered and may consider again depending on how things shake out with other products!

Queue me up as a purchaser for this as well from Foundry. Running a sandbox game in Golarion would be so much easier if we had maps available with preloaded journal entries, especially for the cities. For larger cities I feel like it would help to even have district maps with shops prepopulated that the PCs can visit.

Grand Lodge

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So...I just got a subscriber copy of the .pdf, so I know other people have as well. Has anyone gone through and catalogued the differences from the original?

Grand Lodge

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Glad to know I'm not too far off. I use 2mm chipboard because my mother's cricut can cut it reliably and cleanly, with glossy printable vinyl stickers for the artwork. I pre-cut the chipboard on the cricut, cut the artwork out roughly with scissors, stick the chipboard cutout onto the back of the artwork, and use a razor blade to trim the artwork to fit the chipboard. So far it's worked well and allows me to print off some out of print or custom pawns, but I'd really rather just buy them myself... Not that I get to play in person much anymore, I've moved far more online these days.

Grand Lodge

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I'm excited for Starfinder 2e, especially with rules compatibility. I've said before I'm excited to run a Chrono Trigger style time traveling campaign and it's great that the players can be from different times and still play together well. I'll have to reign in some things from the Starfinder end (early flight for example) but for the most part it makes it so easy to run this style of campaign.

Grand Lodge

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I had a quick request, if anyone is out here listening. I have recently started using Moulinette cloud with a couple of Patreon mapmakers, and it makes generating an encounter so much quicker when I'm running crunched for time, especially with expanded token packs.

I would happily buy map packs that can be loaded in the same manner, be they flip maps/tiles or from existing APs. Walled, hot loadable maps in Foundry are a tremendous luxury when trying to build an encounter quickly.

Grand Lodge

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I would buy this in a heartbeat. The more tokens the better, when it comes to crafting encounters quickly!

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Got this one specifically to get the sketch cover and a few maps that I didn't have. Still a great deal, and it's always a good idea to have a spare copy or two of the player cores for the table!

Grand Lodge *

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thistledown wrote:
I'm really glad to see a return to a pdf guide for organized play.

Amen to that. Having something to hand to new players and go, "Read this. It'll give you enough info to get started," is something I've been sorely missing. Having a couple of those printed out and bound will be really nice.

Grand Lodge

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I, for one, kind of like this length. One of the things I used to love in pf1e was the sheer number of short adventures that I could fit together to create mini arcs for the heroes, kind of like seasons on a TV show. Having more module plus length adventures to fit together, especially in a sci-fi game where the players can get into their starship and fly anywhere they need to go, works great for the way I would run the game.

Hopefully Paizo does a bit of both. Some longer adventures for those who want the longer APs, some shorter for 5-6 levels to act as story arcs.

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I must admit I'm excited about this, but I'm curious about the new Loyalty program. I'll wait for the next blog post, but I'm hoping getting to that top tier for the 15% discount isn't too rough...

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If you were a halfling you could take helpful halfling to get +3 at level 9 with a crit success. It also removes the chance of giving your ally a -1 with a crit fail. That's the best one I can think of though.

Grand Lodge

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I for one love Team+ classes and allow them in my home games, which my players really appreciate. I've found them to be well balanced, interesting options that keep roughly on the Paizo established power curve baseline. At the very least, my players haven't cracked them yet.

I would also throw my lot in with Roll for Combat as well. I have their bestiaries and Eldamon content, with the bestiaries getting the heaviest use. There's nothing quite like the player's surprise when you pull out a monster they haven't seen before, and with the foundry modules they couldn't be easier to use. I bought the Eldamon content intending to use it for a one shot for a couple of younger players that got canceled, but I'm hoping to use it soon.

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Fabios wrote:
Problem is: the game changes drastically from low levels to mid levels. my point is that 1-5 pathfinder is a COMPLETELY different game than 7-20 pathfinder mathematically speaking

I just want to highlight this one as one of my biggest problems with the system. I stepped my players through the beginner box, and though it did GREAT in explaining the very basics of the game such as attacking, combat, skill checks and etc I feel like it did not prepare them for any game beyond about 3rd level.

One thing I would love to see is some higher level skill builder adventures, for lack of a better term, to help players learn some skills that don't come up in lower level play. Along with these, you'd need some higher level pregenerated characters that have a paragraph or two highlighting what they're good at, their common combos, and how they interact with their companions.

That level 9 halfling gathered lore psychic? In addition to blasting the enemy with a cool ally ignoring AOE (Shatter Mind), once they activate unleashed psyche they can use occultism to give the magus a +4 aid bonus on their spell strike as an action and a reaction, likely triggering a crit, especially if the investigator used Shared Stratagem to make the enemy off-guard earlier in the round. And, because the investigator used strategic assessment as part of their devise a stratagem, the magus knew to use needle darts to trigger the creature's weakness to cold iron.

The level 6 druid that just got fireball? They can't drop that damage as easily if the front line charges in, but if the party delays to stay in a cluster with the justice champion near the center there's a good likelihood that there will be enemies clustered on one side of the party for a juicy multi-hit. The rogue that just got gang up also has a good reason to stick with their buddy, as now the enemies are vulnerable to sneak attack damage. Conversely, if they're facing spellcasters or breath weapons that's probably a bad idea!

For most experienced players thinking like this probably comes as second nature, but having it pointed out in a brief 'blurb about your character' in the beginning of the adventure would really help new players, I think. Once they see it in action they can hopefully go into the rulebooks proper to see WHY certain actions are good and start thinking of ways to synergize with their allies in ways that lower level adventures just don't cover very well.

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I'm really excited for this new adventure format! I've run through the beginner box probably 5-6 times with various family members on family trips because it feels like a board game. Having alternatives that work the same way, with all the pawns and maps ready, seems like a big win!

I will say that if this does well I hope you branch out to higher levels in future products...a 5th level adventure would be a great level for a lot of players that aren't absolute newbies. The pregens have their first ability score bumps, spellcasters get their 3rd rank spells (fireball, anyone?) and everyone should have their striking runes so they feel a lot more powerful.

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Kelseus wrote:

I like this idea. Part of the reason I subscribe to the Adventures Line but not the AP line is because I like having these as "drag and drop" adventures ready to fill story gaps in a homebrew campaign or to help as a template to learn better adventure design for a home campaign.

I still use my old dungeon magazines for this on occasion, since it's so easy to build encounters for 2nd edition...use the maps, characters and ideas from the magazine and quickly build encounters that fit the theme. I spoke in this thread before but I would love to see more linked adventures in this theme, and I really hope this one is successful.

Grand Lodge

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CastleDour wrote:
id prefer age of ashes or agents of edgewatch, SoG is really good as is

Hear, hear! Season of Ghosts is already amazing. Age of Ashes was an incredible globe trotting adventure that was spoiled for a lot of people by lack of experience in the system and overtuned combats. Mellowing the combats out, tightening up the story beats a bit and releasing it all as a single book and foundry module would make it very well received I think. Agents of Edgewatch may be a little too hot to handle right now, considering everything, but I think Strength of Thousands and Outlaws of Alkenstar would benefit, also.

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Yvhv_Weide wrote:


<snip>
Wrath of the Righteous converted to pf2e
<snip>

Just bringing some attention to this. This conversion is in progress in the Wrath of the Righteous forum by KingTreyIII! Go and check it out, he does awesome work and he's releasing all the work he's doing as he completes it.

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zantrova wrote:

Hey,

Love Paizo, love Foundry, love maps, love lore.

I'd like to suggest Paizo creates a premium module that has a high resolution map of Golarian, complete with scene notes full of lore on each location.

I moved over from 5e 2 years ago, and the biggest problem i've had is understanding the lore and what locations should look like. I know you can homebrew it up, but i'm a loyalist and think this module would be used in almost every campaign.

Just a suggestion!

I would LOVE this as a foundry pack that I could upload and let my players explore.

Grand Lodge

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I'm going to throw in for a new book covering mage hunters or bounty hunting in general. I feel like in a world like Golarion that is so infused with magic, rogue magic users could be a big problem, much less high level adventurers. Perhaps they could throw in a set of psychic or magical duels in general. I loved the idea of the rules for Magical Duels in 2nd edition D&D (old fart alert...), but the implementation left something to be desired. I would love to see a more robust system for that, especially. There's a fantasy that's really not able to be played out with the current rules about a couple of magic users squaring off behind the lines of their allies, engaging in an invisible magic duel while their allies attempt to hold off the enemy's minions...

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Mangaholic13 wrote:

I feel like a book like Unchained would have to come AFTER all the remaining classes have been remastered.

Honestly, I wouldn't mind a supplement that gave options for playing Pathfinder set in something more resembling the modern era...

Been beating the drum for this for a while. I'd love to have all the eras covered so I could do a time traveling Chrono Trigger style campaign...

Grand Lodge

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I've joked before about turning this game more and more into Chrono Trigger over the years. Between PF2e and SF2e, I think a reasonable GM could cover all of the characters and technology needed, so I feel like the last piece of that puzzle would be combo actions like what we're describing here.

The question becomes, how to balance the action economy? Assume a situation where you have a cleric with fire ray that wants to enhance the attack of a fighter. Does the cleric hold their initiative to match the fighter's so they can act at the same time, is it a reaction on the cleric's part, or is it a reaction plus slowed 1 on their turn? I think any of the above could work, though it just being a reaction is perhaps a bit strong. How do they learn how to do this?

One solution I've been playing around with in homebrew is a 'party feat' track, which are gained at 1st and each even level after that, like class feats. These feats are used to perform combos and aid each other during battle and in exploration. One combo might be the fire ray/stike action I described above, another might be a nimble rogue dodging between a giant's legs, unbalancing him enough for his fighter friend to get a free or reaction trip.

Not sure how to balance it, but it does seem like the missing piece to encourage more teamwork. Of course, this is all strictly in the realm of homebrew now, but I keep hoping the powers that be will try something like this.

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We're all being rather juvenile, I'll hold off going forward.

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The Raven Black wrote:
After having misread a description of Gatewalkers as an escort quest AP, I now demand an escort AP. With the long-awaited attending LO book : Dancing Halls of Golarion.

(The below is written with tongue firmly in cheek.)

Could you fit a full AP out of that? Maybe you need to do a book of pub crawls first. Cayden Cailean would approve! Then you can do the Escort Book, then a Golem (the card game) book. I could certainly see my players having a good time.

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Grankless wrote:

Glad to see you're already 33% funded! I really think you should move some of the basic info about what's in the book to the front page - as is, the front page of your campaign essentially gives 0 information about what's inside it. You don't even explain what psionics are except at the very bottom of the FAQ page! You've gotta try and appeal to people who don't know anything about this kind of obscure 3.5/pf1e bonus ruleset.

As well, do you have any previews of content?

I have to agree. Had I not been familiar with Psionics from 1e/3.5 and your work with Alluria I probably would have passed on this one. Beef up that main page for more casual traffic! I've already pledged and I would love for it to fund so we an get our books.

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Virellius wrote:
If the Paizo warehouse sends mine out today I'll be super happy hint hint wink wink nudge nudge

Man, I have got to figure out the secret sauce to get higher in the queue. Let me know if it works! LOL

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Emberion wrote:
Grankless wrote:

Thank you. (and yeah my phone autocorrected DSP for some reason).

I wanted to be sure given how out-of-the-public-eye they've been these past few years.

I understand and appreciate that, and I know they would as well. Game design can be a labor of love, and life and stress take their toll. While communication is limited, Alluria Publishing wants to honor the memory of those past contributions to the Psionics theme as much as possible, in a respectful and honorable way.

Well, I for one am excited to see how this plays out. I was a big fan of DSP's work in the past, and I'm excited to see your take on adapting it to PF2e. More options are almost always a good thing!

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So, I don't know if anyone has brought this up yet or not, but I want to say I REALLY appreciate the links in the front of the PDF in the table of contents. They really help when you're looking up a rule quickly. Now, if only we could get links on the right page ribbons to jump directly to where you're looking for, that would make the PDF much quicker to reference than the physical book at the table for me.

Grand Lodge

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Super excited for this! Can't wait to see the final results of the playtest.

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Very nice! Got a link from another forum post. Saved and favorited!

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znt wrote:

Dungeon crawlers are cool!

I would love to see an AP that sees a single town or building develop over time. Maybe bringing back those development rules from Ultimate Campaign in a revised, refined form. I'm a fan of having a base of operations, and building it being an integral part of the story is very attractive to me. I am, however, totally not a fan of "kingdom building" as seen in Kingmaker.

Apart from that, I'm always up to face against post-colonial and neocolonial powers.

I'm with you on the single town kind of adventures. One of my favorite adventures back in the dark ages was Gamemastery W1, Conquest of Bloodsworn Vale. Part of it, I'm sure, is nostalgia. That adventure was the start of a wonderful campaign I was in, but the thing I most enjoyed was the play after the module ended.

Our GM played it that we were given a kind of split control of the vale, with the local lord that was there at the beginning (I forget his name, it's been 10 years since I played in that group) managing civilian affairs while we managed military defense. We got a monthly stipend from merchants traveling through, set up patrols of hirelings with a series of watchtowers we built, and commanded the armies of the vale when a marauding horde of hobgoblins invaded from the mountains to the north. We built a keep to defend against them using the rules from Stronghold Builder's Guidebook of the 3.5 era, and spent a lot of downtime there training, crafting and roleplaying.

We were also local celebrities. We participated in archery tournaments with notables of the area, hosted parties to influence the local landowners, and dealt with the fallout of the miller's son falling in love with the pond nymph who lived in the millpond, though I think he might have stolen that last bit from another adventure. Kingmaker scratched a lot of the same itch for me, but it was too...grand a scale for what I remembered. We spent too much time worrying about the Kingdom as a whole to worry about a tiny corner of it like we did with the Bloodsworn Vale. In a smaller setting like that we were able to name the guardsmen we had working with us, or sit and smoke a pipe with our librarian some cold winter night.

I'd love to see an adventure path like that, maybe spread over several years of in-game time. Something where you can just exist in the world and make it yours. Not sure how feasible it would be to write it all out, I'm sure a lot of it was strictly ad-libbed, but it would be fun to see it.

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BobTheArchmage wrote:
Given that the AP is (presumably) 1-10 and is called "Hellbreakers", I assume it is going to have something to do with the Hellbreaker's League in Isger that was mentioned on page 92 in War of Immortals.

*Somewhere behind the scenes in Paizo* "Dangit, they weren't supposed to figure that out yet!"

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Kavlor wrote:
In fact, my biggest hope is that Cheliax wins the war. Because I think, quite unironically, that would be a more interesting storyline than the standard victory of good in the form of Andoran.

I agree. Cheliax has felt largely impotent recently, having them start to reconquer formerly independent nations would help a lot with their image, and make them a stronger threat on the world stage.

With Tar-Baphon to the north and Cheliax to the West that starts to put some major strain on The Shining Kingdoms and the southern Kingdoms of The Eye of Dread. How will Andoran work as a group of 'Plucky Rebels' rather than a nation? Will the Eagle Knights make some uncomfortable choices if it means defeating Cheliax? Maybe Nirmanthas and Oprak are able to bury the hatchet after Ironfang Invasion to stand up against a resurgent Cheliax, or will they be ground between the Lich and the evil empire? If Andoran falls, can Eutropia's Taldor and Kyonin, ravaged from their fight against Treerazer, pull themselves together from their recent troubles in time to push back the literal legions of hell?

All in all, a much more exciting turn of events than, "Oh, Cheliax is such a silly goose, don't they know everyone else has plot armor because they the good guys? Of course you're going to lose!"

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Any idea when the premaster PDFs might be updated? Just checked my downloads and they're still showing 2021 as the last updated day.

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Super excited for this one, and I'm interested to see the changes. I'm currently playing though the start of book 3 and our GM is doing a great job of pulling the adventure together, but going back and reading books 1 and 2 once we finished them shows just how many changes he's made to the books to make them flow a bit smoother. I'm looking forward to seeing what Paizo does with it.

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DM_aka_Dudemeister wrote:
James Jacobs wrote:
DM_aka_Dudemeister wrote:

Increasingly for non-combat locations I've been yearning for location art that I can use to set the scene on the VTT.

Don't get me wrong I love the iconics in fights and action scenes!

But more and more I want art of "bustling street in Elven town" and "Ballroom full of guests at a fantasy party" or "Interior: Temple of [deity], ancient and crumbling"

That I can drop in as a background, and show off NPC/Challenge/Chase Cards as players interact with people in Roleplay situations and exploration challenges.

Without resorting to generative AI, as I'd rather an artist get paid for such scenes.

(Actually including the art pack as jpegs separately along with the PDF would be really useful for roll20 VTT users like me.)

Is there a particular reason why using Paizo's map packs or flip mats (or just borrowing maps from other adventures) isn't a better option than resorting to generative AI? Remember, the players haven't read the adventure, so if it says "this negotiation takes place in a castle" and you have a great tavern map, you can say "this negotiation takes place in a tavern" and they'll never know.

For me, one reason that comes to mind is that reusing the same tavern map over and over starts to break verisimilitude, and having bespoke maps for every location helps to fight that. But that's also part of why I've collected adventures for so long and love when they have great maps. I'll never RUN all of these adventures, not even 5% of them, but having such a huge library of maps to draw from in adventures I'll never run is a great resource for situations like this.

Oh, I'm more than happy to reuse maps, I have multiple patreons for maps.

I'm talking about art that sets the scene on the VTT.

I'll throw my hat in the ring to say this would help a lot for me also. Especially in influence sections, I'll spend some time making what I call an influence board for VTTs- a large scene setting image to one side and a series of frames to one side showing the NPCs the players can be talking to. The players move their tokens to who they're talking to for each round, and it enables me to track influence points and actions easily in a very visual format. The hardest part of making the board is finding good art for the scene setting.

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zimmerwald1915 wrote:
Evan Tarlton wrote:
I adore Strength of Thousands, so I'd be up for an organization AP. The only snag is that an AP centred around one of the bigger organizations should probably be a six-parter.
I'm all for more six-part APs, but this just isn't true. Judging by their leaderships, any number of organizations "top out" at the mid- or mid-high levels; and extremely low-level content can be handwaved by saying the PCs were doing their organization's initiation/onboarding process, such that they start the AP at level 4 or 5.

You could even do it as a hardcover module. To beat the drum again, perhaps a 1-3 module about joining the Eagle Knights of Andoran followed by a Cheliax vs Andoran AP from 4-14, similar to how Rusthenge and Seven Dooms fit together.

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Tridus wrote:

It's also easy for someone to say "this organized play thing has too many extra rules and isn't worth the hassle" and just stop going. Most folks doing it want to play at a con, they're not die hards. It's already more work than a normal game with tracking chronicles, different lists of whats allowed (which aren't that easy to find for a casual player if it's not on AoN), etc. Piling stuff like this on it doesn't help those of us trying to get people to try it out.

Just want to highlight this for visibility. I've been doing organized play as a way to meet new people with similar interests and I'm willing to put up with the rules because of it, but it's exhausting to track everything down. Especially now that I'm starting to play around with running games and reporting them, bringing new players in can be a little rough. I'm a bit of an old grognard in my way and I really miss the collected PDF guide. I wish we could get a PDF guide to organized play including options and a PDF errata guide that so I can hand it out and say 'Here you go, read this and you're set!'

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mikeawmids wrote:

Gladiator AP! Unashamedly rip-off the first movie.

Book 1: Players are soldiers or great empire, fighting barbarians or whatever. Somehow end up on bad side of the wicked ruler.

Book 2: Players made to fight in colliseum, ally with other gladiators, perhaps garner attention of a noble patron.

Book 3: Break out of colliseum, lead revolution to depose wicked ruler.

--

3 part Goblin AP that really leans into how utterly ridiculous a Goblin AP should be.

Oh the Gladiator one sounds like fun! Don't think Paizo would do that now that they have abolished slavery across the inner sea and and are not mentioning it elsewhere, but I may have to homebrew it.

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I tend to follow the rarity guidelines. Common is allowed, uncommon and rare with permission. Uncommon is generally good to go unless there's a compelling reason for it not to be allowed, and rare is generally not allowed unless there is a compelling reason for it to be allowed.

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Lord Fyre wrote:

...snip....

Actually, not even "morally gray." Within Norse culture of the time, Vikings were upstanding heroes.

Very true, but I'm sure the monks would not appreciate that distinction. One of those instances where there are certainly different definitions of honor.

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Yakman wrote:
UnArcaneElection wrote:
Earlier, I wrote:

^The Runelords Strike Again!? The Infernal Empire Strikes Back? Heist of the Crown?

Here's a Runelord idea: A new generation of Runelords has arisen, but rather than staying secreted away in demiplanes or castles, these brazenly move among the public, actively moving the levers of political power and swaying the masses with crude yet glitzy demagoguery, as they seek World Domination through Political Action.

A Runelord striking north into the Linnorm Kings would be a fun Viking-based AP.

Oh I like that. A Viking AP would be a fun redux to Skulls and Shackles... instead of being a morally gray pirate AP run a morally gray Viking AP, striking south at Varisia or even further south into Ravounel or Cheliax. Scratches a very similar itch in my mind.

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Man, your conversions are the best for the old APs. I'm looking forward to seeing what you come up with.

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Scarablob wrote:
Ironbear Jones wrote:
Seems like your gripe is less what was said and more how it was said, which I'd argue is equally unhelpful. I suspect that's wasn't the priority here.

I'll be a bit off topic here, but "how" something is said absolutely matter just as much as what is being said. You might have the most well thought out and legitimate criticism in the word, if you formulate it like an insult, no one will want to listen to it. Even if the person you talking to is usually willing to listen to criticism, even if they believe that it would make them improve, if you just attack them, they won't listen.

So putting the forms is important if you want to be heard, especially when it comes to criticism. Pointing out when the form of a message prevent the actual point from being heard isn't unhelpfull, it's necessary.

+1 to this.

Politeness is the grease that keeps society moving smoothly. There are times to break that social contract but whomever does so must appreciate that doing so will bring the proverbial gears grinding to a halt.

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