I am a backer for Legendary Planet. I have only had the chance to play the first part and am waiting for the project to complete before reading or playing further.
My understanding is that it scales through mythic all the way to 20th level with 10 mythic tiers. Mythic tiers kick in somewhere in the second or third adventure.
When I have a problem player, I try to address it at the start of the session by giving the group a general reminder such as "Let's remember to keep the off-topic chatter under control so we can keep the game moving."
If he's becoming too argumentative and disruptive, just ask him to not come back. The table will be better off for it.
Mythic PFS scenario.
I'll spoiler the answer given to me by Tim Emrick.
#5-16: Destiny of the Sands, Part 3: Sanctum of the Sages.
After playing part 2 (#5-15), the PCs are given Tier 3 mythic power for the duration of Part 3. The mythic rules are simplified down to two pages of rules and options for the PCs, but players who own MA are allowed to use that book to choose their powers.
One may be "perfectly fine" with running Strange Aeons as another standard D&D adventure, as I'm sure there are plenty of GMs on this forum that miss the many subtle potentials for horror throughout.
It just makes the entire adventure a wasted opportunity to play a proper survival horror adventure using Pathfinder.
Tables and games vary, so go with what works for you.
There is a paucity of information on the Starstone. Mythic Realms is the only book with any info on it and what is there is scant at best. This is one area where Paizo either failed us as fans and consumers or they just have no intention of revealing more information. I consider that failing the fans as well.
"Starstone? Bah. How about this nice and shiny new Pathfinder edition instead?"
It's good to get a hold of the Guide to the River Kingdoms. It has all of the in-depth information that's available on the region. The book is out of print, but the PDF is readily available.
You may also consider Ultimate Campaign as it expands upon the downtime/kingdom building/mass combat rules in Kingmaker, but it is not necessary.
It's up to you as the GM to decide how to best marry your PCs' motivation and backstories to the adventure. You have to decide why they were sold to Lowls by a Denizen of Leng (five years ago) and why they decided to follow the orders of an unscrupulous madman over the past few years. Some may have been going along with the activities for other reasons, while some might have been plain evil.
When I ran this, I used Winter to tell the PCs that this was their opportunity to repent from the past lives and start anew.
I ran book one recently. The PCs essentially give up the last five years of their PC's life. They can design the rest of their backstory, or leave it blank, while the last five years are a complete blank. This will be filled in as events progress forward through the first two books and the players learn more about their character's past.
James Jacobs just posted a great response to this very question.
There are several modules that utilize various flip mats or map packs.
Academy of Secrets uses the Magic Academy Map Pack.
Crypt of the Everflame uses the original dungeon flip mat.
The City of Golden Death uses the Ancient Forest Map Pack.
There are probably several more, but I don't know which ones use which mat.
P.S. Some of you might ask whatever happened to Conquest: Rage of Wyrms, the AP we announced the year before? The announcement of Pathfinder 2nd Edition made us rethink some things around our scheduling for a big adventure project, and around the same time both Robert Brookes and Jason Nelson got very busy with other work, to the point that they couldn’t devote the attention to pushing this one through as originally planned. Coincidentally, it was not long after that Greg, one of the founding members of Legendary Games, stepped up with a perfect alternative! In business you have to be flexible with plans and resources to make everything come together, and we are excited to bring Ashes of Empires to your table.
At the same time, we are still passionate about the project, but we just have to find the time to bring the right resources to bear to make it happen. It won’t be in 2019, but hopefully we can get it rolling in time to release in 2020! The dragons are waiting!!!
The name of the game is not "Campers & Campgrounds". It's "Dungeons & Dragons". It's about killing monsters, not going camping.
Just run your adventures. When these situations arise, let them play out and see how the PCs deal with it. Over fifth level is a very rare figure in-world. We don't think much about it because the game goes to 20th level, but the players amass magics and wealth quickly. Players should be able to use their character's abilities when applicable.
GM Rednal wrote:
If it helps at all, I've been working on Martial Packages and Casting Packages to make it easier to quickly convert creatures to spheres. These are more additions than total rebuilds, but they should be good enough to fake it for your players if the PCs aren't fighting bosses.
Nice work. Thanks for sharing.
I've recently started banning item creation and crafting feats from some of my games. Some players just try to break the game with those feats and there are times that I don't want to deal with it.
If you don't want crafting in your game, just make sure everyone is aware ahead of time and you will be fine.
A spell compendium would be nice, but Paizo's made it clear they aren't continuing with Pathfinder 1 content.
With the OGL, a 3PP could take on the project through Kickstarter. It would take a Tome of Horrors-sized hardback to collect everything Paizo has put in the Companion and Settings books over the years.
If someone did it, I'd probably buy it.
I'm not abandoning Paizo, as I plan to keep purchasing pawns and maps from them. I'll probably convert second edition adventures, as well. Paizo adventures are so good that they deserve to be in the best edition of the world's greatest role-playing game.