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I am ultra late here and probably any decisions regarding what to include have already been made... but I'm going to add my two cents anyway.
1) As others have said, the prologue was a godsend. I don't actually care for the exact scenario used in the prologue, but it works. But any sort of prologue getting your heroes started in brevoy and given a chance to meet and interact with the major players before being sent off to start clearing the Greenbelt would be well received.
2) While I don't mind the idea of filling in the blank map space and giving some more short descriptions of each hex... as far as actual content I prefer the CRPG's method where random encounter areas with just one encounter are the exception (and usually bypassable). Any important encounter area has at least 3-4 encounters to go through. For example the updated Temple of the Elk, so instead of just facing the bear, you've also got a pack of wolves, a boar, and one other encounter I can't recall offhand. I'd like to see more of this sort of thing, because the 1 thing that really drags in this AP is the one encounter workdays that really are the norm. This goes double past part 2.
By part 3/4 your PCs really shouldn't be bothering to clear hex by hex and deal with local wildlife, they have scouts for that. Their scouts should be calling the PCs in for an assist when encountering something more meaningful (whether that be a tribe of lizardfolk, an island with spooky lightning balls, or a roving tribe of centaurs). Basically direct the PCs to areas that can offer a challenge, don't waste time with exploring hex by hex and dealing with speed bump encounters that are more annoying than threatening.
3) The region based kingdom management. Especially if you're making this as a PF2 product and have a chance to redesign from the ground up, claiming and upgrading hex by hex turns kingdom management into a spreadsheet simulator. Instead of claiming 50 hexes 1 at a time for 1 bp each I'd rather see claiming a region for 50bp. The CRPG's kingdom management system isn't perfect, but at least this aspect of it is on the right track.
4) The motivations of Nyrissa and the possibility of teaming up with her to take on the Eldest if meeting certain goals. Nyrissa appearing earlier and her story being brought in much earlier is also good. I have no way to be sure but from discussions on this forum I feel like Nyrissa coming into play earlier is probably one of the most frequent changes made to the AP.