With the discovery of an uncharted, resource-rich, and uninhabited planet in the Vast, several factions begin a joint settlement effort, and the heroes are given the chance to be the scouts and administrators of one such charter. As they explore the surrounding wilderness and grow their new settlement, they must contend with all manner of problems, from wild animal attacks to dissatisfied settlers. And the planet holds mysteries beyond counting!
"Planetfall" is a Starfinder Roleplaying Game adventure for four 1st-level characters. This adventure begins the Horizons of the Vast Adventure Path, a six-part, bimonthly campaign in which the heroes are at the forefront of exploring and charting a world filled with mystery. This volume also includes a new system for expanding a fledgling settlement on a new planet, a player's guide, and a selection of strange alien creatures.
Each bimonthly full-color softcover Starfinder Adventure Path volume contains a new installment of a series of interconnected science-fantasy quests that together create a fully developed plot of sweeping scale and epic challenges. Each 64-page volume of the Starfinder Adventure Path also contains in-depth articles that detail and expand the Starfinder campaign setting and provide new rules, a host of exciting new monsters and alien races, a new planet to explore and starship to pilot, and more!
Basics- INTO THE UNKNOWN! Settle a planet and fend off the wildlife AND the friends you brought along the way in this Kingmaker in Space adventure!
Mechanics or Crunch- This adventure focuses on building and exploring a location. The problem with this and most other RPGs of this kind is randomness. Each hex has a random chance to happen there unless something is scripted. This problem can lead to you having way too many encounters to the point the book even says reduce the experience the players get. That feels a bit cheap. Couple that with the fact that there are only eight random encounters means players can get bored quickly with the encounters. There are scripted events and locations that do make things more fun, but be aware! It’s fun, but it can get a bit same-y for the fights. Most of the fun comes from the social and that is done well, but if a party just makes all murder hobos which are excellent in the bush, they will get decimated in town as they will be out maneuvered at every turn by the people they came to lead! 4/5
Theme or Fluff- Just like in the crunch, the story can get same-y if you are not careful. Depending on how players handle the world, they can spend tons of time just running around in circles exploring the same hexes again and again if they are slow. The town encounters and managing all the NPCs is the bulk of the story in this one. There is some toward the end showing the world is more than it might have seemed, but most of the time there is just town and other local claims to deal with as the bulk of the story. It’s fun, but this is an intro game that will help power level the characters more than dig deep into the story. 4/5
Execution- PDF? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? Honestly yes. Paizo does books and adventures well. Paizo was a publishing company before an RPG company, and honestly that experience shows in a clean book that is easy to read. 5/5
Summary-There is a reason players wanted Kingmaker in space. You build a location and make it shine! This book sets the foundation for that, but like all foundations it takes time to set up. This one is a bit slow and honestly needs an expanded random encounter table as eight separate things is just not enough. Give me 20 or give me more set encounters in each place, even if they don’t advance the story! That right there would lift this WAY up in the ranks as even my players had almost memorized what the D8 meant for the coming encounter! The story that is here is fun and my players quickly learned to love and HATE some NPCs. That makes me happy as a GM. It goes almost without saying that I love Paizo’s bookmanship, so top marks there. It’s a good adventure that just needs a bit more for the random to keep things a bit more entertaining. 87 %
First thing here is that I have played this module as a player with 5 other Players and completed it.
I am currently GMing 3 other groups through this module right now, 2 just starting and one at the tail end of finishing it, so this is no read (not run or play) then post a review ASAP kind of thing. Those leave a lot to be desired I think, for me anyways, or those terrible one liners, "great fun" or "to hard" or one I just saw posted "stay away from".........
With that, I strongly beleave that as Paizo listened to us and gave us our "Kingmaker in Space" AP, it will get a full 5 stars from me (at least this starting module) from the get go, but it might not be for everyone, depending on the group and the GM specifically.
Positive +
* 1st Starfinder hexploration AP!!
* 25 named and interesting NPC Colonists to get some fun RP and interaction with
* Interesting events/encounters inside your Colony and out in the alien hex wilds the players will have to run into/deal with
* Building your very own space Colony subsystem`
* Multiple Factions that also have charters on this new world besides yours and you can choose from a list of official sponsors for your own Admin group
* Nice and colorfull Hex map
* A large variety of situations one can run into, not always solved by a laser blast :)
Needs work -
- Instead of a session 0 to just talk and make mechanical decisions with no player agency or NPC interactions, a much more organic approach would have worked much better. I had the party start in their nice Colony exploration ship in their bunks sleeping just before hitting orbit (nice to use maps provided in the AP is'nt it).
Then a couple of the named colonists woke 2 of them up with some hard won pointers. Then tipped off a meeting is to be held by their sponsor rep in an hour so get the other Admins up and have it all set up to score some points with this person from the get go. Worked wonders for character intro (as they were to busy with prep before hitting dirtside and just knew the other Admins (players) names only.
- The random encounters needed a lot of work to make them interesting, even using GEM was not much help. Elementals were just to bland so to spice it up a LOT more find interesting. Picking interesting creatures, weather effects and colony related encounters (IE a mis drop of supplies to gain resource points and items.
-To many empty hex's for my taste, and the placement seemed pretty strange til I picked up that there was to be an underground river system that was scrapped before final release (Thanks again Hilary for our forum chats!!).
- Admin (Party) motivation can be lacking at times so it takes a strong GM to guide them (ala Ezrand the sponsor rep) to keep them on pace for whats going on, building your colony and so forth.
- Wish there was more contact with other charters as that sets up other modules in the future quite well and not so out of the blue.
- No colony map.
- Credits can be hard to come by so every creature remains could be bought by dear old Ezrend for the parties Sponsor, and he could very well hand out bonus pay for discoveries made. That was a pretty glaring oversight not to have these things spelled out for credits and UPB rewards.
Overall I had a great time as a player in this and I am also having a blast GMing it for other groups. Just know that your GM skills might be put to the test to get the fullest out of this adventure for you and your group.
Great first module in the Horizons of the vast AP, do yourself a favor and pick this up if this theme type interests you and your players. Leaps and bounds above where we started with Dead Suns AP!!
You have to do a lot of improv to make this entire AP line work. There were some pretty serious "how do people live day to day" questions that went unanswered until later AP's or even completely unanswered.
Some of the encounters can be a bit rough, but that's nothing new for a starter AP. I felt the loot was a little sparse, especially if parties choose to flee from random encounters or skip optional events.
Speaking of which --- if you do EVERYTHING in these AP's, your group will be overlevelled, without fail. You either embrace this, or you'll need to cut some of the content.
In addition - vehicles are easily procured and give you 6 actions per day. This can result in serious incongruous expectations between how many hexes developers expected you to get through per in-game month versus how many you'll actually get through. I am consistently finding that my group has spent less-time on planet than the AP expects, so sorta like the Kingmaker CRPG (ironically!) you may have to spend time "catching up" and having several months go by of nothing but charter turns with no activity on the part of the players.
Finally - specific to AP 1: radiation in Starfinder is pretty nasty at low levels. Poison damage is mandatory even if you pass your save, and acute radiation exposure is a poison. Unless your players get clever with a couple of the encounters and "kite" enemies, they may have an unpleasant time at level 2 or even level 3.
That is VERY disheartening to hear that Aaron so I take it that Roll20 did not budge an inch at that meeting you had with them to try and nudge them to do more :(
Might be time to start looking for a new VTT it seems and take my 36+ players elsewhere as well.
For the Love of Paizo please tell me if we will at least get Hi res maps for this like we have before in Fly Free or Die or will it be going back to normal pre PDF map image problems??
That is VERY disheartening to hear that Aaron so I take it that Roll20 did not budge an inch at that meeting you had with them to try and nudge them to do more :(
Might be time to start looking for a new VTT it seems and take my 36+ players elsewhere as well.
For the Love of Paizo please tell me if we will at least get Hi res maps for this like we have before in Fly Free or Die or will it be going back to normal pre PDF map image problems??
Tom :(
In terms of digital product specs you should expect from us what you recieved with Fly Free or Die.
Roll20 is a good and enthusiastic partner. They are focused on making every RPG system available to their customers. They go broad, not deep. So they support our Rulebooks, Beginner Boxes, One-Shots, Maps, and Adventures lines. Our APs, both Pathfinder and Starfinder, seem to be generally published faster than they can keep up. But we have an ongoing conversation and never say never. Now that this AP is every other month we will see.
Thanks Aaron, the Fly Free or Die map quality works for me then at least.
And now as the news is out about WotC having their own VTT coming out, well I think the odds might be much better at getting more of Paizo's products out there for Roll20, or so I hope.
I hear ya on the support but honestly having AP support on VVT's is what GM's need the most in my humble opinion.
Yep every other month should give em more time to work on them, so guess we will wait and see!!
Thanks for the thoughtfull reply and I hope you see why more than a few of us Roll20 GM's get so frustrated at times as to what does, and does'nt come out for Paizo Products.
Thanks Aaron, the Fly Free or Die map quality works for me then at least.
And now as the news is out about WotC having their own VTT coming out, well I think the odds might be much better at getting more of Paizo's products out there for Roll20, or so I hope.
I hear ya on the support but honestly having AP support on VVT's is what GM's need the most in my humble opinion.
Yep every other month should give em more time to work on them, so guess we will wait and see!!
Thanks for the thoughtfull reply and I hope you see why more than a few of us Roll20 GM's get so frustrated at times as to what does, and does'nt come out for Paizo Products.
Oh, and any ETA on a players guide yet please? :)
Tom
Keep the faith. Paizo is always working on cool things I can't talk about until they are ready to be marketed. The lessons learned from this pandemic-motivated-VTT-surge will effect the marketplace for years.
The Player's Guide is built into Planetfall. It starts on page 52 and is 3 pages long. It includes character options, like feats, and a new theme.
There will also be a trailer video in August that is fun but not spoiler-y.
Patron types for your charter are:
Conservation - Xenowardens
Expansion - Veskarium
Experimental - Zenniledie Labs
Exploration - Starfinders
Grant - Abadan Corp
All give bonus civilization stat points (Accord, Culture, Economy, Magic, or Technology) as seen in the Galaxy Exploration Manual cultural attributes https://www.aonsrd.com/Rules.aspx?ID=760
As to the other question
Spoiler:
There’s an overall big bad, but it seems to be only loosely connected to individual books at first. As the “big bad” is sort of environmental and impersonal in nature, it might wind up feeling like you’re just trying to survive the effects it until you can confront it directly in the final book.
How big is the hexploration and city building compared to Kingmaker? I'd assume downscaled a bit or about the same or quite different are any of you thinking, and how are the maps?
Do we get the whole hex map for exploration in the AP or just in parts that deal with each module specifically perhaps??
Also how is the players guide, good advice for class, and skill sets?
Oh yeah, this is first Starfinder AP right that uses adventure toolbox format right? Does that mean all bonus article content is AP relevant including bestiaries? :O
(if bestiary entries aren't ap monsters, can someone list them? xP)
Oh yeah, this is first Starfinder AP right that uses adventure toolbox format right? Does that mean all bonus article content is AP relevant including bestiaries? :O
(if bestiary entries aren't ap monsters, can someone list them? xP)
After a quick search, I believe all the creatures listed in the back-matter appear in the adventure or have the potential to so I will not list them.
How big is the hexploration and city building compared to Kingmaker? I'd assume downscaled a bit or about the same or quite different are any of you thinking, and how are the maps?
Do we get the whole hex map for exploration in the AP or just in parts that deal with each module specifically perhaps??
Also how is the players guide, good advice for class, and skill sets?
Thanks
Tom
There is one full page hex map in this volume. I have not seen the future volumes.
Thanks bud!! Will Aaron get the chance to play or GM this are ya thinking in the near or far future?
I'm doing both!!! Ha Ha Ha
Tom :)
I'm have a PF 1 group where I am a player. I'm slowing teaching them PF2 as a GM. GM'ing Starfinder Against the Aeon Throne right now. (We will take a break and switch to Mutants and Masterminds for a bit.) I plan to play both Starfinder Society and Pathfinder Society so I can get a feel first hand and be a player. I have a FLGS I want to help support with in person Society play. I also have to find the time to be proficient in Roll20, Fantasy Grounds, Astral VTT and Foundry. I still need to play Pathfinder Kingmaker and Pathfinder Wrath of the Righteous CRPGs. Fortunately, this SF AP will take a year to publish, so I have time. Wheee!
Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Just want to put a big Thank You here to the design team who put this volume together as a PDF. I just got mine, and I was overjoyed to discover that the image issues we had in the FFoD series are completely gone. Everything in this book, at first glance, looks like it is formatted for ease of use on VTT and remote play, and we still got the standalone interactive map pack, to boot.
This makes me so happy as a GM and I can't wait to start putting a group together for this!
How big is the hexploration and city building compared to Kingmaker? I'd assume downscaled a bit or about the same or quite different are any of you thinking, and how are the maps?
Do we get the whole hex map for exploration in the AP or just in parts that deal with each module specifically perhaps??
Also how is the players guide, good advice for class, and skill sets?
Thanks
Tom
The first two volumes have full-page hex maps that are technically both open for hexploration from the beginning, but like in Kingmaker, some of the areas in volume 2 will be beyond your players' capabilities, so they might want to stick with the rivers and the lakes that they're used to.
The third volume has a half-page hex map that is technically part of another charter's land, but without spoiling things too much, the players will still be allowed to explore it.
From there, the volumes focus on specific events in the larger narrative with time for the PCs to explore what they haven't yet and continue to build up their charter.
Also, look for the Player's Guide soon! It's a little shorter than previous ones, but it does contain all the necessary advice for making a character--plus a page of new feats!
Oh yeah, this is first Starfinder AP right that uses adventure toolbox format right? Does that mean all bonus article content is AP relevant including bestiaries? :O
(if bestiary entries aren't ap monsters, can someone list them? xP)
We are still adding creatures to the Alien Archives that don't show up in the adventures. Though they will generally be as thematic as possible. For instance, the Codex of Worlds entries for this whole AP detail the other planets in the system, and the corresponding Alien Archives have creatures that can appear on those planets! Just in case your players want to REALLY go exploring!
The rest of the Adventure Toolbox (for this AP anyway) will contain additional GM information (in the form of updates as to what's happening elsewhere on the planet) and thematic player options where appropriate!
For those lucky few who have this, what flip maps and Flip tiles would be best to get for this module? Nice to have the great selection we have now for SF!!
For those lucky few who have this, what flip maps and Flip tiles would be best to get for this module? Nice to have the great selection we have now for SF!!
Thanks
Tom :)
There are 15 custom maps in this volume in addition to 4 decks of the settlement starship.
None of those really seem to be able to be simulated with flip-mats or flip Tiles with the exception being parts of the map on page 34 which could be partly done with the
Space Station Docking Bay Expansion Flip tiles.
This will be the last Starfinder issue i have picked up for the time being, as i really don't see myself playing SF in the next years.
It has been a nice ride, thanks and good luck, i may pick up issue #50 in march 2023.
Just want to put a big Thank You here to the design team who put this volume together as a PDF. I just got mine, and I was overjoyed to discover that the image issues we had in the FFoD series are completely gone. Everything in this book, at first glance, looks like it is formatted for ease of use on VTT and remote play, and we still got the standalone interactive map pack, to boot.
This makes me so happy as a GM and I can't wait to start putting a group together for this!
I agree! Much better than the image issues with second release of the Devastation Ark PDFs and the Fly Free or Die PDFs. The file size is much larger, 130MB vs the 30MB or so of the others but I'll take that trade-off for the ability to easily extract complete images and select text. Any possibility we could get the FFoD PDFs repackaged this way retroactively?
The story promise a lot, I've really love it. For those who rather like the printed book and thus no pdf, is there a printable player map for the charter area?