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What about names like Bulmahn? ;)
Well, he's already part of canon, so what can we do? If we were going to redesign him for our world from the ground up, he would totally lose the "h."
Of course, I'm one to talk. We'd have to rework my name to Mikartor or something. 'cuz honestly, "m" and "c" together as the first two letters in a name? Geez!

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I was reminded of this thread reading today's blog. That seems like a little more than what I want to share with my boys (both are under 12). I must say that while I love the work you guys do, I'm a little nervous about the tone of Pathfinder.
You can certainly tone down elements like Jervis Stoot/Chopper, gloss over these elements, or cut them out entirely. But at the same point, the vast majority of our readers enjoy their games with darker edges, so ignoring them and maintaining a less gritty element in Pathfinder isn't fair to them either. Gritty/horror themes are one of the most popular (if not THE most popular) genres for Dungeon adventures, as email and mesageboard posts and polls and in-person conversations have again and again proven to me over the past four years.
Will all of Pathfinder be grim and gritty? Absolutely not. But there will be elements of it (as shown by the sordid tale of Chopper in the blog) in each Adventure Path.

Zaukrie |

I certainly wouldn't expect you to tailor anything to younger kids. I have greatly enjoyed reading (if not yet running) most of the more horror oriented adventures, so count me among those that like them and want them. I'm just not sure how much it will effect my desire to buy Pathfinder for $20.
btw, James, I love your work on the demon articles in Dragon. Some of my favorite articles ever.

Eric Garvue |

You can certainly tone down elements like Jervis Stoot/Chopper, gloss over these elements, or cut them out entirely.
This goes hand in hand with the recent discussion on firearms. As a DM, I always, always am changing things around in the adventures - a good DM adapts the adventure to his playing group. I don't think I've ever played a game where I didn't modify the adventure or game world.
Of course, coming up with a good substitution for some of the more gritty/horror elements in an adventure takes more work than simply disallowing a particular bit of technology like guns, but in the end, it'll be worth it. You will have made it "your own", and can take pride in watching your players as they play through something you adapted especially for them.
Modules should be starting points and guides for an adventure, not Holy Writ that must be adhered to at all times.
That being said, I would not run my kids through anything that I would consider inappropriate for their age either - that's not being old-fashioned or judgemental; that's just good parenting. Kudo's to the original poster for that.