Prelude to the Fall (PF 6 Preview) Discussion *SPOILERS*


Curse of the Crimson Throne


This thread is for discussion of Prelude to the Fall.

GREAT stuff by the way. Can't wait!


Yes, it is very cool. The urban adventures sound the best, but perhaps those other ones will turn out great too. Looking forward to it.

Like the background story too.

Sovereign Court

SPOILERS( I don't know how to do a spoiler tag.)

a few weeks ago when I heard fart of #12 was going to the mushfens, I thought it was dumb, but now I think it is awesome.


I am geeked from the previews. A lot of writers that I like are going to be working on a story with lots of themes and locations of Varisia that I like.
My only beef is that they're going up to level 17 with this one.
That's way too high level for my group to play.We usually see the game start breaking down after level 12. I'm gonna have to do a lot of of modification to run this campaign at workable levels with all the juicy stuff kept in.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
hazel monday wrote:

I am geeked from the previews. A lot of writers that I like are going to be working on a story with lots of themes and locations of Varisia that I like.

My only beef is that they're going up to level 17 with this one.
That's way too high level for my group to play.We usually see the game start breaking down after level 12. I'm gonna have to do a lot of of modification to run this campaign at workable levels with all the juicy stuff kept in.

Same here. I'd give left fang for an AP that went 1-9 or 1-12.

My player's PCs went up two levels in *four hours* of their time (about 16 hours play time) this week and the player finally rebelled and refused the last level-raise. Now they are the wrong level for the next module.

I'm currently looking at RotRL #6 and thinking, I love the visuals and premise, but this is not going to be any fun to run. I hate it when every single AP ends this way.

I'm chuffed by CotCT too, but frustrated by the whole advancement issue.

Mary

Sovereign Court

Its weird, everyone always talks about how their game breaks down at 12, 15, etc etc, but my games never do. In fact, my players have always had much more fun at the high levels than at the low ones, especially when it comes to roleplaying with the movers and shakers of the world. Sure, it may be more difficult when it comes to combat, but the fun outwieghs the minor math work and all the different spells and combat options.

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Mr. Slaad wrote:
Its weird, everyone always talks about how their game breaks down at 12, 15, etc etc, but my games never do.

Wizards talks about it.. and if they didn't keep saying it until people believed it they'd have no justification for half the changes they're making in 4E.. they'd have to call it 3.5 Revised.

Truth is, game groups I've been in don't have that problem. The DMs give the regular low level monsters class levels to make them tougher, fight larger groups, or tougher guys. Wizards put out 5 Monster Manuals, White wolf did 2, there are at least 3 other good 250+ D20 OGL monster books that people can use. That's 10 total books, easily 4000 pages of monster writes up that can help keep high levels interesting.


Mr. Slaad wrote:
In fact, my players have always had much more fun at the high levels than at the low ones

If my players didn't smoke or drink they'd probably enjoy high levels more too. But I don't see it happening any time soon.

Scarab Sages

Adventure Path Charter Subscriber
Mr. Slaad wrote:
Its weird, everyone always talks about how their game breaks down at 12, 15, etc etc, but my games never do.

Might don't either. Had awesome pitched battles. Country shaking events. Everyone's always had fun and both spell-hurler and sword-swinger have had fun.

Back on topic:

I am really looking forward to CotCT but it does seem to be a very tight plot line, one which could be derailed easily.

One question...

Spoiler:
What contingencies are in order if the player say around 10th level try to scry and fry the queen?


I love Rise of the Rune Lords. I'm excited to run it. I like that there are elements of each adventure that I can easily pull out and insert in my own campaigns.

BUT

I am besides myself STUPID excited for Curse of the Crimson Throne! I'm not sure why. CotCT does seem like it would be much tighter in plot, and I am also concerned when it comes to running it how easy the flow will be to maintain. But I can't wait to get the first volume in the mail.


Mr. Slaad wrote:
Its weird, everyone always talks about how their game breaks down at 12, 15, etc etc, but my games never do. In fact, my players have always had much more fun at the high levels than at the low ones, especially when it comes to roleplaying with the movers and shakers of the world. Sure, it may be more difficult when it comes to combat, but the fun outwieghs the minor math work and all the different spells and combat options.

Well, from my experience as a GM, running my own Campaign up till level 17:

1) Low return on investment when designing NPCs and monsters. Work 3 hours in designing a Lich sorceror, get him blasted in one round by twinned empowered disintegrates. Metamagic rods and Incantatrix are a heady mix.

2) A lot of info to handle. High level spellcaster are time consuming for a GM to handle. Throw in more than one into a single combat, and I was overwhelmed by the amount of options at my disposal. I no longer have the brain capacity to accurately remember what each of the spells does, so I had to constantly recheck my books.

3) Iterative attacks up the wazoo. The extreme was a werebear ranger with perfect TWF and his bear animal companion. While hasted. That was 11 attacks for one player.

4) Very long combats.

1) can be handled through the use of AP and premade adventures.
2) Means a lot of prep time. Not something I really have much of anymore.
3) Not much that can be done there, except get your player to preroll. Still, it will take a lot of time anyway, just by adjucating ACs and DRs.
4) You need very expereienced players who know there PCs extremely well to speed up combat. I don't have more than 1 or 2 out of 5.

Gratefully, True20 is out there solving all my woes. And Green Ronin and paizo are developing official conversions. My fear of high level gaming is no more.


WHere are the previews?

Scarab Sages

Pathfinder Maps Subscriber
Rechan wrote:
WHere are the previews?

In Pathfinder 6.

Paizo Employee Creative Director

Rechan wrote:
WHere are the previews?

At this point, the plot synopsis for Curse of the Crimson Throne exists only in Pathfinder 6.

We aren't sure if we'll be putting the plot synopsis anywhere else yet, but putting it online somewhere (behind about 300 tons of spoiler tags, of course) is still a possibility.


The Queen is an encounter in the last module. You know, there's always Mordenkainen's Private Sanctum. Realistically, any ruler who doesn't have this permanently cast over his entire castle is a complete moron. Just add it if it's not explicitly written, it's not that hard to make permanent if your players are scrying monkeys.


Balabanto wrote:
The Queen is an encounter in the last module. You know, there's always Mordenkainen's Private Sanctum. Realistically, any ruler who doesn't have this permanently cast over his entire castle is a complete moron. Just add it if it's not explicitly written, it's not that hard to make permanent if your players are scrying monkeys.

There's also the fact that we know that prophecy doesn't work properly any more. For my game I've said that this spills over and sometimes divination doesn't always work as expected.

Mostly I use this to delay spell effects until I can research weird questions players have about the game world, but it's always there if I need it. It also reinforces with the players one of Golarion's unique story points (ie the death of a god and the subsequent failure of prophecy).

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