What happens when it all runs dry?


Pathfinder First Edition General Discussion

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Owner - House of Books and Games LLC

Props are definitely Good Stuff.

Expensive though. And the whole "make 'em out of paper thing" takes oodles of time.

On the other hand, I really really love when I have the perfect prop for a situation - it makes the whole encounter come alive - it's much better to pull out a Carnegie Institute dinosaur and say "you see THIS" instead of trying to have the same impact, somehow, with a generic miniature, or even worse, a blob of some sort, like a book or a beer bottle.

That's why I spend so much time scouring tag sales, etc. - real miniatures are expensive, building them out of paper takes a lot of time, but when you find a bag of dinosaurs at a tag sale for $2, that's an epic win :)

Ross Byers wrote:
I removed a post. Don't make things personal.

Saint Clair: Please understand... it was all business. It wasn't personal.

Bryan Mills:It was all personal to me.

[unloads gun into poster]


Ross Byers wrote:
I removed a post. Don't make things personal.

We are certainly working you overtime Ross. We should be nicer so we can cutback on unneccessary payroll for paizo. Maybe that would allow for new products to be put out faster. Burning money on unneccessary overtime is a bad thing when it is not generating revenue.

Liberty's Edge

Paizo publishing advenutres is a given. I would be very surprised to see that change. Yet I do not want to only see APs from them. A mix of both APS and new rules is needed.

Paizo Employee Chief Creative Officer, Publisher

And that's exactly what we're going to do.

The "Roleplaying Game" line is for "generic" rulebooks not tied to the campaign setting.

The Adventure Path and Modules lines are for campaigns and one-off adventures that are set in our campaign setting.

We will continue to make releases for all three lines as long as people keep buying them.

My impression is that this thread was mostly discussing what we plan to do with the "Roleplaying Game" (i.e. "rulebook") line.

The continued publication of adventures is a given.


Gorbacz wrote:
Stebehil wrote:
Gorbacz wrote:

LARP rules.

For some weird reason, there never where official D&D 3.5 live-action rpg rules. It's about time to fix that.

I think that was meant ironic, right? D&D in any incarnation is not suited to a LARP conversion - many spells are not usable in a LARP, the AC/HP rules don´t carry over, to say nothing of exotic monsters. I recently was on a LARP where Drow were one of the enemies, and the gamemasters told us "they cast a sphere of darkness, it is dark in this 5ft area" - it was awful to play with that. For LARP, the best rule is "you can do what you can show" IMO. So, fly, fireball, darkness, teleport and similar magic is out. And I have seen no way so far to bring variable weapon damage over into LARP. IMO, D&D and LARP just don´t go together.

Stefan

If you could have robust LARP rules for WoD, where people turn into 600kg furry killing machines and tear your guts out while others boil your blood via magic or warp reality to their whim, you could have such for D&D as well. :)

well.... I think it is no big surprise I did not like that either. Vampire was a stretch for LARP already, but Werewolf? Would not work for me.

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