APs you'd like to see in the future


Pathfinder Adventure Path General Discussion

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Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber

Wow my spelling and grammar really suck late at night! I think a Worldwound AP is inevitable - it's been begging for one from its inception. To do it justice it would need to be hard, really hard, on those poor adventurers.

The Exchange

Numeria


Galt and Andoran. Intrigue, spying, executions. Why must politics in a RPG mean ruling a fiefdom? I really want to see this, and I doubt anyone but Paizo could pull it off.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Cat-thulhu wrote:
Wow my spelling and grammar really suck late at night! I think a Worldwound AP is inevitable - it's been begging for one from its inception. To do it justice it would need to be hard, really hard, on those poor adventurers.

A Worldwound AP is the one I'd most love to see. As to what they ACTUALLY have in mind for after Shattered Star, we will have to wait and see, but I have a good notion it's gonna be pretty cool.

Paizo Employee Creative Director

Just so folks know... I am indeed lurking here and watching. Some of the more popular requests on this thread WILL some day become Adventure Paths... but it might take a while. We only get to do 2 a year, after all. So keep the requests flowing!


Book of Vile Darkness

I mean, Complete Divine.

eep. um...

BoEF? *laughs*

A Land of the Linnorms campaign where you play heroes destined to go kick the stuffing out of Baba Yaga's lineage and reclaim what was lost would be cool. Or... become a king by your own hand, Conan style. That'd be fun.

OOh, and an AP that has ya caravaning to Casmaron. Man, I totally want to meet the Emperor of the Kelish Empire, and I stopped reading Berserk when it switched over to the sultans army of monsters nonsense.

Liberty's Edge

1. a Tian Xia specific AP, not one that begins in the Golarian West analog then goes there but one that is immersive in the Asian analog culture.

2. Time traveling to the great events of Golarian!!!!

3. Numeria - I want to see/fight robots and mutants

4. Alistar - Steampunk themed AP would be wonderful


This one won't happen, for various copyright reasons.

With the crashed starship on Golarian, I have thought it would be great for somebody to come looking for it, like say, the Dragonstar Empire.

Sovereign Court

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Pathfinder Adventure Path Subscriber
Jason Nelson wrote:
A Worldwound AP is the one I'd most love to see.

That's my top pick now too. Although Lastwall would make me happy too.


Hey guys,
Has Paizo considered doing THREE Adventure Paths a year? I know several of the AP's seem to drag on a bit long according to my players and many of the posts i've read here on the boards. Maybe 4 adventures would alliviate this problem and allow for 3 different AP plots a year. (Fast track XP)

Kettlebriar


James Jacobs wrote:


While Skull & Shackles is certainly an easy one to play with evil PCs... we're not assuming that, nor are we building it to be that. We've said that Paladins wouldn't work well for the AP mostly because of the psychological baggage the class brings with it... I think that a lawful good character (even a lawful good cleric or monk or the like) COULD play in Skull & Shackles fine, but the fact that the paladin has 30+ years of inertia and alignment arguments and the like means that, from a fundamentally traditional level, paladins would have a tough time being justified as characters in the AP. Not impossible, but certainly tough.

Skull & Shackles' core goal is, after all, to get rich and be pirates. Paladins, more than any other class, don't mesh well with being pirates. But the concept of good-aligned pirates doing your thing in "pirate land"? That's pretty awesome.

Make a Magic Knight class, have nine types (one for each alignment), based on the Paladin.

A Worldwound/Mendev AP could actually be Twin APs one for the "good guys" side and one for the "bad guys" side... or make it 4 APs, 2 for mortals PCs and 2 for Supernatural PCs (celestials, fiends, half-celestials, half-fiends, etc...)


I can see the reason for determining the location for the next AP, but what type of enemy do you want to face? Most of the APs have a general theme of monsters with other monsters thrown in for flavor.

Liberty's Edge

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This came up in a discussion with someone in my gaming group:

The party has to (in order to defeat an ancient evil of nigh-immeasurable power) drive a very large herd of sheep across Grungir Forest to request Fafnheir's advice. They cannot teleport them in, he's fully aware of their actions while in the forest and would consider that a sign of weakness.

We have rules for running a caravan, we will be getting rules for sailing and managing a ship. It's about time an AP gives us rules for herding.

Kidding aside, an AP set in Irrisen and/or the First World would make me very happy indeed.


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Kettlebriar wrote:

Hey guys,

Has Paizo considered doing THREE Adventure Paths a year? I know several of the AP's seem to drag on a bit long according to my players and many of the posts i've read here on the boards. Maybe 4 adventures would alliviate this problem and allow for 3 different AP plots a year. (Fast track XP)

Kettlebriar

It's come up from time to time. The main reasons against seem to be:

1. The AP format is a HUGE success. Tinkering with huge successes carries an inherent risk (kind of an 'if it aint broke, dont fix it' thing). Paizo have demonstrated a willingness to experiment and adjust the formula but lots of baby steps seems to be the preferred method for doing that rather than grand, sweeping changes to format.

2. (And probably the dealbreaker) The first and last episodes of an AP are the largest amount of work. Coming up with 3 first instalments, 3 final instalments and 6 middle instalments is much harder than 2 first, 2 final and 8 middle. There's also all of the 'extras' (like player's guides, item cards, the recently prevalent map-packs/flipmat tie-ins and appropriately themed campaign setting books and so forth). More APs means more restrictions imposed on these other lines (or reducing the benefits of subscribing to many lines) and greater chance for scheduling delays and so forth.

No doubt there are other reasons I've forgotten, but I think those are the main ones. From my perspective it's a pity, since I'd also be a fan of shorter APs, nonetheless it seems like something they've considered and formed a firm view that it's not practical, at least at the moment.

Sovereign Court

It also might mess with the launch-one-at-gencon schedule.


Hiya.

I'm not playing PF at the moment, but I'd like to see a sort of "do it yourself", or "fixer-upper", "open-ended" style AP. What I mean is that I'd like to see an overall story, but no real heavy plot lines leading you around. Kingmaker seems to have gotten real close to this, even though I have't played/DM'ed it and only have the first 2 modules.

Think of it like the old classic 1e AD&D module series. Take a look at the blurbs on the cover of them.

C2 - The Ghost Tower of Inverness... A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst. Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover it's greatest treasure -- the fabled Soul Gem.

I1 - Dwellers of the Forbidden City... Somewhere in the steaming jungle lies the answer to the whispered tales -- rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders -- or death! Is your party brave enough to face the terrors of the unknown and find -- the Forbidden City!

I2 - Tomb of the Lizard King... Ruthless brigands have brought a halt to the trade between the lands of Eor and it's neighbors to the south. The military forces sent by the Count of Eor to eliminate these cutthroats have mysteriously vanished. Even worse, there are rumors of an ancient evil once more abroad in the land. Can your party of adventurers succeed where troops have failed?

Now, those are very simple story-premises for the PC's. In side the module is usually a page or so of "what's going on", but they are written without regard to the party. The story doesn't depend on any character actions. That's the "open-endedness" I'm talking about. Because of the open-endedness of the player choices, the 'level spread' should be minimal from beginning to end. Using the Slow advancement pace out of the PF book would work. I see a 6-part adventure path covering, perhaps, 2 or 3 levels at most (e.g., start at level 1, and end at level 3 or 4).

I'm probably in the minority here, but I'd just like to be able to not feel like certain things *have* to happen each module in order to continue the story. The moduels should all have the underlaying story, but each module shouldn't present "absolutely required story/plot events". I want, as DM, to weave my players choices into the progression of the story...not the other way around.

I'm finding it really hard to articulate what I mean. Hmmm. Does anyone have any idea what I'm trying to get at, or...not...?


I see 'megadungeon' a lot throughout the many posts in this thread, and I agree that Paizo would do it justice. The traditional levels of the dungeon - I'm thinking DnD White Box here - could be paralleled and broken down throughout the six books. My suggestion, and spin, on this would be to make the PCs the monsters, and not make it tongue-in-cheek. Or maybe alternate: book 1 would put the PCs in the roles of the monsters, working for some overlord or whatever, building up the dungeon defenses against those awful humanoids who come to despoil and spread their 'civilization' around.

Book 2 would change the point of view to standard PCs, who would then assault the dungeon created in book 1. Book 3 could go back to the monsters, who would come from afar to assist their defeated brothers in the form of a counter-attack against the town from which the humanoids staged their own attack. And so on, back & forth like that.

I'd think that such an AP would result in lower levels by the end - that is, the highest the PCs would reach would probably be on par with what they'd reach by the end of the 3rd book in a standard AP, but so what?

I played 'We Be Goblins' and it was amusing, but that approach (a little goofy) isn't sustainable over the length of a campaign. I think a serious look at monster motivations and the inner workings of evil organizations would be interesting...and the back & forth would still provide players with the ability to be heroes.


Actually, I could see a darklands/megadungeon mix. This would allow combining the typical dungeon structure with a vast cavern network. You can have various factions/races that could be interacted with. The inital goal could be exploration of some ancient ruins with a cave-in/trap/whatever depositing the players in the upper darklands. The goal would then shift as the PCs try to find a way out.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Card Game, Companion, Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Osiron - A Desert of Desolation type thing?

Planet Hopping

Barsoom type AP

Megadungeon

Dark Archive

Heck, might as well put in my votes.

1. Numeria - Loved the old Expedition to Barrier Peaks

2. Irrisen (possibly starting in Land of Linnorn Kings) - big fan of Baba Yaga and think Paizo would do a great adventure about her and/or her daughters.

3. Worldwound Crusade - A massive army campaign in this area just screams AWESOME over and over.

-J


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A really high level AP, say, 17th-20th.


Heck yeah. I likem.


1) Numeria/Barrier Peaks type thing

2) A high-level AP that could start after another ended (say 15th Lv start)

3) An AP that incorporates large scale combat (i.e. Battlesystem), with PF rules for such combats. Disclaimer: I haven't played Kingmaker, scratch this idea if Kingmaker already came up with mass combat rules.


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Pathfinder Rulebook Subscriber

The Final Villain is a Dragon.

I've seen a lot of APs which use dragons. Many of them used them well enough, but in all of them, the dragon served as either an incidental encounter along the way, as one of the major lackies, or as the real boss's mega-tough second, third, or fourth in command.

A non-random 'random' encounter;

A Mega-Mook or Lieutenant;

Or a Major-Domo/General.

Despite arguably being the most potentially formidable customers in Golarion, the Dragon is never The Boss at the end. He is even arguably even seldom the boss of his own fate.

You'd think that sometime or other one of the creatures with the strongest creature type, the longest mortal lifespan, great spellcasting abilities, the potential to get mightier than the Tarrasque, and the widest range of challenge ratings without gaining character levels... would do something worthy of a band of heroes starting up an Adventure Path to just stop her.


1)Numeria

2)Planet hopping

3)Sarusan

4)Underwater(exploring or as aquatic races)

5)Arcadia(explorers send to explore the "new world")

6)Azlanti

7)Irrisen

8)Linnorm Kings(whole AP)

9)Hermea/Steaming sea

10)Tian Xia(the whole AP)


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I'd like to see an AP in Arcadia.


Jim Cirillo wrote:
I'd love to see a mother-of-all dungeon crawls AP with various factions to work with/against, various quests within the large scope of the crawl, fantastic locations within 30' x 30' rooms, that sort of thing.

A mega dungeon with all sorts of creative monsters like those designed using templates would also me on my wish list.


Like several others, I would like to see APs that visit Numeria and the Worldwound. I would also like to see a "Hangover" style AP or module where the players wake up weaponless, on the deepest layer of hell, with no memory of how they got there. They would then have to work their way backwards through the adventure to figure out what happened, and to escape hell.


In light of Dragon78's recommendations here are mine:
#2 Planet hopping -Yes please! Maybe Castrovel?
#3 Sarusan - A possibility.
#5 Arcadia - I have wanted to take a group there for a while. Maybe put Ghostwalk there.
#6 Azlanti - Search the remaining islands for a forgotten but active artifact.
#8 Land of the Linnorm Kings - Along the line of Kingmaker a Linnorm hunt.

Just my 2 cp.


I would like to see:
- Linnorm Kings
- War (maybe in Taldor)
- Heroic AP (kill the Dragon, save the Kingdom)

Personally, there are 3 AP's I would not buy:
- Numeria
- start at High Level
- evil


The three I'd most like to see (in no particular order):

1. Numeria, in the style of Barrier Peaks. At the time I didn't know what to make of "Expedition to the Barrier Peaks" but over the years it has become a favorite.

2. Arcadia. I'd love to see some of pseudo-Americas. Would love to see some Meso-American stuff a la "The Hidden Shrine of Tamoachan". This could make an excellent Kingmaker 2 as well -- charter to establish a presence in Arcadia and the option of taking different routes: conquest, settlement, trade, religious crusade, etc.

3. Osirion, in the style of the "Desert of Desolation" series. Sure, we've had a couple of J* modules and a source book. A couple of PFS modules. But never a full blown treatment of Osirion. "Legacy of Fire" does not count.

Grand Lodge

I am liking the idea of an Arcadia introduction AP.

Aeglos' War AP has me intrigued as well. Something like the Iliad kind of war AP. Maybe the Qadira-Taldor crusades, or perhaps somewhere else? But it should definitely take place in that central Avistan area. Maybe even an assault on Absalom. Something in the vein of Xerxes invading Greece.

Those would absolutely ROCK me like a Hurricane! :)


At Pming, I likewise am in favor of incorporating the old 1Ed adventures into an AP. Clearly, a few names will have to be changed to avoid copyright infringement, but certainly doable.

A multi-level dungeon would be good. I think for a multi-level dungeon to be worth while, it has to have a good back story or the like, ala Maure or Greyhawk Ruins.

Sovereign Court

Pathfinder Adventure Path Subscriber
aeglos wrote:

Personally, there are 3 AP's I would not buy:

- Numeria
- start at High Level
- evil

Yeah, I feel the same, especially about Numeria.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Callous Jack wrote:
aeglos wrote:

Personally, there are 3 AP's I would not buy:

- Numeria
- start at High Level
- evil
Yeah, I feel the same, especially about Numeria.

Callous Jack and aeglos, you are now dead to me. ;)


Would love something dungeon/underground based...something like the Night Below adventure from days gone by.


Pathfinder Adventure Path, Rulebook Subscriber

If were voting ...

1)Numeria

2)Plant/Planes hopping campaign

3)Maybe a slave rebellion/revolution type campaign where the pc has to break free and take over

4)an "already dead" campaign. what I mean is that the characters are in fact deceased but for some reason don't know it..may very well overlap with 2 above

5)The enemy of my enemy is my friend. A campaign where some outside influence requires the cooperation of even the most hated of enemies to defeat Pcs would take the roles of representatives from the various nations to ally and defeat the treat.


atheral wrote:


2)Plant/Planes hopping campaign

3)Maybe a slave rebellion/revolution type campaign where the pc has to break free and take over

4)an "already dead" campaign. what I mean is that the characters are in fact deceased but for some reason don't know it..may very well overlap with 2 above

.

.
Positive energy undeads? Well, we are trying to think about it.


Pathfinder Adventure Path, Rulebook Subscriber
C. Nutcase wrote:
atheral wrote:


2)Plant/Planes hopping campaign

3)Maybe a slave rebellion/revolution type campaign where the pc has to break free and take over

4)an "already dead" campaign. what I mean is that the characters are in fact deceased but for some reason don't know it..may very well overlap with 2 above

.

.
Positive energy undeads? Well, we are trying to think about it.

Thats one option, My initial intent was the Players wake up somewhere they don't recognize either in the material plane or in the afterlife with no knowledge of how they got there and after a few adventures trying to get home, reach an previous goal etc find out that they in fact already dead. Cliche I know but it would be an interesting campaign.


atheral wrote:


Thats one option, My initial intent was the Players wake up somewhere they don't recognize either in the material plane or in the afterlife with no knowledge of how they got there and after a few adventures trying to get home, reach an previous goal etc find out that they in fact already dead. Cliche I know but it would be an interesting campaign.

.

.
That is one idea... but, what happen if they "die" again?

Dark Archive

C. Nutcase wrote:
atheral wrote:


Thats one option, My initial intent was the Players wake up somewhere they don't recognize either in the material plane or in the afterlife with no knowledge of how they got there and after a few adventures trying to get home, reach an previous goal etc find out that they in fact already dead. Cliche I know but it would be an interesting campaign.

.

.
That is one idea... but, what happen if they "die" again?

They regain consciousness, discovering that they were not killed but simply left for dead. There could be several occurences of this before they came to realize that the reason they keep "waking up" is that they are, in fact, dead.


I would like to see:
plane shifting / planet hopping
1st world themed
Arctic themed
Intrigue (any setting, I have a weak spot for druid politics, think Broken Moon but bigger.)
City based


James Jacobs wrote:
Just so folks know... I am indeed lurking here and watching. Some of the more popular requests on this thread WILL some day become Adventure Paths... but it might take a while. We only get to do 2 a year, after all. So keep the requests flowing!

Something in the flavor of the Tomb of Horrors, that puts the 'Fear of Gawd' in the hearts of the players & their characters alike.

A large scale dungeon crawl similar to/in the flavor of Castle Greyhawk or Maure Castle.


- "A Paizo year" , start as just another day at the Paizo office and end at PaizoCon.

- An AP were you're only allowed to take NPC classes (and so do 99% of the NPCs)

- "You wake-up totally naked in the middle of nowhere with no memories of who you are, where you come from or how you ended up there."

Owner - House of Books and Games LLC

Belle Mythix wrote:
"You wake-up totally naked in the middle of nowhere with no memories of who you are, where you come from or how you ended up there."

That's pretty close to Skull & Shackles, isn't it?

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Card Game, Companion, Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Yes, I forgot First World. I would love that.

Liberty's Edge

AP based on the return of Baba Yaga in Irrisen for 2013, with Mythic Rules for an AP that goes beyond level 20.

Man, I'm salivating just considering the myriad possibilities (Irrisen politics complete with influence networks throughout the Inner Sea, War with the Linnorm Kingdoms and other neighbors, Walkabouts in the First World, ...)


J-Bone wrote:

1. a Tian Xia specific AP, not one that begins in the Golarian West analog then goes there but one that is immersive in the Asian analog culture.

Yes, I agree with this. While introducing western fantasy characters to Tian Xai was perhaps a necessary first step, and my players are loving it so far, they also want to play in a game that begins in an oriental setting rather than one that takes them there.


Andric wrote:
J-Bone wrote:

1. a Tian Xia specific AP, not one that begins in the Golarian West analog then goes there but one that is immersive in the Asian analog culture.

Yes, I agree with this. While introducing western fantasy characters to Tian Xai was perhaps a necessary first step, and my players are loving it so far, they also want to play in a game that begins in an oriental setting rather than one that takes them there.

.

.
Unfortunately, people who want that might not be numerous enough for Paizo to do this.

Scarab Sages

* I would like a future AP to explore the rest of Garund, Azlant, Arcadia, Casmaron, OR Sarusan to flesh out Golarion more. (I likely won't run or play in a Tian-Xia campaign, though...if only because I can't pronounce any of it)

** A campaign based on Lawful Neutral or Chaotic Neutral enemies - basically a campaign with less good vs. bad - one that explores the other alignment axis.

* time travel would be cool(I liked that small part of Second Darkness)

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