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Opinions on Some Choices
Hex Grids: We are currently hex gridding the world map and having overland travel be done by hex to simplify the arduous task of getting everywhere. Any views or opinions on this matter? (Yes, you heard me, everywhere. Suck it up and buy a horse.)
Show roads and major caravan routes, sea routes etc. That is one thing many worlds just don't do including Golarion. That is one of my big issues with Golarion, I can work around it but having them adds a LOT.
Global Campaign Timeline: We are setting up a timeline that spans a good portion of the campaign after one of the chapters end. This gives us encounters and events GMs will run at certain days, while players will attempt to save the world before time runs out. (We plan on having notes on managing the timeline and on how to cut some slack.)
Interesting and more or less how I run home games.
Tying up Loose Ends/ Living, Breathing World: As we continue to write up Chapter I, we've added in some parts of the story that are only completed later on. I don't want to give the example away, even in spoilers, but we plan on having some parts of the story only find closure later on. Expect NPCs names to matter and the fates of friends and foes to play on around you.
Then you need to make it very clear who and what is important and give enough information so the GM can RP them correctly to match things up latter. Otherwise it could cause huge problems. That is one of the reasons I never run Pathfinder AP's till all the books are out.
Enhanced Professions: We're currently in the steps of trying out our prototype subsystem allowing you to obtain rare materials and resources to craft more powerful equipment. Balancing is currently the issue, and we're continuing to work on this.
Not much to say about this, as it depends how it is done.
Expanded Races: Dryhten, the player character's starting location and the major settlement of Pendallwater is home to a large community of ratfolk. This is but the first step in bringing less common races into the foreground, including some new ones.
As long as the new races make sense and fit I am all for it. I just don't want to see races added and feel like they was added just for the sake of adding something new, if you know what I mean.
No New Classes: We have decided to not create any new base classes. Some Prestige Classes maybe. Archetypes probably.
Makes sense, though I would say give support to all the core and base classes of Pathfinder. Also I would suggest checking out some of the OGL 3pp ones as well.
Slow Experience Track
This adventure is a long one, but some GMs may want to move quicker. We're including a section on how to run the... almost said the adventure's name there... whoops... anyways, there will be notes on what to remove to keep the player experience/wealth on track if you decide to move to a medium track. A fast track is not recommended.
Thats how we run always is using slow track, just takes adding some in extra stuff.
Third Party OGL: Again, if anyone knows of any great 3rd Party Material that is OGL, we'd love to hear it. We're always ready to expand our options.
Matt Limoges, Worldheart Design
There is tons of quality 3pp stuff out their. I would just look up
Endzeitgeist and check out all his reviews of 3pp stuff.
Worldheart Design |

I'm saying, allow a PC to take an animal that is in an adventure as an animal companion. Say a bad guy uses a chained up dire wolf as a guard for their lair. A druid can sway the wolf to become their animal companion. The GM then changes whatever stats are necessary.
Now I understand, thank you.
And yes, some of these animal companions will be in the possession of enemies, but some are simply rare and hard to find animals that roam the land.

Worldheart Design |

Worldheart Design wrote:Opinions on Some Choices
Hex Grids: We are currently hex gridding the world map and having overland travel be done by hex to simplify the arduous task of getting everywhere. Any views or opinions on this matter? (Yes, you heard me, everywhere. Suck it up and buy a horse.)
Show roads and major caravan routes, sea routes etc. That is one thing many worlds just don't do including Golarion. That is one of my big issues with Golarion, I can work around it but having them adds a LOT.
Quote:Global Campaign Timeline: We are setting up a timeline that spans a good portion of the campaign after one of the chapters end. This gives us encounters and events GMs will run at certain days, while players will attempt to save the world before time runs out. (We plan on having notes on managing the timeline and on how to cut some slack.)Interesting and more or less how I run home games.
Quote:Tying up Loose Ends/ Living, Breathing World: As we continue to write up Chapter I, we've added in some parts of the story that are only completed later on. I don't want to give the example away, even in spoilers, but we plan on having some parts of the story only find closure later on. Expect NPCs names to matter and the fates of friends and foes to play on around you.Then you need to make it very clear who and what is important and give enough information so the GM can RP them correctly to match things up latter. Otherwise it could cause huge problems. That is one of the reasons I never run Pathfinder AP's till all the books are out.
Quote:Enhanced Professions: We're currently in the steps of trying out our prototype subsystem allowing you to obtain rare materials and resources to craft more powerful equipment. Balancing is currently the issue, and we're continuing to work on this.Not much to say about this, as it depends how it is done.
Quote:Expanded Races: Dryhten, the player character's starting...
Thanks again for your feedback Dark_Mistress.
I have indeed noticed Endzeitgeist's great reviews and have begun looking into 3rd party material. Super Genius Games has quite the number of good classes as does Adamant Entertainment and a few others on the d20pfsrd.
As to some of your points:
1) Roads will be noted as they are required anyways. Remember that it takes less time to travel on roads than across mountains so we knew we'd need those included, especially in an adventure that involves quite a bit of world-crossing.
2) We're still trying out new things with the Craft/Professions so we'll let you all know when that's done. Here's an example of just one of the many new items we plan on having. We're trying to break away from just "I buy 500 gp of alchemical components" and reach a level where players can actually use these sort of items instead.
Cinnamint
Cinnamint is an uncommon species of plant that is gathered in temperate climates, usually to be found in hilly or mountainous terrain. The plant itself is composed of long curled up leaves, forming straight stalks. Cinnamint is a non-magical plant by nature and though it has a crisp aroma, not many uses for it has been found.
Common Uses: Eating a stalk of cinnamint grants a +1 alchemical bonus to Diplomacy as the aroma washes away foul odors and cleans up both your oral and nasal cavities. Cinnamint is a viable plant to use for crafting antitoxins as well and if used in its creation, reduces the cost of producing the antitoxin by its purchase cost. A single cinnamint stalk is worth 10 gp.

Goth Guru |

You can use cinnamint in crafting a Mask of Humanity. Made with an Alter self spell, it changes the outer species. Harpies use them to look pretty. It disables their claw attacks, but their singing remains full powered. A mask of goblinkind can just as easily be crafted, but the specific type must be set at creation.

Worldheart Design |

You can use cinnamint in crafting a Mask of Humanity. Made with an Alter self spell, it changes the outer species. Harpies use them to look pretty. It disables their claw attacks, but their singing remains full powered. A mask of goblinkind can just as easily be crafted, but the specific type must be set at creation.
Good ideas, but if we included so much information for each item we'd have way too many pages. We're trying to get a broader effect, so these items most likely will do the following things:
- Increase item/spell potency, save DCs, etc
- Reduce creation costs for certain items
- Can be eaten/used directly for a set bonus

Worldheart Design |

More Interesting Items
An enemy NPC carries this beauty
Emberglow Quartz
This particular gemstone shines with a soft light.
As long as this gemstone is affixed, the affixed object sheds light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.
===
Arcane Gemstones
These gemstones can be encrusted into a suit of armor or a weapon pommel. To affix or remove a gemstone, it requires a DC 15 + gemstone's caster level Profession (jeweler) to remove it.
We were wondering though, out of curiosity, how would you price these? As something that can be carried over to another suit or weapon, how much more should they be worth?

Worldheart Design |

If you don't want to increase the price too much, increase the DC a bit. That way only a truly good Profession or Craftsperson could remove/affix/etc.
Otherwise, it would be dependent on what the benefit is. Maybe an equivalent +1 (or +2/+3/etc) price increase for every 2 caster levels?
We're still working on the DCs for a lot of the new craftables. It'll require some playtesting before everything gets finalized.
And yes, the point is that most people will focus on one or maybe two Professions to really get good at it.

Goth Guru |

More Interesting Items
An enemy NPC carries this beauty
** spoiler omitted **
We were wondering though, out of curiosity, how would you price these? As something that can be carried over to another suit or weapon, how much more should they be worth?
1000 plus the cost of the gem.

Worldheart Design |

Worldheart Design wrote:1000 plus the cost of the gem.More Interesting Items
An enemy NPC carries this beauty
** spoiler omitted **
We were wondering though, out of curiosity, how would you price these? As something that can be carried over to another suit or weapon, how much more should they be worth?
Even for some that provide bonuses such as the flaming quality (or fire resistance if used on an armor)? Would a percentage cost work better instead?

Goth Guru |

Goth Guru wrote:Even for some that provide bonuses such as the flaming quality (or fire resistance if used on an armor)? Would a percentage cost work better instead?Worldheart Design wrote:1000 plus the cost of the gem.More Interesting Items
An enemy NPC carries this beauty
** spoiler omitted **
We were wondering though, out of curiosity, how would you price these? As something that can be carried over to another suit or weapon, how much more should they be worth?
I was speaking just of the light quality.
+1 weapon is 2000 + materials.The cost was in the core rulebook, 2nd printing.

webguy2003 |
More Interesting Items
An enemy NPC carries this beauty
** spoiler omitted **
We were wondering though, out of curiosity, how would you price these? As something that can be carried over to another suit or weapon, how much more should they be worth?
You could make them wonderous items that just magicly attach to an item. Either they would do fairly mundane things or put a limit to how and how many can be used, making some more expensive and powerful ones.

bookrat |

- War (Mass Battles)
Meh. Not a fan. Even back in 2nd ed I wasn't a fan. But some of my players like it.
- Post - 20th Level Content (Not necessarily 21st level)
This would be cool, but I wouldn't be in a huge rush to purchase it.
- Some Science-Fiction Elements
Numeria is enchanting, and I would love to see this.
- Diplomacy and Intrigue (More Roleplay than Rollplay)
Yes. YES. YES!
- Modified Profession/Craft Skills (Opening up new options)
More yes! Especially if craft/profession skills have adventure applications. While I normally get craft and profession skills for RP purposes, it would be nice to see them used in actual games. PFS and Jade Reagent do it pretty well.
- A World With More Races (More than just the core races appearing prominently)
More yes, again! Especially delving into societies of alternate player races from the bestiaries. I'd love to see a campaign in the midst of a tengu - grippli war, or perhaps an adventure that tangents along ratfolk skirmishes in catfolk territories.
- Time Travel (Only to a specific event in time)
Meh. Can be nifty. I have really enjoyed time travel games going into the future where you hear about legends from your own characters past deeds.
- Less Good vs Evil and more Lesser of Two Evils.
This could be very interesting, especially if players are given the option of which evil to support (if they even realize either side as evil), allowing for massively different storylines depending on player choices.
- Factions (Earn reputation and rewards)
Love it. I love it in PFS, and I'll love it outside of PFS.
- Optional Objectives and Locations (Small side-quests and locales for players to explore.)
Yes, please. Word of caution: I notice that this really only works when the players don't have a sense of urgency within the main campaign. I had a DM that kept giving us side quests to get better equipment (and it was really the only way to get magical items, because the DM wouldn't let us purchase magical equipment), while at the same time we had a huge sense of urgency with the main quest. Often times, we had to choose between getting better equipment or letting a town full of innocents get sacrificed to demons or some such. It was a horrible campaign.