Ultimate Campaigns - Stoking the Fire


Product Discussion


I know all things Mythic have been grabbing the future-releases attention since GenCon, but Ultimate Campaigns is the one that tops my "Eagerly Awaiting" list.

I haven't seen much info on it, thus far. Snippets I've seen suggest topics will include:

1. Modified/cleaned-up Kingdom-building & mass combat rules.
2. Rules for running a business
3. Modified crafting system

..and that's about it.

I'm a fan of the subsystems that have appeared in the various APs. Some work better than others, but all are worthy of a more in-depth treatment.

Here's my wishlist for Ultimate Campaigns:
1. Rules for running a business

2. Cleaned-up Kingdom-building

3. Rules for running an organization - could include magical academy, temple, thieves' guild, etc.

4. More detailed social subsystems - build off the romance/rivalry system from Jade Regent & incorporating/improving upon some of the subsystems introduced in Council of Thieves & Carrion Crown

5. Expansion of the Profession, crafting, & Cost-of-Living rules. Perhaps something along the lines of event-style random encounters we saw with the kingdom-building rules. i.e. something that can generate plot-hooks beyond a simple skill check.

6. Expansion/modification to Leadership, followers, etc.

7. A return of the Henchman hiring subsystem! (Go nostalgia, go!)

8. Stronghold development (i.e. structure/building specifics rather than kingdom-building) Whether castle, thieves guild, temple, or tower. Marry these rules to the buy/rent rules that have appeared in the various Campaign Setting city books.

Here's my fears/don't-want list:
1. GMG 2 - I love the GMG, but I want mechanical subsystems that address oft-ignored topics that come up in almost EVERY campaign I've run at some point (see list above).

2. Don't follow the Ultimate Combat treatment. UC has good stuff in it. However, it doesn't meet my definition of "Ultimate Combat". The optional rules seem like tacked-on approaches rather than detailed optional replacement rules. They were the sections I was most interested in, and they were underwhelming to say the least. I don't want the topics in Ultimate Campaigns to get a similar treatment.

3. Feats, spells, magic items. As a GM-book, I don't need to see the standard RPG-line fare in this mighty tome.

So what makes your wish list? What are things you don't want the book to tackle?


I don't want it to tackle anything thats already printed in another Paizo book.

So no re-printings of systems from AP's or modules or core books or campaign settings or all that jazz.

I want 100% unadulterated new material.

-S


I'd like to see:

1. Rules for running a merchant business (trade/caravan/etcetera).
2. Social subsystems (rules for representing power and influence of different factions).
3. Clear and easy to understand crafting rules (I believe these are slated for inclusion).
4. Sections on running high level campaigns of a military nature, religious, mystical, economic, exploratory, etcetera... More GM advice rather than rules subsystems.

I dont mind the inclusion of stuff previously published, especially if it's revamped, clarified and/or expanded.

I'd prefer fewer new character options - rather new ways to flesh out currently existing characters' lives.

Contributor

Selgard wrote:

I don't want it to tackle anything thats already printed in another Paizo book.

So no re-printings of systems from AP's or modules or core books or campaign settings or all that jazz.

I want 100% unadulterated new material.

-S

You are going to be disappointed then. Kingdom Building rules are already confirmed to be in the book, what with them premiering in Kingmaker and all. :)


Alexander Augunas wrote:
Selgard wrote:

I don't want it to tackle anything thats already printed in another Paizo book.

So no re-printings of systems from AP's or modules or core books or campaign settings or all that jazz.

I want 100% unadulterated new material.

-S

You are going to be disappointed then. Kingdom Building rules are already confirmed to be in the book, what with them premiering in Kingmaker and all. :)

Lots of things disappoint me.. but that doesn't remove 'em from my wish list.

:)

-S


There is a thread on what is still causing confusion about the Crafting rules. In there, Sean K. Reynolds stated that there will NOT be changes to the rules. The content in Ultimate Campaigns will try to clarify and better explain the existing rules, but none are expected to be changed.


Steve Geddes wrote:

I'd like to see:

1. Rules for running a merchant business (trade/caravan/etcetera).
2. Social subsystems (rules for representing power and influence of different factions).

Yes, please!


Pretty much hit all the ones I really hope to see, but I definitely want more expanded/consolidated/clarified Kingdom Building rules, and wouldn't mind seeing the Mass Combat and Naval Combat rules in there, as well. As a player from back in the Mentzer Companion/Masters rules days, those are the kinds of things I want in my high-level (14+ or thereabouts) campaigns.

(Well, obviously, monsters, too, but those would and should be the underlying focus of play at those levels, IMO.)


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Another thing that would be interesting would be a treatment of different economic models for campaigns. Specifically, I'd love to see some kind of Barter System rules, but any non-gold standard rules would also be welcome.

I'm not sure of the feasibility of that happening, given the recent release of Ultimate Equipment (which uses the gold standard model), although I'm sure something could be done to complement and use that same model, just without the hard currency issues.

I'd also like to see- alongside the Kingdom Builder rules- methods for non-feudal types of "kingdom" building. IE, Fleet Building (Skull and Shackles does a little bit with this), Tribe Building, Guild Building. Something that can use the gist of the Kingdom Builder rules but in a non-traditional way.


I do hope they expand the rules for kingdom building, mass combat, and naval combat to make them more group friendly. The major issue that let these rules feel not-fun for my group was that it ended needing only player rolling the dice or making the decisions. I understand the need of simplification, but I think the rules were TOO simplified. The other players felt left out and uninvolved.

I've been working on my own version of the Kingdom Building and Mass Combat rules to make the whole group more involved. It involved giving different actions to roles the player can fill in to affect the outcome. I'd like to see something like that in this book.

RPG Superstar 2015 Top 8

This is the book that will keep me from canceling my RPG description, despite tight funds.

Ditto on much of what the OP said -- Kingdom Building (and YES, building on/cleaning up/revising/expanding on Kingmaker and beyond) and world building especially, along with at least some brief guidelines on mapping.

Uh... tables for quick NPC design (although we got some of that in GMG--and it may not be needed with NPC gallery coming out, so. But I may as well say it).

OH MY GOD Stronghold building please.

Tips for tracking issues like complex terrain features, etc.

Guidelines for mass combats -- rules for mobs, simulating warfare, etc.

I agree that for the most part I do not want spells, feats, and definitely no new classes. BUT... especially if there is going to be some stronghold building, some new magic items might be a good idea (much like the beloved 3.0 Stronghold Builder's Guide had some magic items that were of use specifically for stronghold building). Generally if it suits the idea of the book, I don't mind a few little "player crunch" things, but this should be a builder's guide, not a "stuff" resource.


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Strongholds and mass combat are a big want for me.


More detailed info/uses for craft and proffesion skills.

More skill based feats and a feat that grants skill points.

More useful world building and character building ideas/rules.

Better kingdom building rules.

Optional rules for gaining xp for non combat related events.

Starting and maintaining a business.

Fun uses for art, music, literature, places of business, farms, etc.

Optional rules for armorless characters/settings, high or low magic stuff, ways around the big six, etc.

Rules for trains and other steam powered devices.

Rules for low and high technology.

Sczarni

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Rules for economics and trade.

Rules for running a ship -- not naval combat, but the logistics of the ship itself as an organization.

Rules for running a religious order.

Rules for wilderness exploration, both on land and at sea.


I'd quite like to see some hierarchies with sample fantasy titles (what's the relative status difference between a baron, a duke and a count, for example). Perhaps in table format - religious, civil, noble, etcetera.


I wouldn't mind seeing Paizo following Rite Publishing in the design of factions, based on the Community Stat Block from the Gamemastery Guide. In Way of the Yakuza, a yakuza gang can be created from a series of tables based on gang alignment, and specific traits of the oyabun (gang boss) and lieutenant. Many of the Community stat block traits like Lore are duplicated or replaced, but supercede the community traits when dealing with a specific gang within that community.

Way of the Samurai was given the same faction stat block format to create a Samurai House.

The stat block system for designing Samurai clans are posted at d20pfsrd.com under Third Pary Variant Rules (Rite Publishing) - here's a direct link: Creating a Samurai Clan.

Rite Publishing plans to offer one for religious orders, perhaps another for ninja families. The subset of rules creates very detailed factions, logically built, and easily adaptable to any kind of faction creation, thus a good fit for this supplement.


Paizo already has a Faction format. The Faction Guide presented it originally, and Inner Sea Magic polished some aspects for Schools and other organizations. I like what they have now, and would prefer to see them continue to expand on that.

I would certainly like to see some ideas on how Factions can participate in the Kingdom rules activities.

The Factions presented in the Faction Guide are mostly significant.. with reach spanning continents. Exposing the Faction materials in the RPG line for more general use, with some notes on scaling to more local operations, would be most welcome.


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Did you see the 2012-2013 catalogue? Ultimate Campaigns has an entry there that mentions info on ruling a country and building strongholds, among other things.


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Sounds kind of like the DMG 2 from 3.5E D&D.

So in that vein, my wish list would include apprentice class rules either along the lines of those in the 3.0E DMG or the 3.5E DMG 2.


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One thing I would like for this is an expansion of the NPC classes to add in some new flavor to make more interesting npcs like the Master Craftsman, Sages, Guard Captains with maybe some form of small teamwork benefits to town guard, and whatever else.

I don't know if it would work best as archetypes for the NPC classes, or just abilities you can tack onto Experts and Warriors, but I would like something.


Wayward wrote:

One thing I would like for this is an expansion of the NPC classes to add in some new flavor to make more interesting npcs like the Master Craftsman, Sages, Guard Captains with maybe some form of small teamwork benefits to town guard, and whatever else.

I don't know if it would work best as archetypes for the NPC classes, or just abilities you can tack onto Experts and Warriors, but I would like something.

Cool idea.


Wayward wrote:


One thing I would like for this is an expansion of the NPC classes to add in some new flavor to make more interesting npcs like the Master Craftsman, Sages, Guard Captains with maybe some form of small teamwork benefits to town guard, and whatever else.

I don't know if it would work best as archetypes for the NPC classes, or just abilities you can tack onto Experts and Warriors, but I would like something.

Excellent idea and a good book to do it in.


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I'd like to see rules for running campaigns featuring PCs with few/no magic items (that can keep up with the fully tricked out), as well as magic items that "level" with the character.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Earthorn wrote:
I'd like to see rules for running campaigns featuring PCs with few/no magic items (that can keep up with the fully tricked out), as well as magic items that "level" with the character.

Levelling items are coming with Mythic adventures later in the year.

Also, I got the impressiong that UCa is supposed to be mostly about your time outside the dungeon

Silver Crusade

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Earthorn wrote:
I'd like to see rules for running campaigns featuring PCs with few/no magic items (that can keep up with the fully tricked out), as well as magic items that "level" with the character.

Anything that makes gearless monks functional is welcome in my book.

Ditto for support for the "this sword is the sword of my father's father and I'm not going to be throwing it away the moment a tricked out weapon shows up in loot" characters out there.

Grand Lodge

At Dragon*Con, Jason B. also said this book (I believe it was this book, anyway) would contain "downtime rules" for everyone. No longer will casters get all the fun crafting items when there's no adventure to be had.

Now players can take time to retrain a feat (TERRIFIC NEWS FOR GUNSLINGERS) or even retrain a Hit Dice if they rolled too low the last level-up.


BPorter wrote:

I know all things Mythic have been grabbing the future-releases attention since GenCon, but Ultimate Campaigns is the one that tops my "Eagerly Awaiting" list... Here's my wishlist for Ultimate Campaigns:

1. Rules for running a business

2. Cleaned-up Kingdom-building

3. Rules for running an organization - could include magical academy, temple, thieves' guild, etc.

4. More detailed social subsystems - build off the romance/rivalry system from Jade Regent & incorporating/improving upon some of the subsystems introduced in Council of Thieves & Carrion Crown

5. Expansion of the Profession, crafting, & Cost-of-Living rules. Perhaps something along the lines of event-style random encounters we saw with the kingdom-building rules. i.e. something that can generate plot-hooks beyond a simple skill check.

6. Expansion/modification to Leadership, followers, etc.

7. A return of the Henchman hiring subsystem! (Go nostalgia, go!)

8. Stronghold development (i.e. structure/building specifics rather than kingdom-building) Whether castle, thieves guild, temple, or tower. Marry these rules to the buy/rent rules that have appeared in the various Campaign Setting city books.

I hope we see all of those, though I'd switch out number 2 for number 1 in my own list of preferences. I am really delighted with the kingdom building system, especially what JB Enterprises did with it; if Paizo gets the rights to build off of JB's work I will be ecstatic with joy.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

If it isn't too late:
Removing the magic item economy from Kingdom Building and replacing it with the ability to choose other things to build an economy on. For example, replacing minor item, medium item, and major item with minor commodity, medium commodity, and major commodity.


I would like to see the option to include the Troupe System also known as collaborative role-playing.

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