
Steve Geddes |
2 people marked this as a favorite. |

Awesome. Thanks again!
I was convinced my group weren't going to be interested in Starfinder and that I'd have to enjoy it purely as reading material. As it is, I distributed a few Core books "just to see what you guys think" and we can barely talk about anything else now as we finish off our current campaign. Next one will be Starfinder for sure!
The incorporation of setting into the rules was the determining factor for us, as it turns out. Even the long-time homebrew fan is murmuring about how we should all use the core setting to run our games.

![]() |

Is it okay to ask you Starfinder setting questions? I was under the impression that that "Ask Staff Member threads" might be rude since James Jacobs closed his to take a well-deserved break, and I didn't want to be rude.

Haladir |

![]() |
1 person marked this as a favorite. |

Dammmmm... :(
It is with mixed emotions that I say farewell, James. I've been a fan of everything you created at Paizo. I'm really hoping you keep writing Pathfinder novels, contribute to AP gazetteers and campaign setting installments.
Salim Ghadafar is the Drizzt of the Pathfinder Novel line, so please keep him alive... Pharasma says so! (and the whippoorwills want Salim to have his own comic, too!)
To me, you'll always be Fluff Man. Lore Man is a bit too serious and disciplined to describe you, and not as fun as Fluff Man.
PS: please consider touching base with this thread off and on to discuss your new projects.
PS2: what did Neil Gaiman say? :)

James Sutter Creative Director, Starfinder |
4 people marked this as a favorite. |

Thank you, all of you! It's been an honor to spend so many years working on Pathfinder and Starfinder, and I definitely plan to keep writing for both if I can! And as for a third Salim book... well, that'll all depend on Paizo and whoever they settle on as a new publishing partner for fiction, but you know if they send up the Salim signal, I'll come running. :)

HWalsh |
1 person marked this as a favorite. |
James - Since a lot of us (I know I am one of them) really aren't big fans of Pharasma or the "death of prophesy" in Pathfinder, with all the funky weirdness in Starfinder regarding the Gap and what not... Is Prophesy fixed?
I really miss being able to tell stories about prophesies without "breaking the lore" of Golarion.

HWalsh |
I like me...
And I am sure you are a nice person who feeds souls to Goetia because you have no choice. That having been said you also manipulated fate to cause the death of Aroden, enslaved his soul to use it as a herald, prevented the second golden age of man, and destroyed prophesy.
That whole, "There is no prophesy" thing has been a serious and severe headache for me for a good number of years now.

![]() |
8 people marked this as a favorite. |

Jumping in on this thread to provide a bit of context:
Prophecy is one of the more overused and cliched tropes in fantasy; it shows up ALL THE TIME in fantasy fiction and genre fiction, and by setting up Golarion with it being "broken" we were basically trying to avoid using the prophecy crutch for any content in the setting.
It goes beyond a distaste for this overused genre cliche though.
Golarion is not primarily a fiction setting; it's primarily a tabletop RPG setting. The main characters are your PCs. Their stories are not set in stone. What happens in your game is up to your players' decisions. We set up situations and present plots in the form of Adventure Paths (or YOUR set them up if you run adventures of your own design, and so on), but hard-coding prophecies into the setting that MUST come true is, in my opionion, the worst kind of railroading you can inflict on player characters.
In a way, the concept that "prophecy is broken" in Golarion is merely another way of saying "now, for the first time in Golarion's history, the future is being decided by player characters."
It's not meant to hamstring GMs or cramp storytelling tools. It's meant to FREE GMs and to allow player agency and choice to matter.

HWalsh |
Jumping in on this thread to provide a bit of context:
Prophecy is one of the more overused and cliched tropes in fantasy; it shows up ALL THE TIME in fantasy fiction and genre fiction, and by setting up Golarion with it being "broken" we were basically trying to avoid using the prophecy crutch for any content in the setting.
It goes beyond a distaste for this overused genre cliche though.
Golarion is not primarily a fiction setting; it's primarily a tabletop RPG setting. The main characters are your PCs. Their stories are not set in stone. What happens in your game is up to your players' decisions. We set up situations and present plots in the form of Adventure Paths (or YOUR set them up if you run adventures of your own design, and so on), but hard-coding prophecies into the setting that MUST come true is, in my opionion, the worst kind of railroading you can inflict on player characters.
In a way, the concept that "prophecy is broken" in Golarion is merely another way of saying "now, for the first time in Golarion's history, the future is being decided by player characters."
It's not meant to hamstring GMs or cramp storytelling tools. It's meant to FREE GMs and to allow player agency and choice to matter.
With due respect on this matter,
Player agency is a term tossed around way too often. There are a number of schools of thought on the matter, but I don't do sandbox games. I do narrative games. Player choice matters in so far as the illusion of choice is far more important than actual choice.
In my opinion, frankly, removing prophesy doesn't free the GM. It simply cuts off a common (what you consider too common) trope and removes it from the GM's toolbox. When running Golarion games it does hamper what I can and cannot do unless I break the setting. To me, removing a tool makes no sense, because if a GM doesn't want to use prophesy then they don't have to. The removal of it as a thing (when you even admit it is a staple of the genre) simply means if someone wants to stay within lore and metaplot they can't include it.
It became so annoying, to me, I had to build a massive 1-18 Mythic Adventure for my players just so I could have them kill Pharasma to fix things.
What seems like railroading to some isn't railroading to everyone. The games I have run post-Pharasma's death have used prophesy before, and it was no less railroady than Rise of the Runelords or Shattered Star.
I love Pathfinder, don't get me wrong, but that one aspect of Golarion has been a thorn in my side for years.