cartmanbeck RPG Superstar 2014 Top 16 |
Mike Selinker Pathfinder Adventure Card Game Designer |
Castarr4 |
My initial thought was, "What if they started releasing a new adventure path simultaneously for the RPG and PACG? Both will be on a 1/month for 6 months release schedule, after all."
The problem with that is that the RPG isn't developed as ahead of publishing time as the PACG, from what I can tell. Therefore you would have more trouble theming PACG in time, since the RPG version (which you'd base it on) would still be subject to change at the point that you're needing to develop the PACG version.
So instead, why not just go with the most recent one? In February 2015 that would be Iron Gods.
Lasers. Swords. Robots. Barbarians. What's not to love? Iron Gods has my vote!
I wrote up several more paragraphs about my thoughts on a few other adventure paths and how they might fare as PACG lines, but I think I delete them in favor of this summary: Any of them could work. PACG and the RPG have different strengths.
Hawkmoon269 |
Mike, what if instead of that idea, you cloned your whole team and/or all stopped sleeping and churned out 3 or 4 adventure paths per year? I prefer the cloning option since your work might suffer without sleep.
Now I hear what you are saying: Cloning isn't possible. Ok, then what about time travel? What if your whole team from the future come back to now and all work on various adventure paths?
JBiggs78 |
I'm looking forward to everything that awaits even though I have no real prior paper and pen rpg experience. The notion of guns coming into the game didn't feel really natural but I'm excited to see how it all works together.
Can't wait for everything coming down the pipeline, but not gonna lie... I'm really anxious for some ninjas.
Hawkmoon269 |
I'm looking forward to everything that awaits even though I have no real prior paper and pen rpg experience. The notion of guns coming into the game didn't feel really natural but I'm excited to see how it all works together.
Can't wait for everything coming down the pipeline, but not gonna lie... I'm really anxious for some ninjas.
I'm the same way. I've not played a paper and pen rpg since like middle school. As far as the guns are concerned: I had the same apprehension. But I was involved in the playtest a little bit and the firearms weren't ruinous to the experience. In fact, I kind of enjoyed them. They didn't "define" the adventure path at all. They were something that made it different, but it still felt very much like a fantasy world. One that just happen to have some firearms.
Granted things could have changed since the playtest ended, but assuming that "feel" didn't change, I'm no longer at all concerned about the firearms being present. The people behind PACG really seem to know what they are doing. But shouldn't we expect that? After all, RotR was awesome.
Andrew K |
Mike, what if instead of that idea, you cloned your whole team and/or all stopped sleeping and churned out 3 or 4 adventure paths per year? I prefer the cloning option since your work might suffer without sleep.
Now I hear what you are saying: Cloning isn't possible. Ok, then what about time travel? What if your whole team from the future come back to now and all work on various adventure paths?
He's here at 3am on a Sunday night, he doesn't sllep already and still comes out with an amazing product. Clone his team AND keep the real and clone groups from sleeping. Give me an AP every month!
KidDangerous |
Reign of Winter or Iron Gods would both be exceptional choices for future sets. Haven't got much experience with Jade Regent but I wonder whether all the travel without the RPG backstory might dilute the theme a little?
Mummy's Mask could also work- exploring tombs, ancient treasures, traps it all fits the game mechanics nicely and the desert travel part would be interesting to see PACG-ified.
I'm looking forward to everything that awaits even though I have no real prior paper and pen rpg experience. The notion of guns coming into the game didn't feel really natural but I'm excited to see how it all works together.
Can't wait for everything coming down the pipeline, but not gonna lie... I'm really anxious for some ninjas.
There was much debate about firearms in the RPG version of S&S. I don't think you can have pirate-themed anything without a few pistols and cannon.
JBiggs78 |
Reign of Winter or Iron Gods would both be exceptional choices for future sets. Haven't got much experience with Jade Regent but I wonder whether all the travel without the RPG backstory might dilute the theme a little?
Mummy's Mask could also work- exploring tombs, ancient treasures, traps it all fits the game mechanics nicely and the desert travel part would be interesting to see PACG-ified.
JBiggs78 wrote:There was much debate about firearms in the RPG version of S&S. I don't think you can have pirate-themed anything without a few pistols and cannon.I'm looking forward to everything that awaits even though I have no real prior paper and pen rpg experience. The notion of guns coming into the game didn't feel really natural but I'm excited to see how it all works together.
Can't wait for everything coming down the pipeline, but not gonna lie... I'm really anxious for some ninjas.
I'm positive it must work well; just intuitively it seems odd after RotR... like, so much of this would be so much easier if we could just cap them in the dome, you know?
But I'm very certain my mind is oversimplifying how it is going to work. I just can't wait to see it and see how it all works :)
Mike Selinker Pathfinder Adventure Card Game Designer |
MightyJim |
Would you prefer to see some overlap in characters, lots of overlap in characters, or no overlap in characters? (I realize that there are dozens of shades of grey here; I'm personally curious about the first-thoughts answer as well as the discussion.)
I think that depends a lot on just how different and/or intercompatible the characters from different Adventure Paths are.
For example, I think we've already been told that Lirianne won't work very well in RotR due to the lack of guns- if that's the only example, then we'll be ok, but if we can't REALLY get the full experience of playing through Skulls and Shackles with Runelords characters, then I'd be keener to see them again.
MightyJim |
Mike, what if instead of that idea, you cloned your whole team and/or all stopped sleeping and churned out 3 or 4 adventure paths per year? I prefer the cloning option since your work might suffer without sleep.
Now I hear what you are saying: Cloning isn't possible. Ok, then what about time travel? What if your whole team from the future come back to now and all work on various adventure paths?
Time Travel seems like the way forward - not only could the future versions of the team come back to help with APs 3 and 4, they could also bring back copies of 5-10 with them, to save work on actually designing them...
The_Napier |
so, based on what I've been reading about the paths - and again, with the caveat that it's only reading cos I've never played the RPG - I'd have to say that I don't think some of the more political ones (Kingmaker, Council of Thieves) would lend themselves as well to PACG.
I was originally looking for ones that would really be full of that range of monsters / lots of traps / scary magic environment that makes up traditional sword and sorcery (even in non-traditional settings) and came up with Serpent's Skull, Mummy's Mask, or Second Darkness.
actually, however, I'm concluding that any setting would probably work if it's done as well as RotR has been so far. I'm clearly gonna buy it, no matter what, so I think in the end I'm abstaining :)
ryric RPG Superstar 2011 Top 32 |
I think Serpent's Skull would work very well with the card game format. In the tabletop AP the third adventure is a little weak, but most of those weaknesses would not translate over to the card game anyway. Plus the plotline of "explore jungle ruins of an ancient civilization. Watch out for dark gods," seems like it would be a good candidate.
Calthaer |
so, based on what I've been reading about the paths - and again, with the caveat that it's only reading cos I've never played the RPG - I'd have to say that I don't think some of the more political ones (Kingmaker, Council of Thieves) would lend themselves as well to PACG.
I obviously have no special insight into the inner workings of Paizo and Lone Shark Games, but I do think you might be surprised at what sorts of new features they could add to the game to "emulate" those political elements. Mike has already told us that there is a new type of card called a "support card", and it's not too difficult to imagine whole new types of support cards apart from ships that support a wide variety of mechanics to simulate "political"-type games and / or anything else.
Mike Selinker Pathfinder Adventure Card Game Designer |
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I obviously have no special insight into the inner workings of Paizo and Lone Shark Games, but I do think you might be surprised at what sorts of new features they could add to the game to "emulate" those political elements. Mike has already told us that there is a new type of card called a "support card", and it's not too difficult to imagine whole new types of support cards apart from ships that support a wide variety of mechanics to simulate "political"-type games and / or anything else.
That is indeed our intent. I expect support cards to become a mainstay mechanic, but (for example) the ship rules might only ever appear in Skull & Shackles.
The_Napier |
Calthaer wrote:I obviously have no special insight into the inner workings of Paizo and Lone Shark Games, but I do think you might be surprised at what sorts of new features they could add to the game to "emulate" those political elements. Mike has already told us that there is a new type of card called a "support card", and it's not too difficult to imagine whole new types of support cards apart from ships that support a wide variety of mechanics to simulate "political"-type games and / or anything else.That is indeed our intent. I expect support cards to become a mainstay mechanic, but (for example) the ship rules might only ever appear in Skull & Shackles.
yeah, I certainly wasn't underestimating the team, and believe me, I'm excited as hell about the ships, I just thought it might be easier to create a mechanic/mechanics to represent 'vehicle' than to represent 'overarching, nuanced political situation'
Hawkmoon269 |
So, is Kingmaker the one were there are leadership roles that have to be filled? And your characters can fill them or NPCs. (I've not played the RPG. Only read about them.)
So you could maybe have a support card for "Leadership Role". They could all have checks or effects for that role. You could place the Leadership Role by your character if you were going to be in that role.
And to simulate the NPCs, when you acquired allies, instead of adding them to your hand, you could place them next to one of the Leadership Roles a character wasn't in. And then use their check to acquire as a way to assign their skill. For example, maybe an ally has a skill associated with the smallest die necessary to succeed at acquiring them. So an ally with a Charisma/Diplomacy 6 or Wisdom/Survival 9 check would have a d6 for Charisma/Diplomacy and a d10 for Wisdom/Survival. For everything else they'd have a d4. You'd obviously need to assign them to Leadership Roles they would have the skill for.
Then you could either say that on each character's turn they had to do the effect on their Leadership Role and for the NPCs after each "round" (which would be a new concept). Or you could have encounters that required a who ever was in a certain Leadership Role to make a check that would effect the encounter. (A "Before You Act" effect. Like "Before You Act, the King attempts a Charisma 6 check. If he succeeds the difficult to defeat the barrier is decreased by 2.) Or scenario rules that required a certain Leadership Role to do something every turn or something.
And the Leadership Roles could have feats. So like if the King needed a good Charisma skill the King role could have a feat to give +1 Charisma to whoever was King (a character or an ally). And you could keep giving feats to that role. And you could even gain Leadership Roles as rewards for scenarios or something.
And there could be boons that helped certain Leadership Roles.
And certain Leadership Roles could have powers. Looking at the Player's Guide for it, there is an Assassin Leadership Role. Maybe the Assassin Leadership role could have a power like "Add you Stealth bonus to your combat check." Or "On your first exploration, when you defeat a monster with the Human trait, you may immediately explore again."
Figure out a way to have allies in their roles when the scenarios start. (Maybe you just keep the ones from the previous scenario and they aren't considered part of anyone's deck. And if you replace them, they are banished.)
Something like that sounds fun, and from what I can glean from Kingmaker seems to simulate a bit what is going on in the RPG. But maybe I don't understand Kingmaker.
But whatever comes, I'm sure it will be awesome.
Enlight_Bystand |
Fippin Shadowfoot wrote:Don't forget with Jade Regent you get Vikings, too! And Yetis!Yetis?!
I'm sold.
Vic Wertz Chief Technical Officer |
Vic Wertz Chief Technical Officer |
Hawkmoon269 |
First World Bard wrote:Indeed he was!Hawkmoon269 wrote:He could be talking about Deck 6 of RotR, re: the Spires spoiler.
Wait...is this a subtle hint at what AP 3 will be?
Ah. I know so little about the Pathfinder RPG that I didn't totally understand the spoiler. Seeing anything Yeti-like just seemed so outside my mindframe for RotR that it didn't register.
Well, looking forward to doing battle with whatever cryptids we encounter.
Enlight_Bystand |
Vic Wertz wrote:First World Bard wrote:Indeed he was!Hawkmoon269 wrote:He could be talking about Deck 6 of RotR, re: the Spires spoiler.
Wait...is this a subtle hint at what AP 3 will be?Ah. I know so little about the Pathfinder RPG that I didn't totally understand the spoiler. Seeing anything Yeti-like just seemed so outside my mindframe for RotR that it didn't register.
Well, looking forward to doing battle with whatever cryptids we encounter.
The things that I spoiled are referred to as their alternate names at points in the book (they're advanced versions with class levels), so I suspect what Vic is hinting at is that there are Yetis, but the card is entitled as Abominable Snowmen