
Drunkenping |

I've read a couple of threads regarding the desire for some added difficulty to the game. Likewise, I've heard some people (like myself) who are not familiar with the Pathfinder RPG and wish for some added context and 'role playing' for the game.
Has anyone put forth the effort to create their own cards? How about adding story cards? I think this would be an excellent way to create a stand alone expansion pack (for Paizo ;) that could potentially be used across multiple base sets to help mature the role playing aspect of the game as well as increase the difficulty.
A deck of 'story' cards could be added to the setup of the game. With each exploration a story card is discarded from the top of the story deck. Each card would have a power that would somehow add to the difficulty to defeat a bane or acquire a boon.
Flavor text could be added to help people tell the story of their character's campaign; however, I'm not familiar with the pathfinder RPG so I can't suggest any content relevant material.
I haven't come up with a deck of cards myself. I hardly find time to play the original game in the first place, my group is still on adventure deck 1! Story powers could even be the same as other powers already found in the game for ease of creation.
Some raw story card ideas:
Wrong Path; If you fail to defeat the next bane move to a random location and reset your hand. The next boon you encounter may not be acquired, place the boon on the bottom of a random open location deck instead.
Veterans are about...; The difficulty to defeat the next bane is increased by the adventure deck number of the current scenario, if any. The difficulty to acquire the next boon is increased by the adventure deck number of the current scenario, if any.
Booby trap; Before the encounter take 1d4-1 combat damage.
Escort diplomats; If you fail to defeat the next bane discard the top card of the blessings deck. If you acquire the next boon, discard a card of your choice from your hand.
Damsel in distress; If you fail to defeat the next bane discard a card from your hand and reset your hand. The difficulty to acquire the next boon is increased by 1d6.
This idea has not been flushed out very much, but I thought some feedback from an active community would be nice.

Daarck |

I've read a couple of threads regarding the desire for some added difficulty to the game. Likewise, I've heard some people (like myself) who are not familiar with the Pathfinder RPG and wish for some added context and 'role playing' for the game.
It's hard to see how any of them increase the roleplaying aspect you were talking about; most of them seem like they could be additional Barrier cards if anything.
I think the 'lacking story' criticism is that going from a full RPG to cards there's a shedload of info you don't get, as discussed by the Starlit Citadel ladies. These *particular* card ideas don't really seem to contribute to the story at hand, rather just take you off on a tangent.

huskyskins |
Unfortunately, the tiny bit of text on the adventure/scenario cards is more of a teaser than a story. So, it is difficult to submerse yourself into it like you would an RPG. The story, which you can find in the RPG Adventure Path of the same name, is quite good. Reading through it you get an actual feel for some of the choices for checks and abilities in the game of the monsters. Like why you can't play animal allies against Gogmurt, why the haunts hinder you in Foxglove Manor, or why there's a bunyip in the core set. Who is Vin Vender or Shelelu? Etc.
Since the game designers have made the decision to follow the story arc with the adventures/scenarios as opposed to just throwing cards together a la MtG, it really adds to the card game to have access to at least the Adventure Path Book. If I were to have one suggestion, it would be to add a little more of the story into the card game. Whether it be through the use of multiple scenario cards for each scenario like Lord of the Rings LCG or a story insert into the expansion box that summarizes each scenario with a bit more info than two sentences on the back of a card.

Hawkmoon269 |
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Speaking from a purely business perspective, I think they may have hit the sweet spot of how much flavor to have on the cards. For me personally as a non-RPG player, its enough to make me want to buy the RoR Anniversary publication of the adventure path, but not enough that I'd feel like I know enough that don't need to buy it. In other words, I feel that what is in that book but not in the cards might just be worth the price.
I'm not saying that was a factor at all in the decision on how much to include on the cards, but whether it was or not, it sure seems likely that people who don't play the Pathfinder RPG but buy this game might be spending some money on that book.
I know Paizo said that they don't have any plans to compile and publish all the adventure paths in single volumes, but that was before this game was such a hit. I'd have to think that if they see enough overlap between subscribers to PACG and purchases of the RoR Anniversary Edition, there will be some discussion about either publishing the other APs as single volumes or putting out "story" versions of the AP.
But I don't speak for Paizo, so that is all just wildly rampant speculation.

Hawkmoon269 |

Looking around, I noticed a similar idea was proposed earlier. Interesting comments by Vic about the problems that would arise. I didn't even think of that.

Drunkenping |

Looking around, I noticed a similar idea was proposed earlier. Interesting comments by Vic about the problems that would arise. I didn't even think of that.
Thanks for the link, I never saw this. Removing the blessings deck for the reasons mentioned in the link would be disastrous. Simply adding another 'event' deck would not change that part of the game.
It's hard to see how any of them increase the roleplaying aspect you were talking about; most of them seem like they could be additional Barrier cards if anything.
I think the 'lacking story' criticism is that going from a full RPG to cards there's a shedload of info you don't get, as discussed by the Starlit Citadel ladies. These *particular* card ideas don't really seem to contribute to the story at hand, rather just take you off on a tangent.
My original idea was more about adding difficulty rather than story content. However, simply adding to the difficulty of checks seemed rather dull, I was looking for more unpredictable changes. I figured this would require additional cards, so descriptive story/event cards seemed to tie the reason for the added challenge together with the original content of the game.
I don't know Pathfinder so I can't suggest Pathfinder like story content, but pretty much everything is randomized for each game (except the scenario, locations, villain and henchmen) your PACG will NOT follow the same personalized story as your PRPG will.
Why not customize your PACG story?
(Example of PACG) Lem is in the woods. Lem sees something shiny in the distance... oh look a sword! Lem tries to acquire the sword but is unable to pull it from underneath a fallen tree. Lem is still in the woods. Now there is a mercenary! Lem pulls out his sling and loads a stone from the forest floor. Striking the mercenary in the head, the man falls unconscious among the woodland brush. Lem is still in the woods...
(Example with story/event cards) Lem is in the woods. Lem sees something shiny in the distance... oh look a sword! Lem tries to reach the sword, but after countless bushwhacking he finds himself on the outskirts of the treacherous cave. Lem leaves the sword for later, he does not want to test his luck and slip down into the depths of that cave without help. Embarrassed Lem moves back into the woods and runs into a mercenary! Lem pulls out his sling and loads a stone from the forest floor. No stranger to the woods the veteran mercenary moves nimbly though the trees as Lem's stones strike trunk after trunk. Outmaneuvered, Lem is struck from behind and falls into unconsciousness among the woodland brush. Shaking off his encounter with the veteran of the forest, Lem is still in the woods....
Obviously one could create the second example without the aid of story/event cards. But as there is no DM and the card game likely attracts players unfamiliar with the RPGs. The more ques in the story arc the easier it is to create a non repetitive exploration experience.
NOTE: There is nothing wrong with the game as is, I love my experience so far. I was merely trying to provide a solution for some 'criticisms' I read on other threads.

Hawkmoon269 |

Hawkmoon269 wrote:Looking around, I noticed a similar idea was proposed earlier. Interesting comments by Vic about the problems that would arise. I didn't even think of that.Thanks for the link, I never saw this. Removing the blessings deck for the reasons mentioned in the link would be disastrous. Simply adding another 'event' deck would not change that part of the game.
Whoops, my bad for not re-reading your post carefully enough after I read the old one. I see now you idea was in fact different because it would be another deck. After reading the old one I assumed (incorrectly and inexplicably) that you were suggesting mixing them in with the blessing deck. Sorry for misunderstanding you despite the fact your idea was presented clearly. Entirely my fault.

fuzzyfoot88 |
Having story cards as a separate thing would be great for the before and after each Adventure and Scenario. I'd rather them be bigger cards though, like the size of the AP boxes so they could fit them behind the two decks in each pack.
Reading the text for each Adventure and Scenario is fun, but reading a longer version, a prologue to each Adventure and Scenario as well as an epilogue to each to tie the story together better would be fantastic and add a lot to the RPG aspect of it.
I'm not interested in buying the RPG...yet...but I would love to read a story book based on the Adventure Path because the flavor text on the cards is already so good.

Steve Townsend |
Having story cards as a separate thing would be great for the before and after each Adventure and Scenario. I'd rather them be bigger cards though, like the size of the AP boxes so they could fit them behind the two decks in each pack.
Reading the text for each Adventure and Scenario is fun, but reading a longer version, a prologue to each Adventure and Scenario as well as an epilogue to each to tie the story together better would be fantastic and add a lot to the RPG aspect of it.
I'm not interested in buying the RPG...yet...but I would love to read a story book based on the Adventure Path because the flavor text on the cards is already so good.
There's a hardback edition of Rise of the Runelords AP, I bought that to add color to my own playthrough. Now I find have to not read it to avoid spoilers! I studiously avoid seeing the new cards as far as possible until they come up in the normal sequence of play. Still, I am glad of the purchase, maybe I'll wind up playing the RPG down the line.

Agent Acorn |
I would second a double sided epilogue and prologue story card, preferably a double sized card, that can flesh out and build on linking and strengthening the continuity of the adventure packs and the adventure as a whole.
Not being familiar with the Pathfinder franchise, except through this Adventure Card Game, it would allow me to explore and discover it to even a greater extent.
I know I could purchase the RPG products, but my preference is card playing games, particularly solo ones that allow me to work through scenarios and adventures at my own pace. Real life only allows me limited moments of my own time when I can disappear into a different universe.
Sign me up for story cards, please?
:)

Hawkmoon269 |

So, for those of you interested in more story, I have a question for you. Would you be willing to pay for a downloadable booklet that had a bit more of the story? I'm not talking much story, just a single page per scenario containing an intro explaining more about how the heroes found themselves in the events starting the scenario and then 4 or 5 sentences explaining more about who the "proper name" henchman and the villain in the scenario is. I'm not even sure I need anything about the end of the scenario, because I know whether I one or lost. And I don't personally want anything more about the characters. I want "my" Sajan to be how I envision him and yours be how you envision him.
For instance, in Burnt Offerings "Attack on Sandpoint" the Scenario card mentions uncovering the Goblins ally in Sandpoint. One of the henchman is Tsuto Kaijitsu, who clearly seems to be the one mentioned in the scenario text. I personally would like just a bit more than what would fit on the card and connect those things. Maybe it would tell me who Tsuto is, and why he did what he did.
And secondly, if you were interested, would you be willing to pay between $5 and $10 for such a thing that covered the whole adventure path? How about $2 if it covered one adventure deck?
This would let those that wanted more story be able to buy it, it would let those that wanted to save the story not have the RPG ruined for them, and it would let Paizo make more money (assuming my guess at price range is correct). So my secret ambition is that maybe enough people would say they'd be willing to pay for such a thing that Paizo would consider making it.

fuzzyfoot88 |
Yeah Hawkmoon. That would definitely be something I would put money toward. I would want the epilogue in addition to the prologues though. I feels like the end cutscene of a video game more that way. When you defeat Nualia in Burnt Offerings...that's it. Done. Moving on. Doesn't that come off as bland to you at all? I'd love to defeat her and then have someone read aloud a final paragraph that sums up our efforts to thwart her plans and allude to what's coming. It almost becomes like a serialized tv show that way. We won...but...oh man I wonder what that awesome sentence means for the next Adventure Pack.
It's more rewarding to me as the player. I'm not talking a chapter worth of words though. Just a paragraph of two to tie it all together. Just to give you an idea of what I would be looking for:
Adventure Path - Prologue
Adventure 1 - Prologue
Scenario 1 - Prologue
Scenario 1 - Epilogue
Scenario 2 - Prologue
Scenario 2 - Epilogue
Scenario 3 - Prologue
Scenario 3 - Epilogue
Scenario 4 - Prologue
Scenario 4 - Epilogue
Scenario 5 - Prologue
Scenario 5 - Epilogue
Adventure 1 - Epilogue
Adventure 2 - Prologue
etc...until you reach the end of AP 6 which allows you to, once finished read:
Scenario 5 - Epilogue
Adventure 6 - Epilogue
Adventure Path - Epilouge
I would really complete the story in a more fulfilling way to me. I know that I might as well just play the RPG at that point, but I prefer board and card games.

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So, for those of you interested in more story, I have a question for you. Would you be willing to pay for a downloadable booklet that had a bit more of the story? I'm not talking much story, just a single page per scenario containing an intro explaining more about how the heroes found themselves in the events starting the scenario and then 4 or 5 sentences explaining more about who the "proper name" henchman and the villain in the scenario is. I'm not even sure I need anything about the end of the scenario, because I know whether I one or lost. And I don't personally want anything more about the characters. I want "my" Sajan to be how I envision him and yours be how you envision him.
For instance, in Burnt Offerings "Attack on Sandpoint" the Scenario card mentions uncovering the Goblins ally in Sandpoint. One of the henchman is Tsuto Kaijitsu, who clearly seems to be the one mentioned in the scenario text. I personally would like just a bit more than what would fit on the card and connect those things. Maybe it would tell me who Tsuto is, and why he did what he did.
And secondly, if you were interested, would you be willing to pay between $5 and $10 for such a thing that covered the whole adventure path? How about $2 if it covered one adventure deck?
This would let those that wanted more story be able to buy it, it would let those that wanted to save the story not have the RPG ruined for them, and it would let Paizo make more money (assuming my guess at price range is correct). So my secret ambition is that maybe enough people would say they'd be willing to pay for such a thing that Paizo would consider making it.
Id pay $12 for a booklet that give more background on the whole adventure path, and that price would put it right around the products in the players line. I don't plan to play the AP, but I liked this game. My problem is they cards assume a large background of knowledge. I'd like to know a bit more about what happened before the adventure, after, and who the people are.