
ChrisLKimball |
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DAEMONS!!!!
Daemons in pathfinder are unique. And as Occult adventurers may give us the rules for "souls" and how soul stones would work I think an AP explore them would be awesome.
What do you do with Daemons? Avert the Apocalypse of course!
why would it be awesome:
1) Definitely could do a path around the 4 horsemen's' servants trying to fulfill a prophecy to bring about the end of Golarion. Those are big and exciting stakes to base an AP around.
2) It would flesh out the much underloved Neutral Evil in Golarion, and seeing as Demons and Devils have already had AP spotlights this seems like the perfect thing.
3) Possible Return to Mythic, while I am not saying the campaign needs to be mythic, if Paizo wanted to return to those rules this seems like the AP to try that, or possible slip a little mythic in at the end instead of a full mythic campaign.

JiCi |

Anything related to dragons!
I don't know...
1) A Kobold cult attempts to summon the Herald of Dahak and needs living humanoids and/or dragons as sacrifices, leading to escort missions, dragonslaying, negociations with territorial dragons, obtaining the secret to summon the Herald of Apsu, etc...
2) A warpriest of Apsu goes on a crusade to kill the mightiest of red dragons... except that the dragon itself becomes aware of it and decides to play a little game with him, by sending minions and causing calamities in the nearby regions.
3) A "dragonborn" is spotted in a metropolis, claiming that he's the last of his kind. However, this new draconic race gets the attention of actual dragons, spellcasters, historians and everytime might leads to the discovery of an entire new race living in seclusion.
4) 5 new Chromatic Orbs of Dragonkind have been discovered, but they all point to 5 unknown dragon kinds that when revealed wreck havoc as no one knows how to defeat them due to the very lack of knowledge. Basically, 5 new chromatic dragons are introduced, but nobody has a clue on their ecology.
5) A metallic dragon kidnaps a princess/highly noble woman, except that the dragon itself just saved his lover, and that there's also a half-dragon running around in disguise that needs protection.
6) A highly-respected politician turns out to be a dragon in disguise and managed to take control of a huge chunk of land, prompting the PCs to organise a revolt and rally other towns against it.
7) An alchemist or spellcaster wants draconic parts for his experiments... which might lead to something even more dangerous than defeating the dragon(s).
I can go on and on about this, but honestly, how about giving dragons the spotlight for once?

Dreaming Psion |

RE: Galt AP
The endless civil war in Galt (plus the whole Final Blade thing) really seems more a Daemonic thing than something devils would be responsible for. When devils are involved, you get something a lot more like Cheliax. Devils like order, not endless political chaos.
Certainly you could make an argument that
Edit: Whoops, somebody already suggested this.

Timothy Ferdinand |

Surely it must be time to return to the darklands? Last real visit was Second Darkness.
Duegar, dark folk, etc.
Maybe start in Nidal and then down to sverspume
Perhaps following the slave trade from shackles pirates, to Nidalese traders, sverspume dark folk markets and onwards
So many possibilities

Myth Lord |

Anything that is not/has not?
1) Modern world time-traveling like in the Russian AP.
2) SF based.
3) Has robots or anything like that in it.
4) Mostly humans in it as the bad-guys.
Anything other than this is good with me.
I prefer AP's with lots of monsters from the bestiary 2, 3 and 4 (5) in it. And which have many mythology monsters in the Bestiary.
Demon, Devil, Robot and other such books can't have them in it, so I prefer anything over such AP's.

Tangent101 |
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What would I like to see next? I would like to see APs that have the players remaining in one more localized region - someplace like Sandpoint or the like. My players like being able to build up the area they are at, building homes, businesses, and the like. It helps establish a sense of community - and more, it gives the players a greater incentive to fight for that place. I mean, why save Helgren in Reign of Winter? What is the incentive for adventure in Iron Gods? If you constantly move from region to region, you have no roots to settle down, and the incentive to adventure lessens.
I and my players both want adventures where they have a home and are protecting it... and not quickly outgrow it and move on, but instead strive to keep that home safe.

captain yesterday |

My wife grew up in the same small town (pop1,300) where she lived on the same road the whole time up until she went to college, she could not leave that town fast enough!
when you grow up in a small town with the same people and you get your first taste of freedom, the very last thing you want to do is stay there.

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I have to second Tangent's request for an AP that stays in the same location a lot.
I hate it when I work my ass off to build relationships with NPCs through books 1 and 2, and then starting with book 3 the AP never comes there again. Same thing with buildings and organizations I constructed with the downtime rules. I can't just abandon stuff.
I imagine Hell's Rebels will probably scratch this itch a little bit.

Tangent101 |

Runelords does not require players to have grown up there. They can always be outsiders who become heroes for the region. And let's face it. Moving away from your home where you grew up doesn't mean you end up a wanderer for the rest of your life. It means you move elsewhere and set down roots there for a while. Runelords does this nicely. You start out with roots in Sandpoint. Later you move to Turtleback Ferry for a bit and help out there... but finally you return to Sandpoint. Up until the last part of the AP, Sandpoint is the anchor you return to frequently.

Alex G St-Amand |

Runelords does not require players to have grown up there. They can always be outsiders who become heroes for the region. And let's face it. Moving away from your home where you grew up doesn't mean you end up a wanderer for the rest of your life. It means you move elsewhere and set down roots there for a while. Runelords does this nicely. You start out with roots in Sandpoint. Later you move to Turtleback Ferry for a bit and help out there... but finally you return to Sandpoint. Up until the last part of the AP, Sandpoint is the anchor you return to frequently.
... ever heard of being in the Military?
Also, as a GM, you can usually remove/delay most 'timers', and you can usually change stuff so the 'hometown' is the quest giver instead of mysterious shacks/caves/towers lost in the middle of nowhere.

Alex G St-Amand |

It is difficult to reskin an AP to be in a different region, unless you build that region from scratch to take into account the AP itself. Book 3 of Reign of Winter has the author comment on his attempt to reskin the kingdom building AP to be in a different area, and how it didn't work very well.
Depends on the AP; in some, I don't see why 'Tower of the Y' needs to be on the other side of the region/country/continent/planet, no need to redraw maps, just add the thing to the local map.

samuraixsithlord |
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There are two Mythic level AP's I'd love to see:
1. The final chapter of the Runelords "trilogy" of RotRL and SS. A mythic level adventure in which the characters have to combat the remaining newly revived Runelords. We finally get to fight Sorshen, Xanderghul, Belimarius, Zutha, and Alaznist.
2. A Mythic Distant Worlds AP in which various interstellar characters have to band together to defeat a full scale invasion of The Dominion of the Black. A real Star Wars inspired adventure path.

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What would I like to see next? I would like to see APs that have the players remaining in one more localized region - someplace like Sandpoint or the like. My players like being able to build up the area they are at, building homes, businesses, and the like. It helps establish a sense of community - and more, it gives the players a greater incentive to fight for that place. I mean, why save Helgren in Reign of Winter? What is the incentive for adventure in Iron Gods? If you constantly move from region to region, you have no roots to settle down, and the incentive to adventure lessens.
I and my players both want adventures where they have a home and are protecting it... and not quickly outgrow it and move on, but instead strive to keep that home safe.
Sounds like Hell's Rebels does exactly that :)
I would like to see one that is based on something other than European, Chinese, Japanese, or Egyptian mythology (and not Tolkienesque, either).
Well, of the last few years we had:
1) Wrath of the Righteous, a mix of Christian mythology and the unique take of D&D on demons. Does Christian mythology count as European? I'd argue they are sufficiently different.
2) Skull and Shackles, a pirate themed AP. Pirates are not part of any of the mythologies you mentioned.
3) Reign of Winter, based on Russian mythology
4) Iron Gods, based on some of the most bizarre ideas out there
Going a bit further back we also have:
1) Serpent's Skull, that relays somewhat on various African mythologies, but certainly not the Egyptian one
2) Legacy of Fire, an Arabian Nights AP
3) Curse of the Crimson Throne, that has a mix of native American and Golarion-unique mythological roots and doesn't really have much to do with European mythology, let alone the other categories you mentioned.
4) Shattered Star, which again has it's roots more in D&D tradition than any real world myths, with a blend of wierd stuff like Kaer Maga, Leng and Golarion's own Thesslion being the main themes.
All in all I'd say a vast majority of existing APs fit your wish, so there's a pretty high chance of you getting what you want in the future, as well.

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So previously the things I wanted to see in APs are one that isn't based on the location (after what seemed like a long string of location based APs - you know, "Worldwound AP", "Osirion AP", "Noveria AP" etc.), and an urban AP (not one meant to represent a country like the APs I mentioned above, but one that really only focuses on one city).
Astoundingly, it seems that Giantslayer is an implementation of my first wish and that Hell's Rebels is the embodiment of the answer to the second. I'm 2/2! :)
So what would I like to see after *those* two conclude? sounds like I've got a whole year to think about that... but here are a couple of early ideas:
1) an "epic fantasy" AP. What I mean is - I want to see an AP that isn't focused from start to finish on the same characters all the time. One where the players switch from playing a group of adventurers in location A to playing one in location B. For example one group is rooting out evil in some village, another is exploring some dungeon in search of an artifact, etc. Tell a much bigger story than the ones that the structure of an AP usually limit the story to. Find a way to eventually make the story threads come together in some truly epic finish. A similar idea to this is to shift time rather than space - have the adventures happen months, years or even decades after the other. Maybe the first adventure ends with the PCs making a major political change in a city, and the next adventure is another group of heroes dealing with the ramifications of that change. The idea of playing with the structure of the stories in AP to make them more like fantasy literature fascinates me.
2) A real crusade AP. In WotR, after a promising start in part 2, the whole "crusade" business is kind of left behind as the PCs go ahead on their own, do their own adventuring all over the place. I want to see a military AP that really focuses on some giant campaign, a true clash of two armies, that will take the entire AP to resolve. Remember, a campaign is not just a single battle - there's so much going on in any real world that an entire campaign should easily fit into one.
3) A tale of two cities - after getting the urban AP I want, I greedily start thinking of the next step. What's great about urban AP is that they focus on one location and fully develop it. What I think could be interesting is to see how a story that focuses not on one location but on several could look. It seems like the pattern the APs are following is that either they are really focused on a single location, or they go all over the place. Well, how about an AP that happens entirely within two cities? there's a whole adventure design/story space unexplored with these options. The two locations don't have to be two cities by the way - how about a city and a dungeon? or a city and a wilderness area?
So I know number 1 is highly unlikely but actually think it would be the most interesting. It's a way to play with the formula without falling into the singularity of weirdness that trying to top Iron Gods might lead to, and it's a true innovation. I believe that for the APs to never get stale, the design philosophy behind them has to constantly push the envelope to see what's possible.

Fergurg |
1) Belkzen. Someone is organizing the orcs and turning them from scattered tribes to a single nation. A single, powerful nation, ready to expand. Who? How? Why? How do you stop the unity? Should you?
2) Tian Xia, but the entire Ap takes place there, with Tian Xian adventurers. Two imperial dragons are in a covert shadow war, one that threatens to decimate everything in the Dragon Empires. Which side, if any, should you take, and how do you know that YOU aren't a pawn?

LordClammy |
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I'd like to see an ap where the bad guys aren't bad guys at all.
Perhaps its a good aligned church or outsiders that are working towards some goodly goal that maybe was perverted without their knowledge or something similar.
I love to see players squirm when they are faced with moral and ethical dilemmas.

Amanda Plageman |

I'd like to see an ap where the bad guys aren't bad guys at all.
Perhaps its a good aligned church or outsiders that are working towards some goodly goal that maybe was perverted without their knowledge or something similar.
I love to see players squirm when they are faced with moral and ethical dilemmas.
That would be fabulous!
Additionally, I'd like to do some planet and/or planar travel. Maybe not both in the same AP.
1. 1 themed around planar travel.
2. 1 exploring the other planets in the solar system.
3. Once Occult Adventures is published, an AP based around that.
4. An AP intended for evil PCs (I know there have been some 3PP offerings, but I'd like to see what Paizo can do with it.)
5. A 'generational' AP, where the players play families/noble houses/etc. similar to the Pendragon RPG.
Just my $0.02.

JiCi |

I don't know how good the writers are, but... I'd like them to pull off an AP based on a criminal case to solve, like a HUGE one, something that the PCs will not be able to figure out until the last issue.
The PCs get hired by an investigator to solve a criminal case, but as they get the various clues, more atrocities are committed, more lies are woven, more witnesses are found (dead or alive), tracks become blurred and/or split and the grand scheme becomes ever so dire as the case progresses
Yes, in a world where magic is abound and almost nothing can be hidden from it... to a certain extend... that can be difficult to do, but still, an AP that would make Sir Arthur Conan Doyle and Agatha Christie proud would be great for players who leave their game session with their head scratching and then get totally surprised by who's the real culprit at the end.
Since this is a criminal case, many of the locations would be cities and hideouts, and not abandonned temples. That could lead to PCs having to bust out their social skills and metropolitain flair in order to progress.
How about it?

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I don't know how good the writers are, but... I'd like them to pull off an AP based on a criminal case to solve, like a HUGE one, something that the PCs will not be able to figure out until the last issue.
The PCs get hired by an investigator to solve a criminal case, but as they get the various clues, more atrocities are committed, more lies are woven, more witnesses are found (dead or alive), tracks become blurred and/or split and the grand scheme becomes ever so dire as the case progresses
Yes, in a world where magic is abound and almost nothing can be hidden from it... to a certain extend... that can be difficult to do, but still, an AP that would make Sir Arthur Conan Doyle and Agatha Christie proud would be great for players who leave their game session with their head scratching and then get totally surprised by who's the real culprit at the end.
Since this is a criminal case, many of the locations would be cities and hideouts, and not abandonned temples. That could lead to PCs having to bust out their social skills and metropolitain flair in order to progress.
How about it?
scrying + divination = end of the AP.

JiCi |
1 person marked this as a favorite. |

JiCi wrote:scrying + divination = end of the AP.I don't know how good the writers are, but... I'd like them to pull off an AP based on a criminal case to solve, like a HUGE one, something that the PCs will not be able to figure out until the last issue.
The PCs get hired by an investigator to solve a criminal case, but as they get the various clues, more atrocities are committed, more lies are woven, more witnesses are found (dead or alive), tracks become blurred and/or split and the grand scheme becomes ever so dire as the case progresses
Yes, in a world where magic is abound and almost nothing can be hidden from it... to a certain extend... that can be difficult to do, but still, an AP that would make Sir Arthur Conan Doyle and Agatha Christie proud would be great for players who leave their game session with their head scratching and then get totally surprised by who's the real culprit at the end.
Since this is a criminal case, many of the locations would be cities and hideouts, and not abandonned temples. That could lead to PCs having to bust out their social skills and metropolitain flair in order to progress.
How about it?
1) Nondetection says "Hi".
2) Scrying isn't 100% accurate, not to mention that someone can succeed the Will save.3) Several monsters can foil divination spells.
4) Several spells can foil divination spells.
5) Several items can foil divination spells.
6) What are the chances to have a diviner in the party? If the DM's smart, he's not gonna tell the AP he'll be running.
7) The first caught culprit might not to be the real one, and many ways exist for it to keep it a secret. For instance, if you catch a monk with both the vows of silence and truth, he's not gonna reveal anything. Spies and lackeys will commit suicide to avoid capture. Speak with Dead isn't a sure-fire way to get answers from a dead body either.
8) Possessed villains, be by a demon, a ghost or even an intelligent/cursed item, aren't easy to see through.
Like I said, it's hard to make a criminal case in any campaign due to how magic can solve many problems... but such an AP can be used to foil that. The antagonist could use something to prevent detection of any kind.

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How about.....
Something in Jalmeray ...something like "The People of the Black Circle" by Howard
Full on Dwarven dive into the Darklands...9,000 years after the push Skyward something left behind in the depths threatens the whole of Golarion
Otherwise lets start opening up other continents? Amazing things could happen there....

Jeven |
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Otherwise lets start opening up other continents? Amazing things could happen there....
Its about time to visit another continent. The last and only AP to do that was 2011.
If we don't see Casmaron, Arcadia, southern Garund, or ruined Azlant in 2016 then we will probably never ever get to see more than one of those fully developed.
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Different people have fulfilled that collecting and tallying role over the years. I'm always interested in seeing those kind of results.
Those of us here on Team AP (TM) certainly pay attention to these types of threads, and sometimes it certainly plays into our decisions on what to run with (because sometimes we're really surprised with what people latch onto and what they disregard). The main thing that gets certain APs going and onto the schedule is what James and Rob really want to work on for more than half a year. No one internally isn't going to champion something that they're not stoked to work on, and typically management greenlights and supports whatever one of those two are REALLY into—usually because they're into it too. :)
Those two have certain things on their wishlists of APs to design, and sometimes those things need to wait for certain other things to come along before they are something that we can actually do in the Adventure Paths. (For example, James had Jade Regent in his mind when Runelords was first hitting shelves, but needed more of the world put together in print before he could pull off that AP).

Alex G St-Amand |

Different people have fulfilled that collecting and tallying role over the years. I'm always interested in seeing those kind of results.
Those of us here on Team AP (TM) certainly pay attention to these types of threads, and sometimes it certainly plays into our decisions on what to run with (because sometimes we're really surprised with what people latch onto and what they disregard). The main thing that gets certain APs going and onto the schedule is what James and Rob really want to work on for more than half a year. No one internally isn't going to champion something that they're not stoked to work on, and typically management greenlights and supports whatever one of those two are REALLY into—usually because they're into it too. :)
Those two have certain things on their wishlists of APs to design, and sometimes those things need to wait for certain other things to come along before they are something that we can actually do in the Adventure Paths. (For example, James had Jade Regent in his mind when Runelords was first hitting shelves, but needed more of the world put together in print before he could pull off that AP).
Has anyone else ever expressed interest in doing what James and Rob do?

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Maybe not for 2016 or 2017, but an AP I want to see is fey based with the Molthuni/Nirmathi conflict and Eldest politicking as the backdrop.
It is the fourth day of Sarenith. The sun is high in the sky, but a breeze keeps the heat at bay. The thundering march of a Molthuni platoon approaches the forest it is tasked with demolishing. Inside the forest, the Nirmathi prepare their traps and ambushes and contingencies. No matter the victor, today will drench the roots with blood.
The platoon's commander shouts a heroic cry, urging their war machines forward. Giant scything blades powered by magic and engineering. They'll chop the trees down, and the heavy grinding wheels will turn the stumps to mulch. The Nirmathi leader gives his coded call to prepare their mages to hurl magical artillery through the forest to cripple the machines.
Just as the machines reach the wood's edge, the world seems to stop. Then, a vibrant shade of primrose colors the air, filling the breeze with the scent of flowers. Time itself bends and warps, and the smell of primrose turns to loam. The engines are warped, and flung spells turn to flocks of birds.
An impossibly beautiful pair of beings appear. Both comprised of nature's many joys. His wings, freshly fallen autumnal leaves, her skin the softest mosses. His eyes are crystalline water, and hers are pure amber.
"Hear me now!" Cries the erlking to the soldiers on both sides. "You are finished forcing our beloved forests to drink your filthy blood! As of now, you are all being brought to our world, the First World! Those of you who survive unchanged will meet with me in my court. There you will be given your first task on the path to forgiveness."
Perhaps a rather specific desire, but all of us adventurers are selfish one way or another.

JiCi |
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Ok, I got one for you... but it's not really set IN Golarion per se:
An Adventure Path set underwater
Yup, you heard me right, I want an AP that goes literally IN the Inner Sea, the Steaming Sea, the Arcadian Ocean, the Obari Ocean, the Ivory Sea, the Embaral Ocean, the Valashmai Sea, the Okaiyo Ocean, the Songil Sea... and/or even the Elemental Plane of Water.
How about an AP focused on something related to the Eye of Abendego, like an ancient artifact that allows someone to literally MOVE the Eye around, causing havoc? How about having the Cloud Castle of the Storm King stationned INSIDE the Eye?
Here are several points to an underwater AP:
- Many, many, MANY challenges for the PCs when it comes to gear, which they might need to look for in order to get in the water.
- The opportunity to develop aquatic races, like the merfolk, sahuagins, locathahs and whatnot.
- The opportunity to use a massive creature as a villain, such as a kraken, a storm giant or even an awakened megalodon who claims to be the sahuagin racial deity's avatar/herald.
- While Skull & Shackles dealt with pirates and treasure islands, an underwater AP could deal with sunken ships, underwater caves and sunken cities.
- The chance to add aquatic archetypes and alternate racial traits.
- If Occult Adventures gets released by that time, it's a good way to have a Hydrokineticist NPC on board.
I know a good 3rd-party publisher who has quite the expertise on underwater adventures, Alluria Publishing. Maybe they could hire the writers to help them out with such an AP.