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Campaign Codex: Chapter by chapter breakdown on how to do genre adventures with the Pathfinder ruleset (steampunk, ancient age, post-apoc, urban fantasy, "Thundarr the Barbarian," etc.), and provide example plot hooks and setups for them.
Wishlisting... from staff? You're not even Lilith...
Or is this a sneak preview? ^_^

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Luthorne wrote:The thing is, books like the Inner Sea World Guide and other hardcover books are Campaign Setting books, and thus have nothing to do with Pathfinder RPG books, which are primarily made by completely different sets of people. So more hardcovers like Occult Adventures and Horror Adventures doesn't impact whether or not we get a Tian Xia World Guide or a Garund World Guide...They still generally only release so many hardcovers in a year. Plus, some of the people (such as editors) probably do work on both types.
Most of the people (editors, developers, and art directors) work on both types, in fact.

MMCJawa |

Galt
Nex
Geb
Razmiran
Druma
Isger
Jalmeray
Realm of Mammooth Lords
Mana Wastes
Molthune
Nidal
Nirmathas
Rahadoum
Sodden Lands
Hermea
ThuviaThe Inner Sea region is far from "nicely covered".
not to mention various major cities or smaller regions that could all support a full book. I would love to see a book focused on Caliphas or Egorian for instance.

MMCJawa |
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Campaign Codex: Chapter by chapter breakdown on how to do genre adventures with the Pathfinder ruleset (steampunk, ancient age, post-apoc, urban fantasy, "Thundarr the Barbarian," etc.), and provide example plot hooks and setups for them.
hah...I wouldn't mind seeing some of those chapters become entire books.

Milo v3 |

Ultimate Mundane with simply things like skill DC's for more stuff, more items that lack a combat use but are good in castles and mage homes, enhanced versions NPC classes that are stronger but the only abilities they have are geared towards downtime rather than adventuring, spells that are for non-adventurer use, etc.
Part of me wants a Futuristic Adventures book that has rules like the technology guide but more expansive and having things other than adventuring stuff and more archetypes and rules for extraterrestrial adventures like adventures on Suns and in the void of space. This would not only allow for more adventures off-world and let people do things like play modern and Sci-Fi games more easily than they can with just the Technology Guide, but it also means that the technology guide could be removed from the PRD as it would be redundant, meaning that it can return to being RPG-Line material only. But.... It's unlikely anytime soon since it would render a product redundant and that's not Paizo's style.

MMCJawa |

Ultimate Mundane with simply things like skill DC's for more stuff, more items that lack a combat use but are good in castles and mage homes, enhanced versions NPC classes that are stronger but the only abilities they have are geared towards downtime rather than adventuring, spells that are for non-adventurer use, etc.
Part of me wants a Futuristic Adventures book that has rules like the technology guide but more expansive and having things other than adventuring stuff and more archetypes and rules for extraterrestrial adventures like adventures on Suns and in the void of space. This would not only allow for more adventures off-world and let people do things like play modern and Sci-Fi games more easily than they can with just the Technology Guide, but it also means that the technology guide could be removed from the PRD as it would be redundant, meaning that it can return to being RPG-Line material only. But.... It's unlikely anytime soon since it would render a product redundant and that's not Paizo's style.
Well...there is some precedent...Inner Sea Gods pretty replaces the old 3.5 diety softcover, and books like the bestiaries, Monster Codex, and Inner Sea races compile and update quite from other campaign settings book. A hardcover focused on tech would probably reprint a lot of items in that book but perhaps not all, and I think there is some campaign specific archtypes, etc that probably wouldn't be printed.
The bigger issue is when you fit it in the schedule, and if the CS book was successful enough to warrant a hardcover on the book.
They probably still wouldn't remove that book from the PRD though...I would imagine that might cause some legal snaggles for 3pp that are currently using those rules.

Milo v3 |

Well...there is some precedent...Inner Sea Gods pretty replaces the old 3.5 diety softcover, and books like the bestiaries, Monster Codex, and Inner Sea races compile and update quite from other campaign settings book. A hardcover focused on tech would probably reprint a lot of items in that book but perhaps not all, and I think there is some campaign specific archtypes, etc that probably wouldn't be printed.
Those books don't completely render PF books redundant (makes sense to render the 3.5e less relevant since things got retconned in the shift from 3.5e to PF). They still have tonnes of stuff remaining that hasn't been tapped yet. But the only thing I can think of in the Technology Guide that would have an excuse to not be reprinted is Technic Scavenger and skymetals, everything else doesn't make any sense to not reprint. I seriously cannot think of a single item in the book that is golarion specific.
The bigger issue is when you fit it in the schedule, and if the CS book was successful enough to warrant a hardcover on the book.
You'd fit it in the schedule in the next available Adventure RPG-line slot after Horror Adventures.

MMCJawa |

Quote:The bigger issue is when you fit it in the schedule, and if the CS book was successful enough to warrant a hardcover on the book.You'd fit it in the schedule in the next available Adventure RPG-line slot after Horror Adventures.
My guess would be that the best time for them to release that sort of book would be sometime before a futuristic AP (which with Iron Gods done, would probably have to be focused on the other planets in the system). I don't know if they are willing to head back to that well so soon, Since Iron Gods was last year and Strange Aeons is going to go to other worlds in the fall.

Milo v3 |

That should give you an idea of how much desire there is for more rules.
Gives me more of an idea on how wide-spread illiteracy is :P
Personally I've met more people that dislike golarion than like it (well, I actually haven't met anyone in person that liked golarion), and looking at the homebrew and third party communities, so I still get the impression that more rules are still rather desired.

Milo v3 |

I know plenty of people who love the setting and plenty more who dislike 3rd party products.
My point isn't that those people exist, simply that more rules is still desired and that just because some people are requesting setting books in this thread doesn't really imply that more rules isn't desired anymore. A closed environment like this thread or ones gaming group doesn't represent the Pathfinder Community.

Insane KillMaster |
Ultimate Mundane with simply things like skill DC's for more stuff, more items that lack a combat use but are good in castles and mage homes, enhanced versions NPC classes that are stronger but the only abilities they have are geared towards downtime rather than adventuring, spells that are for non-adventurer use, etc.
How the F*** NPCs gain their EXP?
- - - - - - -
Ult Mun aside...
* A Blue Mage style class.
* Classes for when the PCs are the Monsters/Horrors.
* "Paladin" of any Alignment.
* SteamPunk Adventures.
* Maritime Aventures.
* Aerial Adventures.

Anthony Adam |

One thing I might enjoy is an alternate world book where magic was real and did not get supplanted by science, set in the familiar setting of our world itself. A bit like the Harry Potter theme of a hidden world behind scientific society.
It could have magic in a steam punky Victoriana type era as the main section, steeped in gothic-ness and dark smoke choked alleys. Other sections could project magic both as a hidden wayof life and also as a partner to life in "today's" world.
Plot threads could put different slants on major historical events, the illuminati clubs would become magic hunting/hiding societies, the Bermuda triangle would be a region of shifting portals to alternate times or worlds and so on, Seattle would be the centre of mystical magical creature spawning...
Yeah, I let my imagination run a bit wild there ;)

Grond |

I selfishly want more Ultimate Underdark that gives you more information, campaign settings, some maps, some archetypes for underground adventures etc.
I also want another Prestige class book that has a gob of prestige classes that are actually worth taking.
I also want a class or archetype that is a melee hybrid class that inflicts life drain damage with melee attacks and spells and gets a portion of damage dealt returned as health. Think of the Shadowknight from Everquest or the Reaver from Dark Age of Camelot from MMORPGS as inspirations.

Milo v3 |

How NPCs get their Experience Points and Levels?
You realize all NPC's have levels?
Also, you don't need to kill things to get XP. Just succeed in some way at the challenge that go into your life.
If NPC's didn't get levels the NPC codex wouldn't exactly have been a very large book :P

Maneuvermoose |

Also:
Now, hopefully we can all talk about the same thing.
And, just to clarify for the seemingly large number of confused people, this thread is in the forum for the Pathfinder RPG Line.
There's another forum for the Pathfinder Campaign Setting Line.
And another for the Pathfinder Player Companion line.
And another for the Pathfinder Adventure Path line.
And another for the Pathfinder Module line.

Albatoonoe |
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I think, as a companion book to Ultimate Campaign, Ultimate Adventure would be excellent. Where UC gave a lot of rules concerning downtime and background, UA would give rules concerning adventuring. New and more advanced environment rules, new ways to use skills (such as a more active skill system), new environmental hazards, expanded hex crawling rules, etc.
Combat in various forms and Downtime activities have been given great boosts. I think it's time for some of the other adventuring activities to get expanded.

Drahliana Moonrunner |

Ultimate Cultures -- how to run Asian, American, African etc campaigns. The best bits of Nyambe/Oriental Adventures/Maztica and so on.
Ultimate Environments -- how to make forests, swamps, mountains, jungles, volcanoes, archipelagoes etc all feel unique and different from each other.
I think "Spelljammer" (planets) and "Planescape" (planes) hardcovers would be better served by being in the Campaign Setting line.
Putting real world cultures in a paper and dice fantasy game runs the very real minefield of cultural expropriation and trivialization. It's almost as bad as using real world religions in a gods book.

Graeme Lewis |

The bigger issue is when you fit it in the schedule, and if the CS book was successful enough to warrant a hardcover on the book.
They had to reprint the Technology Guide. Campaign Setting books don't tend to get reprints; the initial print run is what they have, and when that's gone, there's not enough demand for a second.
Technology Guide has had 2 print runs so far. I think that says something about success and a hardcover.
Also, +1 for Ultimate Technology.

Milo v3 |

They had to reprint the Technology Guide. Campaign Setting books don't tend to get reprints; the initial print run is what they have, and when that's gone, there's not enough demand for a second.
Technology Guide has had 2 print runs so far. I think that says something about success and a hardcover.
Also, +1 for Ultimate Technology.
My only worry is that Ultimate Technology would drive Mark insane with frustration. :P

theneofish |

I can't see a hardcover book devoted to one city. I would prefer hardcover books for distant worlds, a book of the planes, and each continent before we start with just a city.
Although, James once replied to a post of mine saying he would love to do just that. I'd suggested a city box set, he said that would be too expensive, but he'd love to do a book dedicated to one city in just such a way as Greyhawk or Waterdeep.

Insane KillMaster |
Dragon78 wrote:I can't see a hardcover book devoted to one city. I would prefer hardcover books for distant worlds, a book of the planes, and each continent before we start with just a city.Although, James once replied to a post of mine saying he would love to do just that. I'd suggested a city box set, he said that would be too expensive, but he'd love to do a book dedicated to one city in just such a way as Greyhawk or Waterdeep.
Hardcover for a single City? That's a lot of info to create.

MMCJawa |

Thinking about Intrigue, and obvious choice for a next "Ultimate book" would be something like Ultimate Survival. IF Intrigue has a heavy focus on courtly or city types of adventuring, a book focused on adventures far from civilization. Could help GM's with games with a more survival focus (hard to do since a lot of spells kind of trump those concerns), as well as add a lot of wilderness related archetypes, feats, spells, etc. Maybe even be a good venue to introduce a class focused on shapeshifting or Tarzan/Mowgli esq shenanigans.

Malwing |

When Ultimate Intrigue was announced I thought it would effectively be 'Ultimate Skill'. I imagined that the general paradigm of the broad focus of classes were martial, magic and skill so I thought Ultimate Intrigue would finish the trinity set up by Ultimate Combat and Ultimate Magic. What Ultimate Intrigue turned out to be was 'Ultimate Socialization' so I'd like to actually see an 'Ultimate Skill'.
Clarifications on how skills work, some new subsystems on doing unique things with skills. Archetypes for the more skilled classes along with archetypes that make less skilled classes get more out of skills. New applications for skills, maybe even combat or magical applications. Expansions on old skill based alternate rules. Feats that make skills do new things. Expansions on knowledge skills in relation to the unknown and how to know it. Skill Unlocks out the wazoo.
New class can be a Factotum-like class that borrows class features by studying. Can be called a Scholar or something. 1/2 BAB, all Bad saves, 6+Int skills per level, only proficiency in light armor and simple weapons. Basically the weakest class ever but 'borrows' skill applications, attack bonuses, saves and other abilities through research and adaptive training.

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Putting real world cultures in a paper and dice fantasy game runs the very real minefield of cultural expropriation and trivialization. It's almost as bad as using real world religions in a gods book.
1. Yeah, because only European style fantasy is all right to adventure in, because it's considered "default". Wanting to adventure as anything but bland whitebread Fred Fredson in Fredsville is a big no-no. European good, anything else bad. If some of us feel more in touch with other cultures, tough noogies for us. No Kara-Tur/Zakhara/Maztica for us. Just play Robin Hood or King Arthur or go home. European flavor only welcome. Fortunately, Paizo doesn't limit themselves because of those concerns and has given us things like Osirion (Egypt), the Varisians (Romani) and Tian Xia (Asia). Being able to have even that little play space is extremely valuable to some of us, and I will advocate for more representation.
2. Paizo has time and again proven themselves as sensitive and good about handling these sorts of issues. I have absolute faith that they would navigate that minefield.

Dekalinder |

I'd hardly call D&D/Pathfinder standard ambientations as "European style". They are not. They mostly drawn from what is been created through the ages as a "common fantasy template" that has been aboundantly used even in foreign litterature.
This process of building a mostly commonly shared expectation for what a "fantasy" word should look like is the results of years of memetic mutation from word classics like Tolkien's book or The Thousand and one Nights or stuff like this. It looks like "European" to us simply because we think of it as the most generic one, while instead "foreign" cultures looks a lot more specific and flavorfull in our eyes thanks to different nomenclatures for basically the same concepts.
For examples, mummys come from egyptian coultures, djinn, ghouls and genasy comes from arabic roots, ecc. ecc. There is a lot of non-european stuff in the "common fantasy template" I cited above, but since has become so "standardized" you miss the feeling of "exotic" that you usually associate to non-european cultures.

Nutcase Entertainment |
I'd hardly call D&D/Pathfinder standard ambientations as "European style". They are not. They mostly drawn from what is been created through the ages as a "common fantasy template" that has been aboundantly used even in foreign litterature.
This process of building a mostly commonly shared expectation for what a "fantasy" word should look like is the results of years of memetic mutation from word classics like Tolkien's book or The Thousand and one Nights or stuff like this. It looks like "European" to us simply because we think of it as the most generic one, while instead "foreign" cultures looks a lot more specific and flavorfull in our eyes thanks to different nomenclatures for basically the same concepts.
For examples, mummys come from egyptian coultures, djinn, ghouls and genasy comes from arabic roots, ecc. ecc. There is a lot of non-european stuff in the "common fantasy template" I cited above, but since has become so "standardized" you miss the feeling of "exotic" that you usually associate to non-european cultures.
In contexts, "European style" could be how the Europeans saw/interpreted different cultures, including their own. Something not helped by the shorter written history in many part of the Americas, Africa and Oceania.