Drop Dead Studios |
2 people marked this as a favorite. |
Everyone wants something different from a campaign setting, and we are trying to meet all of those needs. The first two Skybourne books are out and they're both very heavy on crunch: The Player's Guide to Skybourne is almost exclusively dedicated to airship crew rules, new skills, new races, new class options, and all of that, while Ships of Skybourne is practically pure vehicle-creation crunch and sample vehicles, including land, sea, and air vessels.
Our next two books are a city guide and a GM's guide for running the world, but after that...?
I'm wondering what people want to see from us for this line, not just from people who've already bought the first two books, but just generally what sort of things interest people about a new world.
We could keep expanding player options, we could do lore and history for all the different peoples and adventuring regions, we could do a book dedicated to space and planar travel that we'll do our best to make Starfinder compatible, or we could even do another expansion of the vehicle rules (we already introduced mecha/powered armor piloting in Ships of SKybourne, after all, so why not run with it?)
Lindley Court |
2 people marked this as a favorite. |
Perhaps books tied to peoples and adventuring regions, giving lore/history together with player options tied to the topics? I feel it'd be a nice balance of fluff and crunch.
Michael Sayre |
I'd like to see something in the realm of adventure modules featuring Skybourne races and Spheres mechanics. An adventure module showcasing some of the vehicles of Skybourne (skyship races? aerial chases?), and maybe exploring a few exotic locations a little more in depth would also be awesome.
Expanded handbooks for the Skybourne races including racial options, ecologies, social information, etc. would also be awesome. Something like the "Halflings of Golarion" or the "Blood of the Moon" books.
Drop Dead Studios |
I'd like to see something in the realm of adventure modules featuring Skybourne races and Spheres mechanics. An adventure module showcasing some of the vehicles of Skybourne (skyship races? aerial chases?), and maybe exploring a few exotic locations a little more in depth would also be awesome.
Expanded handbooks for the Skybourne races including racial options, ecologies, social information, etc. would also be awesome. Something like the "Halflings of Golarion" or the "Blood of the Moon" books.
So more smaller adventure modules and handbooks rather than large volumes.
Michael Sayre |
Ssalarn wrote:So more smaller adventure modules and handbooks rather than large volumes.I'd like to see something in the realm of adventure modules featuring Skybourne races and Spheres mechanics. An adventure module showcasing some of the vehicles of Skybourne (skyship races? aerial chases?), and maybe exploring a few exotic locations a little more in depth would also be awesome.
Expanded handbooks for the Skybourne races including racial options, ecologies, social information, etc. would also be awesome. Something like the "Halflings of Golarion" or the "Blood of the Moon" books.
I love big books and all, but I don't think I'm in a minority when it comes to the fact that I can only afford so many hardcovers a quarter, and Paizo has a lock on most of those already. I have a way easier time picking up handbook sized supplements than I do finding room in my budget for a $40-$60 book.
I'm also one of those GMs who doesn't have a lot of time in his week for adventure prep, so I love premade adventures that I can quickly adapt for my home games. They make my life easier, and they make it more likely that I'm going to continue to use other related products as my group gets more entrenched in the story world created by the adventures and supplements.
SmiloDan RPG Superstar 2012 Top 32 |
How about a book of encounters?
Each encounter would be 1 or 2 pages long, have a variety of "moving parts" (terrain, features, monsters, hazards, traps, ongoing effects, etc.), and fully statted out, with a variety of CRs per encounter. It would have maps, unique magic items, and new monster variations.
For example, an royal throne room might be built with a 3rd level aristocrat, 2nd level adept, and 4 1st level warriors; an aristocrat 3/rogue 6, 5th level court wizard, and 6 3rd level cavaliers; an aristocrat 5/rogue 10, 11th level court wizard, and 8 8th level cavaliers. The throne might control a pit trap that is 10 feet deep, 30 feet with poisoned spikes on the bottom with a gargoyle, or 50 feet deep with a permanent wall of fire and a iron golem.
Stuff like that.
Drop Dead Studios |
How about a book of encounters?
Each encounter would be 1 or 2 pages long, have a variety of "moving parts" (terrain, features, monsters, hazards, traps, ongoing effects, etc.), and fully statted out, with a variety of CRs per encounter. It would have maps, unique magic items, and new monster variations.
For example, an royal throne room might be built with a 3rd level aristocrat, 2nd level adept, and 4 1st level warriors; an aristocrat 3/rogue 6, 5th level court wizard, and 6 3rd level cavaliers; an aristocrat 5/rogue 10, 11th level court wizard, and 8 8th level cavaliers. The throne might control a pit trap that is 10 feet deep, 30 feet with poisoned spikes on the bottom with a gargoyle, or 50 feet deep with a permanent wall of fire and a iron golem.
Stuff like that.
Ha! You pretty much perfectly described our next major release: Wizard's Academy, the module/bestiary designed for modular upgrading to fit whatever level the players are.
Ryuu-Okami |
I personally like how crunchy the skybourne books are. Makes me feel Like I'm getting my moneys worth.
I would like to see more adventures. A linear arc would be really nice. A adventure arc would also explore some of the setting fluff as the players went to new places & explored the world. Set it up with the option of using the Spheres of Power books & not as to hit a larger audience.
Ryuu-Okami |
Everyone wants something different from a campaign setting, and we are trying to meet all of those needs. The first two Skybourne books are out and they're both very heavy on crunch: The Player's Guide to Skybourne is almost exclusively dedicated to airship crew rules, new skills, new races, new class options, and all of that, while Ships of Skybourne is practically pure vehicle-creation crunch and sample vehicles, including land, sea, and air vessels.
Our next two books are a city guide and a GM's guide for running the world, but after that...?
I'm wondering what people want to see from us for this line, not just from people who've already bought the first two books, but just generally what sort of things interest people about a new world.
We could keep expanding player options, we could do lore and history for all the different peoples and adventuring regions, we could do a book dedicated to space and planar travel that we'll do our best to make Starfinder compatible, or we could even do another expansion of the vehicle rules (we already introduced mecha/powered armor piloting in Ships of SKybourne, after all, so why not run with it?)
I personally feel we need more stuff to expand the setting. Lore & History would be nice. Would also love a book dedicated to space & planar travel as it pertains to Skybourne. If you do more player options have them really airship based! Because we're all into this for the airships!!!
Stack |
I would like a series of adventures, each spanning 2-4 levels. Something to introduce people to the setting and modular enough that you could assemble them to suit your table. A troubleshooter/private eye run in Andrus, flowing into a separate bounty hunter path that segways nicely into a slightly longer privateer campaign, that kind of thing.