Strange Aeons Player's Guide


Strange Aeons

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The problem with lack of Britain analogue is, well, Cheliax was Britain, but due to what happened 100 years ago it lost that aspect of itself to become devil-land.

Liberty's Edge

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Pathfinder Companion Subscriber

So you could sort of say it's Thatcher's Britain?

Silver Crusade

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More like if the Nazis won WW2 Britain.


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Rysky wrote:
More like if the Nazis won WW2 Britain.

There is a great Richard III film adaptation from 1995, with Ian McKellen as Richard III.

It is set during WW2 and it ends up with a nazi-like militarist Britain.
Richard even alludes that he is acting like the devil under pretext of doing good:

"But then I sigh, and, with a piece of scripture,
Tell them that God bids us do good for evil:
And thus I clothe my naked villainy
With odd old ends, stol'n out of holy writ;
And seem a saint, when most I play the devil."
Richard III

Scarab Sages

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Cole Deschain wrote:
Gratz wrote:
Balgin wrote:
Most British - probably Brevoy,...
I always pictured Brevoy as a somewhat Russian country...

Names like Surtova do tend to lend themselves to that sort of appraisal.

Might go with Andoren, but a childhood spent on the road, and a mother always harping about how great Taldor was/is and how if her father hadn't been so hellbent on spouting off like a Galtan demagogue...

While I agree with you entirely Paizo have, upon multiple occassions, suggested that it's similar to "Golarion's version of Game of Thrones". Andoren isn't very British. It's much more American revolution really.

Gambit wrote:
The problem with lack of Britain analogue is, well, Cheliax was Britain, but due to what happened 100 years ago it lost that aspect of itself to become devil-land.
Samy wrote:
So you could sort of say it's Thatcher's Britain?

You could but it has a very italian flavour. The names, the Machiavellian extreme control freaks in charge, everyone living in villas.... bribery and corruption being institutionalised. It reeks of Venice.

As for evil Maggie sucking the country dry ... ugh... that brings back way too many painful childhood memories.


Adam Daigle wrote:
Johangir wrote:
Captain Battletoad wrote:
If the player's guide isn't out by the end of the day today, then my PCs in SA will all receive 2 sanity damage each per day that it gets delayed. Your move, Paizo.

>is playing in Battletoad's group

We haven't even started the game, and I already have 2 madnesses. ADAM DAIGLE, HELP

SOOOON!

SOOOON?

Oh, was I too late with this one?

>.>

Scarab Sages

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Balgin wrote:


While I agree with you entirely Paizo have, upon multiple occassions, suggested that it's similar to "Golarion's version of Game of Thrones".

Yep, because of all the scheming noble houses. The Russian dvoryanstvo were just as scheming as our old nobility!

Scarab Sages

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minoritarian wrote:
Balgin wrote:


While I agree with you entirely Paizo have, upon multiple occassions, suggested that it's similar to "Golarion's version of Game of Thrones".

Yep, because of all the scheming noble houses. The Russian dvoryanstvo were just as scheming as our old nobility!

Oh absolutely. When people say British they can mean quite a lot of different things. I tend to prefer a wide variety of the periods of our green and pleasant land's history. I was trying to think of locations in Golarion that might fit the bill. Taldor is still probably the only likely location and it's much more Byzantine Empire than anything else.


Franz Lunzer wrote:
Insane KillMaster wrote:
About the Fugue State: about how long a period does it cover? Could someone have been raised there in that time? Born during that time? Conceived during that time? etc?
** spoiler omitted **

Kinda looking for a more "precise" answer/info, but thanks.

Scarab Sages

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Insane KillMaster wrote:
Franz Lunzer wrote:
Insane KillMaster wrote:
About the Fugue State: about how long a period does it cover? Could someone have been raised there in that time? Born during that time? Conceived during that time? etc?
** spoiler omitted **
Kinda looking for a more "precise" answer/info, but thanks.

I believe, prior to the player's guide coming out, someone who should know suggested four or five years. The guide itself suggests a more vague period with considerable chunks of life missing although it also suggests the players and gm finding a mutual agreement as to exactly how much missing memory feels right for them (with a few years being recommended as the bare minimum). It does recommend pc's having memories of childhood at the very least.

Silver Crusade

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Insane KillMaster wrote:
Franz Lunzer wrote:
Insane KillMaster wrote:
About the Fugue State: about how long a period does it cover? Could someone have been raised there in that time? Born during that time? Conceived during that time? etc?
** spoiler omitted **
Kinda looking for a more "precise" answer/info, but thanks.

The player's guide also gives the option to play without memory loss, though there is sort of a 'If you absolutely don't want to'-tone to it.

Still, possible, if your GM agrees.


Pathfinder Adventure Path Subscriber
Balgin wrote:
Insane KillMaster wrote:
Franz Lunzer wrote:
Insane KillMaster wrote:
About the Fugue State: about how long a period does it cover? Could someone have been raised there in that time? Born during that time? Conceived during that time? etc?
** spoiler omitted **
Kinda looking for a more "precise" answer/info, but thanks.
I believe, prior to the player's guide coming out, someone who should know suggested four or five years. The guide itself suggests a more vague period with considerable chunks of life missing although it also suggests the players and gm finding a mutual agreement as to exactly how much missing memory feels right for them (with a few years being recommended as the bare minimum). It does recommend pc's having memories of childhood at the very least.

Wasn't it months (instead of years)?

Scrap that: link.

Ruyan.


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Pathfinder Adventure Path, Rulebook Subscriber

One other thing is that the Player's Guide also suggests the players not remember their names.

I will admit I'm a bit tempted to mix this up between Hell's Rebels and Strange Aeons... with the players, at the end of the first book, waking up in the asylum and my mentioning how they don't know who they are or know much of their past. And then at the end of SA book one they "wake" and are in Kintargo again. Each version would have different treasure, but I would likely have experience accumulate between both and ramp up the difficulty between the two.

If I did this I'd probably have to talk to the group first. And it'll be probably a year before we did this anyway.

Dark Archive Vendor - Fantasiapelit Tampere

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Kudos to you writers! This is one amazing player's guide. Top marks!


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Balgin wrote:
Insane KillMaster wrote:
Franz Lunzer wrote:
Insane KillMaster wrote:
About the Fugue State: about how long a period does it cover? Could someone have been raised there in that time? Born during that time? Conceived during that time? etc?
** spoiler omitted **
Kinda looking for a more "precise" answer/info, but thanks.
I believe, prior to the player's guide coming out, someone who should know suggested four or five years. The guide itself suggests a more vague period with considerable chunks of life missing although it also suggests the players and gm finding a mutual agreement as to exactly how much missing memory feels right for them (with a few years being recommended as the bare minimum). It does recommend pc's having memories of childhood at the very least.

4 or 5 years mean "different things" to different races.

Franz Lunzer wrote:
The player's guide also gives the option to play without memory loss, though there is sort of a 'If you absolutely don't want to'-tone to it.

I know, kinda asking for the opposite...


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Insane KillMaster wrote:
Balgin wrote:
Insane KillMaster wrote:
Franz Lunzer wrote:
Insane KillMaster wrote:
About the Fugue State: about how long a period does it cover? Could someone have been raised there in that time? Born during that time? Conceived during that time? etc?
** spoiler omitted **
Kinda looking for a more "precise" answer/info, but thanks.
I believe, prior to the player's guide coming out, someone who should know suggested four or five years. The guide itself suggests a more vague period with considerable chunks of life missing although it also suggests the players and gm finding a mutual agreement as to exactly how much missing memory feels right for them (with a few years being recommended as the bare minimum). It does recommend pc's having memories of childhood at the very least.

4 or 5 years mean "different things" to different races.

Franz Lunzer wrote:
The player's guide also gives the option to play without memory loss, though there is sort of a 'If you absolutely don't want to'-tone to it.
I know, kinda asking for the opposite...

If The Shadow out of Time is any indication, 5 years based on human lifespan is a solid number to work with. If really long-term memory loss is desired, select the

Spoiler:
Formerly Mind-Swapped

campaign trait and you have all the lost time the character needs.

Regarding unknown children et al, the answers to that are pretty clear.


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One point I'm still unclear on after reading about the amnesia....I know you are missing years from your memory....but are you expected to have been in the assylum all that time ???

Silver Crusade

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No, what occurred during the missing years is part of the story.


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Kind spoilery, but I haven't had a chance to do more than skim the module yet: Does the GM know yet more than a bare guess at what happened in the missing memory?
I know it'll get cleared up later on, but I'd kind of want the GM to know before characters get built.


Rysky wrote:
Samy wrote:
I suppose theoretically Molthune, described as "Robin Hood", would come closer to "British" than "American" Andoran.
Nirmanthas is what you're thinking of I believe.

OK, but "legally" Nirmathas is part of Molthune, correct? That Nirmathas was another province of Molthune like any other, until they decided to rebel.

The Molthune/Nirmathas dynamic is what we compare to Robin Hood, right? So "Nirmathas" is not "Robin Hood" on it's own, i.e. Molthune is excluded from "Robin Hood" analogy, rather "Molthune including Nirmathas" is the Robin Hood analog including it's inherent conflict dynamic. So, if one wants to ascribe a historical English-ness to Nirmathas it seems as likely to apply to Molthune (which in fact can be said to include Nirmathas).

Honestly, AFAIK there has been a strange lack of discussion of nobility within Nirmathi context, despite there presumably having existed the same system of landed nobility as within regime-controlled Molthune. Did Nirmathi rebel against nobility AND military regime? What happened to Nirmathi nobility then, and how does this inform Molthuni campaign vs. Nirmathas? Did Nirmathi nobility rebel WITH commoners vs. military regime? How does that inform military campaign, and internal Molthuni politics (e.g. remaining Molthuni nobility tempted to side with Nirmathi nobility vs. military regime, possibly just to re-create previous Molthuni nobility order)?

On the other hand, if as the least-civilized frontier borderland Nirmathas never actually had any landed nobility, then above concerns don't apply, and in fact the analogy becomes more "American" as in frontier colony without nobility rebelling against centralizing monarchical regime (if coincidentally in middle of process of reducing noble power, in fact similar to English Civil War period, but perhaps with outcome more similar to Prussia, which Molthune is more often compared to).


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Well, if Nirmathas is "legally" part of Molthune, isn't Molthune "legally" part of Cheliax by the same measure?

Liberty's Edge

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Zaister wrote:
Well, if Nirmathas is "legally" part of Molthune, isn't Molthune "legally" part of Cheliax by the same measure?

...and Cheliax is 'legally' part of Taldor. :]

Silver Crusade

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Zaister wrote:
Well, if Nirmathas is "legally" part of Molthune, isn't Molthune "legally" part of Cheliax by the same measure?

More than that, once they rebelled against Cheliax and drove them out Molthune immediately stepped in declared Nirmanthas under their control, as well as a bunch of countries surrounding Molthune.

Molthune's borders are made where the other countries promptly told them to f!~# off.


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Rysky wrote:
More than that, once they rebelled against Cheliax and drove them out Molthune immediately stepped in declared Nirmanthas under their control, as well as a bunch of countries surrounding Molthune.

What makes you believe Nirmathas was not continuously part of Molthune, before and after Molthuni secession from Cheliax?

From Campaign Setting/ ISWG:
Quote:

The history of Nirmathas as an independent nation goes back less than a century. Before that it was part of the province and later the nation of Molthune.

First founded as a province of Taldor, Molthune was lost to ascending Cheliax during the Even-Tongued Conquest of 4081 AR... In 4632 AR, Molthune declared independence, including all of current-day Nirmathas.

Unfortunately, shortly after they seceded from Cheliax, Molthune itself fractured further. The rebellious folk who dwelt in and around the Fangwood in northern Molthune had long chafed under the repressive rule of Cheliax and longed for freedom. They rejoiced when Molthune turned its back on its oppressors, but within a few short years they realised that this had changed nothing except where they sent their tithes. So in 4648 AR, the people of northern Molthune began their violent rebellion. Within seven short years the rebels had won and the nation of Nirmathas was born.

So I don't see how the Molthuni/Nirmathi border can be construed as where "other countries" told them f%!+ off, rather, it is a result of internal Molthuni politics: Nirmathas never existed as a nation until the result of violent rebellion, which wasn't even started with the explicit goal of separatism, but simply "petty acts of sabotage, little more than vented frustration" at the sending of tithes to Canorate. Molthune doesn't need to "step in [to] declare Nirmathas under their control" if Nirmathas ALREADY WAS part of their country. The Nirmathi rebellion was a change to the status quo, the Molthuni reaction was not "aggression" but defense of status quo, a status quo which Nirmathis once happily accepted and acknowledged, "rejoicing" at the founding of independent Molthune including Nirmathas as component part.

Back to the nobility, despite Nirmathas previously being just another region of Molthune, and presumably having equivalent nobility (who are just as 'local' as other Nirmathi, both result of Taldan settlement), there is no mention whatsoever of nobility in current regime, even as disempowered nobility. So most likely, the local nobility sided against the rebellion, and fled to Canorate-controlled Molthune when they lost. But those nobility (or more likely their descendents, barring some half-elven nobility with longer lives) still would live in Molthune and still claim personal right to their realms in Nirmathas. This aspect of conflict seems heavily underplayed, but hopefully will be expanded upon in the Ironfang AP. (as well as non-noble Molthuni/Nirmathi citizens with divided loyalties, e.g. families split apart etc.)


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Oh, looks like I will re-sub for this AP. I was always wary of playing CoC, so I never did. It was always described to me as an inevitable loss to insanity. I didn't want to play a game that legitimized the practice of having sadistic GMs get their jollies raping my characters, mentally or otherwise. I was waiting to see the Player's Guide. This is very well presented, including the bit about player consent and discussing beforehand as a group how far is acceptable. Good job!
We're years away from completing our alternating S&S and RW paths (enjoying both! :D ) but this will be nice to have on the back burner. Sign me up!
(Edit: By "CoC", I meant Call of Cthulu, not Curse of the Crimson Throne, which I also never played but not because it gave my an unappealing vibe.)


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Balgin wrote:
While I agree with you entirely Paizo have, upon multiple occassions, suggested that it's similar to "Golarion's version of Game of Thrones". Andoren isn't very British. It's much more American revolution really.

Well, I was going for "First generation Andoren after parents had to leave Taldor in a hurry," especially since there really is no direct analogue for the particularly Victorian and paper-shuffly form of "British" I'm after for this character, who is going to be slightly bluestocking-esque.

Scarab Sages

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Cole Deschain wrote:
Balgin wrote:
While I agree with you entirely Paizo have, upon multiple occassions, suggested that it's similar to "Golarion's version of Game of Thrones". Andoren isn't very British. It's much more American revolution really.
Well, I was going for "First generation Andoren after parents had to leave Taldor in a hurry," especially since there really is no direct analogue for the particularly Victorian and paper-shuffly form of "British" I'm after for this character, who is going to be slightly bluestocking-esque.

Hmm, while Lepidstadt (in Ustalav) obviously has a very Eastern European vibe it also has a very British feel to it's bureaucratic legal system (or very late Russian tsarist feel (very Crime & Punishment etc)). while not very British the character would be native to the area and fit the kind of vibe you were going for. It would also harken back to the Carrion Crown AP (itself set in Ustalav).


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You can run your game however you want. So if you want them to have a British feel? Go for it! :)


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Balgin wrote:
Hmm, while Lepidstadt (in Ustalav) obviously has a very Eastern European vibe it also has a very British feel to it's bureaucratic legal system (or very late Russian tsarist feel (very Crime & Punishment etc)). while not very British the character would be native to the area and fit the kind of vibe you were going for. It would also harken back to the Carrion Crown AP (itself set in Ustalav).

But then the people of Ustalav wouldn't be "quaint foreigners"! :D

Scarab Sages

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Cole Deschain wrote:
Balgin wrote:
Hmm, while Lepidstadt (in Ustalav) obviously has a very Eastern European vibe it also has a very British feel to it's bureaucratic legal system (or very late Russian tsarist feel (very Crime & Punishment etc)). while not very British the character would be native to the area and fit the kind of vibe you were going for. It would also harken back to the Carrion Crown AP (itself set in Ustalav).
But then the people of Ustalav wouldn't be "quaint foreigners"! :D

Surely there's a rural/urban/suburban divide :P.

Silver Crusade

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Huh.

*scratches head*

I'm curious where I got my info at now...


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Rysky wrote:

Huh.

*scratches head*

I'm curious where I got my info at now...

The half-dozen threads about the Strange Aeons Player Guide can get confusing, even Adam seems to have forgoten that this one exists, and he created it...

Paizo Employee Developer

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Nope. I was still paying attention to this. I just kinda tuned out with the geography derail. :)


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Adam Daigle wrote:
Nope. I was still paying attention to this. I just kinda tuned out with the geography derail. :)

I still want an answer to this.

Paizo Employee Developer

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Insane KillMaster wrote:
Adam Daigle wrote:
Nope. I was still paying attention to this. I just kinda tuned out with the geography derail. :)
I still want an answer to this.

At the start they really don't recall much at all, but as they progress things become more clear about their past. The only thing that's locked away is the last few years (2-5).


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Adam Daigle wrote:
Insane KillMaster wrote:
Adam Daigle wrote:
Nope. I was still paying attention to this. I just kinda tuned out with the geography derail. :)
I still want an answer to this.
At the start they really don't recall much at all, but as they progress things become more clear about their past. The only thing that's locked away is the last few years (2-5).

Thanks.


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I just want to note that Psychic (Amnesiac) is NOT among the archetypes recommended in the Player's Guide. 2/10, would not pay $0 for this again.

Sovereign Court

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Well, there is the slight problem that you would lose the Amnesiac archetype when your memories come back halfway through.


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That's no problem at all, Amnesiac stacks with all Psychic archetypes (of which there are few, and none others very good). It should be mandatory for all Psychics.


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Somewhere around the fourth book the PCs have defeated REDACTED and recovered their memories.
"I can't believe I forgot I am the heir to the throne of Ustalav!"
"Woohoo! I'm a Kalistocrat! I am RICH!"
"I voluntarily helped them. I must brood and atone."
"...wait. I went through all that and I still got nothing?"


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You don't want to make anything mandatory.

It only leads to arguments.


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Plausible Pseudonym wrote:
That's no problem at all, Amnesiac stacks with all Psychic archetypes (of which there are few, and none others very good). It should be mandatory for all Psychics.

Certainly not mandatory, unless you're going to strip the actual "Amnesiac" part from it. The mechanics are mostly nice, but requiring any Psychic character to start with no memory is pretty limiting.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I don't see the problem. The Amnesiac Psychic is just a little bit more brain damaged than his buddies and never does get all of his memories back -- there are always some of his psychic spells that he cannot quite recall where he learned them.


I didn't literally mean mandatory. I just can't imagine playing a Psychic and not taking the archetype (which is really good and always a strong choice!) in this particular AP.


Who's to say it wasn't in there, memory is a tricky thing.


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If two players would like to make paired characters for this, what would be the best way to go about it in light of the fugue state being a thing? Early memories ala childhood or adolescence with the last few years a mystery? Nothing at all but a vague feeling of, 'I know this person, somehow'?


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I would suggest starting with, "I feel like I should know this person," and have a subconscious protectiveness between the two in dangerous situations.


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Lady Ladile wrote:
If two players would like to make paired characters for this, what would be the best way to go about it in light of the fugue state being a thing? Early memories ala childhood or adolescence with the last few years a mystery? Nothing at all but a vague feeling of, 'I know this person, somehow'?

I don't think it should be an issue. The PCs are missing the last several years of memory. I would think they would remember a sibling, parent, childhood friend, etc.


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At the risk of spoilers, in the actual module it seems the intent is that though PCs may be built with such connections, they won't start off remembering them.

Spoiler:
As they further gain their bearings, each PC realizes that he also doesn’t recognize anyone in the room, including the other PCs. Even if characters have interwoven backgrounds or intimate connections, they have no memory of those experiences or relationships.

PCs won't even remember familiars or other similar pets, though they'll be available and will have the usual connections.

I'm not sure how that all works with the idea that you've only forgotten a few years. I don't think even the GM has the full story yet.


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Okay, that's kinda the impression I got. Sounds like the best way to go might be the occasional subconscious flash of something, but otherwise they're as much of a stranger as everyone else is starting off.

Obviously it's not really a thing if the characters would be paired in a F2F group but where a PbP game is concerned, I wanted to see if there were any suggestions beyond having to just say, "Yeah even though no one remembers anything me and my buddy here would like to have our characters considered as a joint application".

Thanks for the suggestions! :)

Oh, and I stole borrowed this idea from a friend who used it in an entirely different game but the Bonded Mind feat could make for some interesting RP - provided there's not something later in the path that would render such a setup impossible and/or nonsensical.

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