What AP would you like to see first?


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TRDG wrote:

Well we do have this little tidbit from A December interview from Sutter

Sutter::
Well, the first solar system was based in large part on the solar system I actually wrote up for Pathfinder in a book called Distant Worlds. That was really kind of a test run for this game, just to see if people even liked science fantasy, and it turns out they really did.

There’s a lot of the planets in there that I really enjoy, like there’s one called Eox which is going to figure pretty prominently in the first adventure pack we do.

That’s a world where you find something like the Empire in Star Wars; they built a super weapon to blow up another planet and succeeded, but the backlash of doing so basically nuked their own planet as well. Have you ever heard about when they were doing the Manhattan Project and they were testing the nuclear bombs and there was this thought of “We don’t know if it will set this atmosphere on fire or not?” In this case, it did destroy the atmosphere. And so the only survivors were the people who turned to undeath, reanimating themselves as living corpses through magic, in order to survive."

FIFY


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I'd still want something based on the ideas in Cowboy Bebop!


Actually the first AP should start in a Mos Eisley type spaceport where the PCs discover the details of their first mission in a seedy spacebar.


Boomerang Nebula wrote:
Actually the first AP should start in a Mos Eisley type spaceport where the PCs discover the details of their first mission in a seedy spacebar.

I think that's literally how the first AP was described as starting like in an interview.

You know... Taken in full context of the Eox thing, it could just be me, but I suspect the entire first AP might be a retelling of Star Wars: A New Hope. Just with less importance on Jedi, yet more Jedi.

... The following two episodes of Star Wars may also make an appearance, but I won't hold my breath.


'Dead Suns'...
what do we think of the title?


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Hythlodeus wrote:

'Dead Suns'...

what do we think of the title?

I dig it. Stars kinda... matter.


When I think of dead suns, I think about white dwarf remnants, neutron stars, quark stars, and the other kinds of subcritical-mass objects you get when a star runs out of fusion fuel. Then also black dwarfs, but the universe isn't old enough to have any those naturally.

Liberty's Edge

Dead Suns sounds pretty cool.
The first AP does have some heavy requirements. It needs to introduce the physical setting as well as the major races and players in the galaxy. Starting in Absalom station and then having a plot that slowly expands outward from the main system makes the most sense. As does starting with the Starfinder Society.

You have big dramatic states that are much more world ending than anything that's been in a previous Adventure Path. Because it does need to be that much larger. Start off with the obvious science fantasy of a planet destroying superweapon and big damn heroes.

Without knowing the setting and the major players/ hooks, it's harder to even suggest good APs that can fill 6 volumes.

The second AP... they should change gears immediately and either go for Explorers or Scoundrels.

Smugglers & scoundrels makes the most sense as they can explore the already established places and continue to expand the worlds and locales that have been established. There's no new rules subsystems that need to be added (key since the base rules are still being learned and the balance being tested), and it's something quick for people who want lower stakes than starkillers: if the first two APs are too similar, it's a full year before people who want something else can play.
People trying to survive doing odd jobs in Hellknight space, and getting mixed up in events larger than them.
And it really builds off the planned strengths of Starfinder, with the small band of heroes in a ship that's a character of its own.

Explorers seems like a solid idea as well. A new route is discovered to a cluster of new stars that need to be explored and investigated. But this has the risk of being a little more sandbox, which can be tricky. And it really gets away from the core parts of the universe, which makes the story a little more generic and less Starfinder.

From there they should really do something that's a callback to Golarion. Something that ties the new setting to their old, likely focusing on the gods. Something very fantasy, but with the twist of technology.


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Going off of the explorers idea, the PCs could be mapping the galaxy and setting up new hyperlanes or at least the Starfinder equivalent, and in later books have to manage a commercial hub or something similar, a bit like Kingmaker. That would give some solid exploration along with some space colony building.


Quote:

Chapter One: Incident at Absalom Station

by Robert G. McCreary

The Dead Suns Adventure Path kicks off with "Incident at Absalom Station," the inaugural adventure for the Starfinder Roleplaying Game. A deserted mining ship emerges from hyperspace at Absalom Station, towing a mysterious asteroid behind it. After battling warring factions on the station, the heroes are recruited to explore the ship and asteroid and discover the fate of the ship's missing crew, only to learn that the asteroid is a fragment of a larger, ancient structure—an alien weapon that could threaten the safety and security of all of the Pact Worlds, should it fall into the wrong hands.

Quote:

Chapter Two: Temple of the Twelve

by John Compton

Now members of the Starfinder Society and captains of their very own ship, the heroes head to the planet Castrovel, home of some of the best universities in the Pact Worlds, to research the clues they found on the mysterious asteroid. On Castrovel, their findings point them toward an ancient elven temple-city called the Temple of the Twelve, lost deep in Castrovel's teeming jungles. But the heroes must contend with two other factions—the exiled Corpse Fleet of Eox and the Cult of the Devourer—who are also interested in the asteroid's secrets and have their own plans for the ancient alien superweapon, if they can find it first!

still trying to make sense of the little we know about Dead Suns, I do get a little bit of a RotRL feeling here, discovering an ancient thread, tied to the region's (in this case: star system's) past, the Undead-theme of book two and so on...

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