Can we get the Inner Sea World Guide added to Core?


Pathfinder Society

Scarab Sages

Been bringing that book to every session, and I gotta say, the players and GMs really like having that extra bit of background on each area and deity. The maps are especially nice. Wayfinders are also found in this book. Really explains our setting better, since the CRB is devoid of the PFS setting information.

Any chance we could get this book, at least some of it, officially added to the Core Campaign as an optional resource?

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

You know they can use the fluff from it all they want, right?

Wayfinders are also found in the PFS RPG Guide which is legal.

Scarab Sages

Eric Clingenpeel wrote:

You know they can use the fluff from it all they want, right?

Wayfinders are also found in the PFS RPG Guide which is legal.

The Wayfinders are not found in the PFS guide, but I'm told they are going to fix the Wayfinder issue so that really isn't my point.

And yeah, mostly fluff, but it would nice to add it, since I think having more CORE players that own the Inner Sea World Guide would really add the the experience. As is, I seem to be one of a few that owns a physical copy. That's the main reason. It just really adds to the PFS setting, if players have actually read the Inner Sea World Guide. Core is often viewed as the Entry version of PFS. Which can make it hard on new players, since things like the Deities and factions are not explained in the CRB (or in the guide).

As for rules additions: The Prestige classes, feats, equipment and spells all seem pretty reasonable (as modified by additional resources). Could keep the magic items as Chronicle only. It's a very small section of additional rules, so it seems like this would be an easy one to add to CORE without changing the main concept of Core. Doesn't add any archetypes and the two domains added aren't of core legal dieties, so no worries there.

4/5 *

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Nice job on using it! Many of our GMs bring the Inner Sea map to every game to show the locations relative to Absalom; some describe the journey from Absalom to the adventure site using some of the ISWG details. This geographic and cultural reference really helps players to understand the world and the differences between nations.

The issue is, of course, that every player would like to see their own version of the "must have" book added to Core. I love it, too, but I don't think Core needs any rules added to it.

Scarab Sages

GM Lamplighter wrote:
The issue is, of course, that every player would like to see their own version of the "must have" book added to Core. I love it, too, but I don't think Core needs any rules added to it.

So, what's your "must have" book that you'd like added to core? Curiosity, mostly.

Scarab Sages

GM Lamplighter wrote:
Nice job on using it! Many of our GMs bring the Inner Sea map to every game to show the locations relative to Absalom; some describe the journey from Absalom to the adventure site using some of the ISWG details. This geographic and cultural reference really helps players to understand the world and the differences between nations.

Yeah, it really does help. They did a good job with that book.

2/5 *

I always thought it was silly that the campaign setting book wasn't included with the core campaign but core is kind of silly anyways.

Liberty's Edge 5/5

Starfinder Superscriber

The whole point of Core is to keep the number of books needed to the absolute minimum.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Murdock Mudeater wrote:
So, what's your "must have" book that you'd like added to core? Curiosity, mostly.

Unchained.

Liberty's Edge 5/5

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Starfinder Superscriber

For me, the "must have" book to be added is Kittens of Golarion. at it hasn't been published only makes the absence that much more painful.

Dark Archive 3/5 **

rknop wrote:
For me, the "must have" book to be added is Kittens of Golarion. at it hasn't been published only makes the absence that much more painful.

Definitely. I really want to have a Ranger with Favored Enemy: Commoner.

The Exchange 4/5 5/5

rknop wrote:
For me, the "must have" book to be added is Kittens of Golarion. at it hasn't been published only makes the absence that much more painful.

Have you checked out Accountants of Egorian yet? I think the alternate rules for asset depreciation are much easier to use than those in the Core Rulebook.

Sovereign Court 4/5

Kevin Willis wrote:
rknop wrote:
For me, the "must have" book to be added is Kittens of Golarion. at it hasn't been published only makes the absence that much more painful.
Have you checked out Accountants of Egorian yet? I think the alternate rules for asset depreciation are much easier to use than those in the Core Rulebook.

Were those written by Thursty? Why can't I use my Profession Merchant for the win!

Scarab Sages

rknop wrote:
The whole point of Core is to keep the number of books needed to the absolute minimum.

And I get this, but the contents of the inner world Guide are constantly referenced within the core campaign because takes place in that setting. So if you want minimum books for a reasonable game, you'd have the CRB, plus the setting book (since it's seperate from the CRB).

It's like that long thread we had going about animating the dead as a cleric of pharasma in core. With the CRB only, you'd never conclude that pharasma hated undead. Or really any of details regarding any of the deities, as it is all ISWG materials, not Core, because there are no real descriptions of deities in the CRB. Strictly speaking, there should be no restriction from making a necromancer cleric of pharasma if the CRB is the only book used for character creation.

So the ISWG is already part of core, but in an unoffical yet official capacity.

Sovereign Court 4/5

You can use it for all the fluff you want. We don't need to introduce it into the campaign as a resource to do that.

4/5 *

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Murdock Mudeater wrote:
So, what's your "must have" book that you'd like added to core? Curiosity, mostly.

I'd say APG - the idea of having a game without oracles and inquisitors and witches just makes me sad.

Scarab Sages

Dave Baker wrote:
You can use it for all the fluff you want. We don't need to introduce it into the campaign as a resource to do that.

Depends. Is it fluff, or does it have mechanical presense?

For example, if my CORE cleric of pharasma wants to animate some undead, what would stop me? Nothing in the CRB suggests that Pharasma is anti-undead and if the GM imposes that my character is acting against the wishes of their deity, that is more than just fluff - it becomes mechanical when it matters to the character in game.

This is just an example. I'm not looking for the ability to create undead, but I also think that with just CORE mechanics, there's no reason a cleric of pharasma would be opposed to undead.

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