
C_Trigger |

I have been thinking about running a Kingmaker game. I know that Kingmaker has a few things about it that have been improved on in the years since it came out. My problem is I have no idea where any of that information is.
Is there a guide to help make the game more smooth?
Do I just need to spend a few (more like a lot) hours combing through this forum, or another forum?
Are there new rules that are just better then what was available when Kingmaker was published if so what rules what book?
Will there be a special edition that is going to come out tomorrow that I didn't even know about (yah probably not on that one)?
I know there is a lot of years of experience here so I would love to be able to use that experience to my advantage rather than try and reinvent the wheel. Just looking for some help out there thanks!

Spatula |
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I would start with the sticky thread for the 1st adventure.
The kingdom building and mass combat rules in the adventure books have been superseded by the Ultimate Campaign versions, which are on the www.d20pfsrd.com site under Gamemastering -> Other Rules.
You can skim through the forum here, looking for interesting topics. There is so much additional material to be found here, but it depends on your interests. The adventure path is very malleable and can go in lots of different directions, depending on what your group wants to focus on.
I've incorporated some of the forum ideas into my own game, which I cover from a DM's perspective starting here. Some threads that I found very helpful are:
For book 1:
Fey pranks
For book 2:
Making the start of the kingdom much more interesting
Giving the PCs more of a unified threat in #2
For the whole path, but mostly book 2+:
Injecting more politics into the AP
For book 3:
Ideas for changes to #3
But there's loads more stuff here. Like I said, start with the sticky thread for the chapter that you're on or about to run, and go from there.

Reverse |

You're in the wrong adventure path for that one. Kingmaker requires a lot of work, significantly more than most adventure paths, because so much of the content is driven by the player's choices (since, at the least, players define where their own kingdom will be built, who will rule it, which NPCs will be Councillors (and thus be important to the campaign), etc, etc)