Does this premise seem worth 6 books to anyone else...?


Dawn of Flame


Just read through Firestarters, and I gotta say... what? This AP looks SO. BORING. It's just bubble after bubble, half of it with no concept of the real villain, who you don't even get to face in the end. (At least, it sounds like Malikah never actually makes an appearance.)
Exploring the sun is neat, but it hardly merits 6 entire adventures. Probably not 2. The plane of shadow got 1 in Signal of Screams, which seemed about right. But now we're locked in to five more months of finding and thwarting the BBEG's top minion. In sun bubbles, over and over.
Not impressed.

Grand Lodge

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My reaction was the exact opposite. As a settings GM, I like to get deep into a setting and build upon NPCs and story. In my view, Dawn of Flame lets me explore a fascinating setting in DEPTH and really make it come alive for my players.

Bring on all six books, it's gonna get hot around here!

Hmm


It definitely seems like it will be a lot of repetivenessn but spe doing a lot of time in one location and havi g that location be THE SUN does have an appeal. You get to really know a location, in depth. I see it like Skulls and Shackles. All pirates all the time. But you get to explore a variety of islands. Some may not want that, but plenty of others might.


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I'd play/GM 6 books in Akiton.


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From the synopsis, it seems like a decent 1/3 to 1/2 of the adventure will be inside the sun, rather than in the Burning Archipelago. I don't really see it as any more limited than an AP set entirely within one nation of Golarion.

For my part I'm very much looking forward to it - the sun is one of the more unique Pact Worlds settings. Dead Suns was great but Jungle Planets, Asteroid Belts, Ancient Cities populated by a people who have forgotten their ancestors....it hit lots of "traditional" Sci-Fi tropes. Exploring an actual star is not such a heavily travelled road.

Scarab Sages

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Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

I think staying at one location for much or all of an AP can be fine, so I'll reserve judgment on the AP. I do like exotic settings, and a star itself is sure exotic, so this could be cool. I think that comments like those above are strong arguments for Starfinder AP player's guides of some kind.

Even just an overview of themes and how characters with those themes started the adventure together, like with Aeon Throne, would be a huge useful improvement. Ambition Flares plus the Adventure Background might be just enough for a flexible GM, but the three paragraphs on page 5 under Assembling the Crew for the players are not cutting it. It's possible that the Pathfinder AP system of player's guides have spoiled people, but I think this is a big weak point for SF vs. PF. I can imagine a GM reading those three paragraphs to a table of players and getting baffled looks or heckling, compared to the PF efforts at expectation management. In particular, the second of those three paragraphs on Assembling the Crew seems like filler. Mechanically, if the designers think that a random bunch of PCs thrust together with no idea of what they will face is a good idea (and it can be, just not for every AP), then the very first sentence of the first paragraph should have spelled that assumption out. I appreciate the first sentence of the existing first paragraph, because it was not clear to me from the product description blurbs if starship combat was going to be a part of this AP at all, so that's something. Since Starfinder does not have traits like in PF, I think something a page or two shorter than the Tyrant's Grasp PG would be plenty for the typical SF AP.

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