kHz |
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Hi everyone,
I'm new to these message boards, but not to the PACG-series (basically, I own every set, although I haven't joined organised play). There are some things I think could be done to improve the PACG past Core set experience:
1. Adding sub-dividers: With the new divder system (which I love - it saves a lot of space) comes with a problem: Which part of the card pool of a certain type are we playing with and not? With the old sets, this was not a problem. You played with the cards of the adventure (and previous adventure). When you had finished a path, you put all the cards back into the boxes for those adventures. All good. Now, that's not possible with CotCT or the Core set. Enter sub dividers - card you can use to make a "cut" in the (for instance) monster deck to keep track of which monsters are "in" when shuffling the cards and not.
SUGGESTION: Add thematic subdividers to future (printings) of the Core set.
2. Side quests: One of the things I really liked about the previous adventure paths was the length of each adventure. It allowed me to get a feel for my character and it was always a bit of a "sad" experience to have to part with a character at the end of the adventure path. CotCT went in a direction with this I do not like - smaller number of scenarios per adventure. While I understand the idea behind this and while the Core set comes with rules both for random scenarios and longer scenarios, this is not quite the same. What I would like to see in the future is the addition of "side quests", that you can slide into your adventures if you want to. What I am after is something which is more thematically "sound" than just playing a random scenario at the mid point of all adventures...
SUGGESTION: Add side quests (or variable scenario numbers) to adventures.
3. More characters per adventure path: This one is very straight forward. In the previous sets, every set came with seven(?) characters and you could add another four(?) by purchasing the Character Decks. This meant that the characters of each set had both variety and a thematic appropriteness. My opinion is that by placing the "character count" emphasis in the Core set and only adding four characters to the CotCT, this could become a potential problem (for me) - I do like to play different characters (or at least permutations of characters) with each set. This all boils down to this very simple suggestion:
SUGGESTION: Add more characters in the upcoming adventure paths, so that players do not become "bored" with playing the same characters over and over and so that the characters can be kept "thematically appropriate" to the adventure paths.
-kHz
Jenceslav |
Welcome to the message boards, 10^3 s^-1 :).
1) I also like the subdividers very much - I was able to fit almost all of S&S into the provided areas - only ~ 40 henchmen had to sit aside + all the character cards I wasn't using. Dividers are great in Core.
Regarding the cards you are playing with or not - you know there is a divider for Future Adventures and Removed from Game? Granted, there are no subdividers, but with addition of whole adventure and (Veterans aside) its elimination at the same time, you can organize things according to adventure number / level easily. When I opened Curse, I was a little sad that they did not make any divider for Curse - even just one. Curse > Monsters divider and so on would be absolutely fantastic. But one good thing with the dividers - some fan can easily (more or less) create such dividers for anyone to print them out…
2) Everything has its upsides and downsides. Previously, people might have felt that they are not improving the characters fast enough after so much time spent going through B, 1, 2 and finally getting the Role at the end of 3. Now, other people might think that everything is too fast. But your idea of sidequests seems very appropriate, and with story books, that might be more easily implemented than before. There is also the question of rewards for side quests - adding hero points could unbalance things, so maybe rewards like "boons of your choice", special "loot boons" and so on are good options for rewards.
3) Definitely agree, more characters is more fun (usually). Fortunately, there are character / class decks with huge amount of additional characters - hopefully They continue post-Core. In Curse, it was not needed to add more characters, I think, because it coincided with Core (which has only short Dragon's Demand AP). So for future I agree that either including more characters into each adventure path, or making some character packs would be absolutely great.
Keith Richmond Lone Shark Games |
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The random/procedurally generated scenarios use the word "Choose" for a reason. The templates are very much intended to be used for people for designing their own side quests or converting popular adventures from home campaigns, PFS, or other published adventures. They won't cover everything, but they should function as an extremely good starting point.
P.S. I've got a "some day" blog on the procedurally generated scenarios partially in the hopper, part of which will be pointing to some examples of doing so :)
skizzerz |
2 people marked this as a favorite. |
+1 for getting additional dividers in each expansion. I'd also love it if the dividers were made from thicker cardstock (like what the Pawns use); the current ones seem a bit too flimsy for me.
Keith Richmond Lone Shark Games |
JohnF |
Now people have mentioned it I took a look at my Curse & Core sets, and indeed there is a noticeable colour difference on the backs (not as bad as some of the differences back in the early days of PACG, but still easy to spot). Fortunately I sleeve in opaque-backed sleeves, so it doesn't show up during play.
Tip for BRs in stores, at conventions, etc. - if you sleeve locations in a different-coloured set of sleeves it's really easy to pick them out from the pile of banished cards you have to sort out at the end of a scenario, so the location you're going to want a few scenarios from now doesn't accidentally get shuffled in with some other sort of card when you're packing up in a hurry.
The biggest (or should that be smallest?) problem with the new sets is that the text describing powers &c. is just a bit smaller than before; just enough that some of us can no longer read the cards without either unsleeving them or using a magnifying glass (or, in some cases, both).
Brother Tyler |
Yeah... you know the worst time to realize you really wanted dividers in your Adventure Path box?
When you open a finished copy as it's already going out to people all over the planet and go "Oh, crud."
It feels awful and not something we wanted.
Luckily, some of us have too much time on our hands and we make interim solutions. ;)
I've updated my dividers for the new sets:
Core Set
Curse of the Crimson Throne AP
(Files at the Board Game Geek)
kHz |
Did you know we've released 163 total characters (and 329 roles) for PACG? You can learn more here.
Hi Vic,
Well aware of this. However, and this is a fairly big "however" for me, I want to emphasise that what I am after is not a pack of (for instance) sorcerers or barbarians. What I am after are characters which are both thematically and balanced for a certain adventure path. The third time I play an adventure path I might go outside of the characters which are designed for that AP. Before that, not so much.
The character packs are (for the most part) centered around one class. I am not going to buy 5 packs of random character which I might want to play one in each of…
To be honest, for me, I think the C-packs for the previous sets were a bit of a "cheap choice". In particular, I want the character cards. All the other cards were more or less filler for me. I bought them, but If I was strapped for cash, I would have thought this was $ 15 spent on (basically) 12 - 15 cards…
So, what I would personally like to see, are more character in the coming AP:s, at least up to the (original) seven for each AP.
My 5 cents...
-kHz