What "Themes" do you want to see tackled in an AP?


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Paizo Employee Creative Director

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If we did an adventure like this, I'd hope it would be discussed in the adventure itself and not "stranded" in a blog post. Something that upends the expected norm of the way the game plays and the way players expect it to play needs to be front and center in the adventure itself.

It's very much a plot that's in the "highly experimental" category for the game, though, even though it's a really compelling storyline. Some of our most experimental adventures have been our most popular ones, but that doesn't make them any less scary to publish... especially in a time when actually getting things published and shipped out to stores isn't as simple as it used to be.


Probably the incentive for the players to return the maguffins to the places from which it was taken is to make the objects in question not especially useful to adventurers, and have the side effect of "putting the urn back on its pedestal" be something desirable.

The biggest problem I see is the potential mixed message of "we're here to put the ewer back in its place, but we can still pry the precious stones out of the wall art, right?"


The point of a benefactor is a good idea. Some wealthy historian trying to right wrongs. Suspend your disbelief briefly since they have enough money to kit out high level players...


Grankless wrote:
The point of a benefactor is a good idea. Some wealthy historian trying to right wrongs. Suspend your disbelief briefly since they have enough money to kit out high level players...

I mean, I already suspend my desbelief for the entire Golarion economy, so why not? :p

In a more serious sense, there's big, wealthy organisations in Golarion that could cover this role easily. The three that come immediately to mind are the Pathfinder Society, the Esoteric Order fo the Palatine Eye, and the Church of Abadar.

You'd need to come up with reasons why, but hey that's half the fun.


Pathfinder Adventure Path Subscriber
James Jacobs wrote:

If we did an adventure like this, I'd hope it would be discussed in the adventure itself and not "stranded" in a blog post. Something that upends the expected norm of the way the game plays and the way players expect it to play needs to be front and center in the adventure itself.

It's very much a plot that's in the "highly experimental" category for the game, though, even though it's a really compelling storyline. Some of our most experimental adventures have been our most popular ones, but that doesn't make them any less scary to publish... especially in a time when actually getting things published and shipped out to stores isn't as simple as it used to be.

I appreciate that, which is why I have switched to start buying more books (not just from you all, but including paizo) instead of just digital media which I usually consume. Keep doing the interesting and experimental stuff and I for one will happily keep buying it up.

Scarab Sages

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The Raven Black wrote:
The Pathfinder Society giving exotic treasures back to the cultures they belonged to originally, as a way to show goodwill and hope for cooperation in the future, could make for a good PFS arc.

They did this plot in 'PFS 10-14: Debt to the Quah', which I liked.

zimmerwald1915 wrote:
Oh, go whole hog with it and make the Pathfinder Society the villains of the story. Not because they've been taken over or subverted, but simply because their mission is not necessarily in everyone's interests.

As a PFS player, the idea of the Pathfinder Society in a villainous role doesn't make much sense. That's the purpose of the Aspis Consortium, to be an evil version of the Pathfinder Society.


James Jacobs wrote:
CorvusMask wrote:
I'm now kinda disappointed if they never end up doing "return artifacts to their rightful position" ap/pfs scenario because that really is really clever twist on the rpg tropes (which also addresses the "steal artifacts from the locals" rpg narrative that I remember Pathfinder Society also having been guilty of)
This is a really pretty interesting reversal on the classic RPG artifact hunt quest. It'd be complicated, since so much of the game's reward structure is built into the acquisition of new magic items, of course, since you'd have to either balance the "put stuff back but get other things" themes or come up with an entirely new way of gaining rewards that feels logical and doesn't rely upon a "bottomless bank of magic items that your benefactors dole out to you starting with the weak ones and holding back on the good stuff until you're higher level without making the players frustrated that their so-called allies are being 'stingy' with their rewards."

What about returning the items either granting boons like the Black Rider from Reign of Winter or allowed PCs and their existing items to advance using something like the Relic rules?


One of the brief rays of light from the quickly locked discussion of the Edgewatch blog post was a flippant reference to a "Disney Princess AP"

Is there any way of doing something remotely along these lines without running into to severe IP/copyright difficulties?

Someone with more stroytelling nous can problem pick apart the general themes of a lot of these "fairy tale" type stories

Or perhaps maybe it doesn't require a specific AP but more a type of AP where if a group wanted to play characters inspired by those sources that it would actually fit. I am sure people will tell me this can already be done...I know someone is posting about doing this for Rise. But a lot of the 1E APs just seem so dark and gritty

And yes, I am fully aware of the Grimm inspirations for a lot of the stories but the point mentioned a "Disney Princess AP" not really a "Fairy Tale" one

But the more I think of it marketing it would be extremely difficult. Seems like something to stick with homebrew for...


Something involving feudalism, maybe a civil or succession war with a more realistic feudal system with a defined hierarchy of titles, serfdom, etc. Not the Disney version of monarchy with an absolute (but actually not) monarch and some nobles with random titles and undefined responsibilities thrown in.


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Lanathar wrote:

One of the brief rays of light from the quickly locked discussion of the Edgewatch blog post was a flippant reference to a "Disney Princess AP"

Is there any way of doing something remotely along these lines without running into to severe IP/copyright difficulties?

Someone with more stroytelling nous can problem pick apart the general themes of a lot of these "fairy tale" type stories

Or perhaps maybe it doesn't require a specific AP but more a type of AP where if a group wanted to play characters inspired by those sources that it would actually fit. I am sure people will tell me this can already be done...I know someone is posting about doing this for Rise. But a lot of the 1E APs just seem so dark and gritty

And yes, I am fully aware of the Grimm inspirations for a lot of the stories but the point mentioned a "Disney Princess AP" not really a "Fairy Tale" one

But the more I think of it marketing it would be extremely difficult. Seems like something to stick with homebrew for...

Well, it depends on a few things. In the style of Disney princesses I think you run into 'Are there enough princesses in Golarion? Though, setting it in the River Kingdoms solves that one. So, the conceit is that all the PCs are young royalty who have run away from their current posh circumstances to adventure to fulfill their 'I want' song.

And that they all have animal sidekicks.

I'd play it.

The alternative is a group concept where the players all make themed characters who happen to be doing this adventure.

So, you have Mulan the Vigilante, Elsa the Ice Elemental Sorcerer/Winter Witch, Jasmine the Rogue with Tiger animal companion, Rapunzel the Oracle of Life/Sun and etc...

Paizo Employee Creative Director

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Just popping in to say a "Disney Princess AP," as an elevator pitch for a campaign, is rad.

We could absolutely do this.

And it's not like so many of the stories Disney made movies out of are their stories. All of Grimms' Fairy Tales are in the public domain.


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James Jacobs wrote:

Just popping in to say a "Disney Princess AP," as an elevator pitch for a campaign, is rad.

We could absolutely do this.

And it's not like so many of the stories Disney made movies out of are their stories. All of Grimms' Fairy Tales are in the public domain.

Get hyped everyone :-P

And it is worth noting that not all Disney “princesses” are actually royalty ...


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James Jacobs wrote:

Just popping in to say a "Disney Princess AP," as an elevator pitch for a campaign, is rad.

We could absolutely do this.

And it's not like so many of the stories Disney made movies out of are their stories. All of Grimms' Fairy Tales are in the public domain.

My feelings on this adventure path concept are both nuanced and subtle.

I really, really, really like this. That's such a cool idea.

Liberty's Edge

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I am 110% on board with a Disney Princess AP. I would play or run the hell out of that.

Backgrounds based on Grimm's Fairy Tale princess stories seem like a really easy way to ensure the PCs fall into those tropes to the desired degree, too.

Scarab Sages

Pathfinder Rulebook Subscriber
James Jacobs wrote:

Just popping in to say a "Disney Princess AP," as an elevator pitch for a campaign, is rad.

We could absolutely do this.

And it's not like so many of the stories Disney made movies out of are their stories. All of Grimms' Fairy Tales are in the public domain.

This is pretty much how I view Jade Regent.


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Green Eyed Liar wrote:
James Jacobs wrote:

Just popping in to say a "Disney Princess AP," as an elevator pitch for a campaign, is rad.

We could absolutely do this.

And it's not like so many of the stories Disney made movies out of are their stories. All of Grimms' Fairy Tales are in the public domain.

This is pretty much how I view Jade Regent.

You have now made me desperately want a Tian Xia fairytale AP.

Shadow Lodge

keftiu wrote:
Green Eyed Liar wrote:
James Jacobs wrote:

Just popping in to say a "Disney Princess AP," as an elevator pitch for a campaign, is rad.

We could absolutely do this.

And it's not like so many of the stories Disney made movies out of are their stories. All of Grimms' Fairy Tales are in the public domain.

This is pretty much how I view Jade Regent.
You have now made me desperately want a Tian Xia fairytale AP.

NB: fairies and fairy-stories are a distinctively European folklore. Simply transplanting them elsewhere risks misrepresenting "elsewhere" as similar to Europe and erasing "elsewhere's" uniqueness.

Scarab Sages

zimmerwald1915 wrote:
keftiu wrote:
Green Eyed Liar wrote:
James Jacobs wrote:

Just popping in to say a "Disney Princess AP," as an elevator pitch for a campaign, is rad.

We could absolutely do this.

And it's not like so many of the stories Disney made movies out of are their stories. All of Grimms' Fairy Tales are in the public domain.

This is pretty much how I view Jade Regent.
You have now made me desperately want a Tian Xia fairytale AP.
NB: fairies and fairy-stories are a distinctively European folklore. Simply transplanting them elsewhere risks misrepresenting "elsewhere" as similar to Europe and erasing "elsewhere's" uniqueness.

I think he was using "fairytale" ubiquitously as folklore tale.


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Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
Tallow wrote:
zimmerwald1915 wrote:
keftiu wrote:
Green Eyed Liar wrote:
James Jacobs wrote:

Just popping in to say a "Disney Princess AP," as an elevator pitch for a campaign, is rad.

We could absolutely do this.

And it's not like so many of the stories Disney made movies out of are their stories. All of Grimms' Fairy Tales are in the public domain.

This is pretty much how I view Jade Regent.
You have now made me desperately want a Tian Xia fairytale AP.
NB: fairies and fairy-stories are a distinctively European folklore. Simply transplanting them elsewhere risks misrepresenting "elsewhere" as similar to Europe and erasing "elsewhere's" uniqueness.
I think he was using "fairytale" ubiquitously as folklore tale.

If by "he" you mean James, yes. If you mean Keftiu, you should be using she.

I will also put my hat in the ring for a planar AP that starts, stays, and ends on the planes.

Grand Lodge

OP wrote:
What *Themes* do (I) want to see tackled in an AP?

.

I'd like to see a Theme in The Lands of the Linnorm Kings, with Vikings.

And I'd like to see a Theme in Vudra, with a powerful Rakshasa and Dragon.

Ooh, and I'd like to see a Theme in Razmiran.

Then later a Theme in Holomog.

.
Those are the AP *Themes* I'd like to see next. Since we're doing APs by 'Theme,' according to the Paizo panel on adventures.


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FallenDabus wrote:
Tallow wrote:
zimmerwald1915 wrote:
keftiu wrote:
Green Eyed Liar wrote:
James Jacobs wrote:

Just popping in to say a "Disney Princess AP," as an elevator pitch for a campaign, is rad.

We could absolutely do this.

And it's not like so many of the stories Disney made movies out of are their stories. All of Grimms' Fairy Tales are in the public domain.

This is pretty much how I view Jade Regent.
You have now made me desperately want a Tian Xia fairytale AP.
NB: fairies and fairy-stories are a distinctively European folklore. Simply transplanting them elsewhere risks misrepresenting "elsewhere" as similar to Europe and erasing "elsewhere's" uniqueness.
I think he was using "fairytale" ubiquitously as folklore tale.

If by "he" you mean James, yes. If you mean Keftiu, you should be using she.

I will also put my hat in the ring for a planar AP that starts, stays, and ends on the planes.

I appreciate that. And I was using “fairytale” as a shorthand for “a massive untapped wealth of folktales and myth, not least of which wuxia,” which is tough to type on a phone.

Shadow Lodge

Tallow wrote:
I think he was using "fairytale" ubiquitously as folklore tale.

And my point was that that usage of "fairy tale" obscures more than it illuminates (a point which keftiu implicitly acknowledged by expanding and clarifying what she meant). Phone-typing's a good reason to use inapt shorthand, though. Phones suck.


Any contributions I can give to this thread are basically “get us the hell out of Avistan (except for Numeria) and let us play heroic locals.”


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I'd really like to see a 100% underwater AP. Make the PCs natives of underwater communities and set the game in and around the communities.

Traditionally the reason for not doing something like this is that "the rules for being underwater are kind of cumbersome." But we've got a new edition so that's an opportunity to make them fun and easy.

Shadow Lodge

PossibleCabbage wrote:

I'd really like to see a 100% underwater AP. Make the PCs natives of underwater communities and set the game in and around the communities.

Traditionally the reason for not doing something like this is that "the rules for being underwater are kind of cumbersome." But we've got a new edition so that's an opportunity to make them fun and easy.

Riffing on this, what about a 100% flight AP? Perhaps set on Bretheda, or the Plane of Air?


PossibleCabbage wrote:

I'd really like to see a 100% underwater AP. Make the PCs natives of underwater communities and set the game in and around the communities.

Traditionally the reason for not doing something like this is that "the rules for being underwater are kind of cumbersome." But we've got a new edition so that's an opportunity to make them fun and easy.

In my experience the biggest issue with underwater adventures is that trying to represent a 3D combat space with swimming up and down, left and right, forward and back is a logistical problem. (But I still love Ruins of Azlant though)

Paizo Employee Creative Director

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The further away an Adventure Path gets from the expected norm of the core ancestries and implied play experience, the less popular it's going to be overall. An all underwater Adventure Path or an all flying one would require a lot of work on the back end in a lot of ways, such as twisting/changing rules so that the core ancestries are viable, or making up a bunch of new ancestries, but also creating a LOT of new monsters to populate a campaign that goes from 1st level to 20th level.

This strikes me as something that's simply not viable for an Adventure Path, but could perhaps be supported by a stand-alone adventure.

An adventure path where there's a lot of underwater or flight stuff is more likely (and we've done the underwater one already), but the more new rules we have to create simply to pull a story off means the less time and room we have to actually write the story in the first place.

This is essentially the rules version of why it's tough to do Adventure Paths set in entirely different times or regions that we haven't created lore for.

Paizo Employee Creative Director

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keftiu wrote:
Any contributions I can give to this thread are basically “get us the hell out of Avistan (except for Numeria) and let us play heroic locals.”

Stay tuned, then. We'll get there. Now that we're finally moving out of the "relaunch the game with a new edition" phase, I'm as eager as anyone else to go exploring. We're not out of that phase yet, and won't be until early next year after the Beginner Box is out and that whole thing's had a few months of spotlight time. I know you've already expressed doubts at the Ruby Phoenix Adventure Path (which does let you "get the hell out of Avistan and play heroic locals"), but we've got more coming after that into the second half of 2021. And what we've tentatively been talking about in 2022 may well be our first Adventure Path set entirely in an area we've barely done anything with. I really REALLY cringe to bring that up, because there's a lot that can happen in the next year and a half, but that's how far out we generally start work on Adventure Paths—we're currently working out what the 2022 Adventure Path is going to be.

But please don't take this as a promise. Take it as a "We've heard the desire to do an Adventure Path set outside of Avistan," but that's not the only thing that decides the Adventure Path's course.


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James Jacobs wrote:
keftiu wrote:
Any contributions I can give to this thread are basically “get us the hell out of Avistan (except for Numeria) and let us play heroic locals.”

Stay tuned, then. We'll get there. Now that we're finally moving out of the "relaunch the game with a new edition" phase, I'm as eager as anyone else to go exploring. We're not out of that phase yet, and won't be until early next year after the Beginner Box is out and that whole thing's had a few months of spotlight time. I know you've already expressed doubts at the Ruby Phoenix Adventure Path (which does let you "get the hell out of Avistan and play heroic locals"), but we've got more coming after that into the second half of 2021. And what we've tentatively been talking about in 2022 may well be our first Adventure Path set entirely in an area we've barely done anything with. I really REALLY cringe to bring that up, because there's a lot that can happen in the next year and a half, but that's how far out we generally start work on Adventure Paths—we're currently working out what the 2022 Adventure Path is going to be.

But please don't take this as a promise. Take it as a "We've heard the desire to do an Adventure Path set outside of Avistan," but that's not the only thing that decides the Adventure Path's course.

Appreciate the reply - and you remembering my concerns, too. Looking forward to it 💛

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber
James Jacobs wrote:

The further away an Adventure Path gets from the expected norm of the core ancestries and implied play experience, the less popular it's going to be overall. An all underwater Adventure Path or an all flying one would require a lot of work on the back end in a lot of ways, such as twisting/changing rules so that the core ancestries are viable, or making up a bunch of new ancestries, but also creating a LOT of new monsters to populate a campaign that goes from 1st level to 20th level.

This strikes me as something that's simply not viable for an Adventure Path, but could perhaps be supported by a stand-alone adventure.

An adventure path where there's a lot of underwater or flight stuff is more likely (and we've done the underwater one already), but the more new rules we have to create simply to pull a story off means the less time and room we have to actually write the story in the first place.

This is essentially the rules version of why it's tough to do Adventure Paths set in entirely different times or regions that we haven't created lore for.

Hey Ruins of Azlant is great :3 I'm still running it currently and we definitely have had lot of fun with it. My only criticism mechanically is that roll20 doesn't have tools for 3d encounters despite them not being that hard to program tools for according to what my players have told me. Though if we don't criticize roll20, I guess might have been nice if player's guide or something else gave tips on how to do 3d combat

Scarab Sages

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keftiu wrote:
FallenDabus wrote:
Tallow wrote:
zimmerwald1915 wrote:
keftiu wrote:
Green Eyed Liar wrote:
James Jacobs wrote:

Just popping in to say a "Disney Princess AP," as an elevator pitch for a campaign, is rad.

We could absolutely do this.

And it's not like so many of the stories Disney made movies out of are their stories. All of Grimms' Fairy Tales are in the public domain.

This is pretty much how I view Jade Regent.
You have now made me desperately want a Tian Xia fairytale AP.
NB: fairies and fairy-stories are a distinctively European folklore. Simply transplanting them elsewhere risks misrepresenting "elsewhere" as similar to Europe and erasing "elsewhere's" uniqueness.
I think he was using "fairytale" ubiquitously as folklore tale.

If by "he" you mean James, yes. If you mean Keftiu, you should be using she.

I will also put my hat in the ring for a planar AP that starts, stays, and ends on the planes.

I appreciate that. And I was using “fairytale” as a shorthand for “a massive untapped wealth of folktales and myth, not least of which wuxia,” which is tough to type on a phone.

I apologize for misgendering.

Scarab Sages

CorvusMask wrote:
James Jacobs wrote:

The further away an Adventure Path gets from the expected norm of the core ancestries and implied play experience, the less popular it's going to be overall. An all underwater Adventure Path or an all flying one would require a lot of work on the back end in a lot of ways, such as twisting/changing rules so that the core ancestries are viable, or making up a bunch of new ancestries, but also creating a LOT of new monsters to populate a campaign that goes from 1st level to 20th level.

This strikes me as something that's simply not viable for an Adventure Path, but could perhaps be supported by a stand-alone adventure.

An adventure path where there's a lot of underwater or flight stuff is more likely (and we've done the underwater one already), but the more new rules we have to create simply to pull a story off means the less time and room we have to actually write the story in the first place.

This is essentially the rules version of why it's tough to do Adventure Paths set in entirely different times or regions that we haven't created lore for.

Hey Ruins of Azlant is great :3 I'm still running it currently and we definitely have had lot of fun with it. My only criticism mechanically is that roll20 doesn't have tools for 3d encounters despite them not being that hard to program tools for according to what my players have told me. Though if we don't criticize roll20, I guess might have been nice if player's guide or something else gave tips on how to do 3d combat

3D Combat also works like crap for tabletop. And underwater is worse than flying when you also have a down as well as an up.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I mean main reason why 3d combat is hard in pathfinder is stuff like "okay, diagonal squares take different amount of feet to move through than other ones" so it becomes harder to visualize the 3d space you move through and how much movement it takes. Its not really that 3d combat even in normal tabletop is inherently impossible to do, its that it requires tools and rules to make it clearer than 2d combat if you aren't using theater of the mind.

(flying and underwater combat are really same difficulty wise, especially if you get attacked while flying)


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Is there a place in the campaign setting to fit something Polynesian influence. I love that culture from the Pacific islands , New Zealand etc

Shadow Lodge

Lanathar wrote:
Is there a place in the campaign setting to fit something Polynesian influence. I love that culture from the Pacific islands , New Zealand etc

Minata in Tian Xia was designed for this purpose, though the Oceania represented there draws more from places like Malaya, Java, and Luzon than places like Tahiti, Tonga, or Hawai'i. Or indeed Australasia. Pathfinder's campaign setting plays a mean trick of erasure on Australasian peoples in reserving Sarusan from being detailed in the name of giving GMs a preserve to present anything they like.


zimmerwald1915 wrote:
Lanathar wrote:
Is there a place in the campaign setting to fit something Polynesian influence. I love that culture from the Pacific islands , New Zealand etc
Minata in Tian Xia was designed for this purpose, though the Oceania represented there draws more from places like Malaya, Java, and Luzon than places like Tahiti, Tonga, or Hawai'i. Or indeed Australasia. Pathfinder's campaign setting plays a mean trick of erasure on Australasian peoples in reserving Sarusan from being detailed in the name of giving GMs a preserve to present anything they like.

So in this case the more polynesian aspects could go there in a home game. Not that I feel remotely qualified to do so even for a homebrew!

On Australia isn’t there a taboo on writing things based on their ancestral stories? Or am I imagining that. That would explain part of the omission but not all of it.

Paizo Employee Creative Director

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zimmerwald1915 wrote:
Lanathar wrote:
Is there a place in the campaign setting to fit something Polynesian influence. I love that culture from the Pacific islands , New Zealand etc
Minata in Tian Xia was designed for this purpose, though the Oceania represented there draws more from places like Malaya, Java, and Luzon than places like Tahiti, Tonga, or Hawai'i. Or indeed Australasia. Pathfinder's campaign setting plays a mean trick of erasure on Australasian peoples in reserving Sarusan from being detailed in the name of giving GMs a preserve to present anything they like.

We've moved away in large part from "stranding" Australian storylines in Saursan. When we do a story based on Australia's cultures it'll be set somewhere other than Sarusan. Regions of Minata would work well for this, as would unexplored areas in Casmaron or Arcadia.

The point of Sarusan was to have a mysterious unknown land that is hard to reach and filled with questions that we may never answer. It serves a purpose in the setting of having truly unknown lands out there where anything is possible; if we finally say what is there exactly, it's no longer that place. (And I could be misremembering, but I'm pretty sure the outdated and inappropriate "Sarusan = Australia" is something that got thrown around in messageboards or at seminars, and has never been said explicitly that this is the case in print—if we have, it's erratta now.)

And it's not good to gatelock Australia or any other potential culture to a place that we might DELIBERATELY never explore.

So the shorthand that "Sarusan = Australia" is not one I'm interested in continuing to hint at or pursue or do. The mystery of Sarusan is not quite as "NEVER TELL" as Aroden's death, but it's probably a close second.

Liberty's Edge

James Jacobs wrote:

Just popping in to say a "Disney Princess AP," as an elevator pitch for a campaign, is rad.

We could absolutely do this.

And it's not like so many of the stories Disney made movies out of are their stories. All of Grimms' Fairy Tales are in the public domain.

Disney princess AP has to be set in Galt.

Surely it cannot go wrong.

With maybe some sidetreks in Geb, Razmiran and Nidal.

Paizo Employee Creative Director

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People keep trying to say "Galt" as a theme. A location is not a theme. A location can HAVE a theme, but it is not a theme.

If by "Galt" folks are actually asking for a rebellion themed adventure path, or a post-apocalyptic themed adventure path, or a infiltration/spy themed adventure path, or anything else like that, letting us know that is more helpful as for finding out what themes folks are looking for.

We've always aimed to set most of our Adventure Paths in regions that we haven't explored. Sometimes, particularly at the launch of a systme, we'll spend 2 or 3 or 4 volumes in a region that hadn't been previously explored in the Adventure Path line, since having an increasingly familiar place to explore is important when the rules you are using to do that exploration AREN'T familiar, but even then we aim to do different themes in those regions.

We haven't set an Adventure Path or a stand-alone module in Galt yet. That means that we're increasingly likely to set something there in the future. It doesn't hard-code a "Galt" theme into that adventure though, since, again, locations aren't themes.


James Jacobs wrote:

People keep trying to say "Galt" as a theme. A location is not a theme. A location can HAVE a theme, but it is not a theme.

If by "Galt" folks are actually asking for a rebellion themed adventure path, or a post-apocalyptic themed adventure path, or a infiltration/spy themed adventure path, or anything else like that, letting us know that is more helpful as for finding out what themes folks are looking for.

Funny enough, someone (possibly you in fact) saying as much on the AP stream was the reason I started this thread. Although I did undercut myself immediately by asking everyone where they'd set their theme, like I specified I wanted to see a Vigilante themed adventure path in Galt.


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I think mostly people are itching for a Galt AP because they want to get to the answer of some of the major mysteries about Galt. If the Galt AP were about trade disputes and river fishing I think a lot of people would just go back to asking for another Galtan AP.

But "please tip your cards, I want to know the answer" isn't really a "theme".

Liberty's Edge

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I think, when people talk about a 'Galt AP' they mostly mean a 'Let's fix at least part of Galt, kill some Grey Gardeners, and break some Final Blades' AP.

There's a built-in desire in at least part of the fanbase (certainly including me) to want to 'fix' problem areas of the setting, to make things better in that place. Whether that's closing the Worldwound, overthrowing Cheliax, or restoring some semblance of civility to Galt and putting some of the Final Blades out of operation.

This attitude is a lot of why people weren't happy with Council of Thieves, for example, since when they said they wanted a 'Cheliax' AP they wanted one where they fixed things in Cheliax (or at least a significant portion thereof...Hell's Rebels worked fine as it was close enough).

Now, that attitude is sorta counterproductive to the setting remaining dangerous with lots of problems in need of PC attention, but it's a real desire, and probably what people are requesting most of the time when they say they want a 'Galt AP' or an AP focused on another 'problem area' of the world.

Paizo Employee Creative Director

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Council of Thieves was never intended to be a "revolution where you fight Chelaix" Adventure Path—it was meant to be a "Fight the thieves' guild" Adventure Path. We mismanaged expectations on that one pretty much. Turns out that sort of expectation management needs more than an AP title to get the point across, I guess.

And it's the main reason I did Hell's Rebels—as an attempt to give folks what they thought they were getting with Council of Thieves. It wouldn't have done that job if it had been set anywhere other than Chelaix, but it also used up the rebellion theme for that time. Now there's been enough time passed since then that a "fix Galt" Adventure Path wouldn't feel repetitive, but the real world makes it not a complicated time to explore those themes, I fear, so it's gonna be a while still.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

And even then, Children of Westcrown aren't rebels, they are very much neighborhood watch/traditional Cheliaxian Iomedaen activists <_<

Scarab Sages

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CorvusMask wrote:

I mean main reason why 3d combat is hard in pathfinder is stuff like "okay, diagonal squares take different amount of feet to move through than other ones" so it becomes harder to visualize the 3d space you move through and how much movement it takes. Its not really that 3d combat even in normal tabletop is inherently impossible to do, its that it requires tools and rules to make it clearer than 2d combat if you aren't using theater of the mind.

(flying and underwater combat are really same difficulty wise, especially if you get attacked while flying)

My group has famously used the Pythagorean Theorem to figure distances when doing 3D combat. And you treat Up/Down movement the same as lateral movement as far as squares go as long as you figure every small/medium creature takes up a 5' cube and large takes up 10' cube, etc.

Scarab Sages

James Jacobs wrote:

People keep trying to say "Galt" as a theme. A location is not a theme. A location can HAVE a theme, but it is not a theme.

If by "Galt" folks are actually asking for a rebellion themed adventure path, or a post-apocalyptic themed adventure path, or a infiltration/spy themed adventure path, or anything else like that, letting us know that is more helpful as for finding out what themes folks are looking for.

We've always aimed to set most of our Adventure Paths in regions that we haven't explored. Sometimes, particularly at the launch of a systme, we'll spend 2 or 3 or 4 volumes in a region that hadn't been previously explored in the Adventure Path line, since having an increasingly familiar place to explore is important when the rules you are using to do that exploration AREN'T familiar, but even then we aim to do different themes in those regions.

We haven't set an Adventure Path or a stand-alone module in Galt yet. That means that we're increasingly likely to set something there in the future. It doesn't hard-code a "Galt" theme into that adventure though, since, again, locations aren't themes.

I think when people say, "Galt" or "Brevoy" as a theme, they are referring to the central archetype regional theme they represent. Galt being the French Revolution and Brevoy being a War of the Roses theme. And if you set an AP in countries that have a strong "us vs. them" war going on, then you could do all of the above in that AP.

Start with the how the war affects a local village, move to some sort of infiltration/spy in another book, and then movers and shakers deciding how the war will turn out, and by book 5 and 6, its the aftermath, post-apocalyptic of the fallout of the war.

But mainly, the theme of "Galt" or "Brevoy" would be a war-centric theme where the PCs get to decide which faction to back and perhaps at some point becoming a faction of their own. And then add all the elements that could be involved in a war-torn region with court intrigue, spying/infiltration, etc. The earlier suggested Heist themed AP could have elements within the overarching "Galt" or "Brevoy" themed AP.


I've always just used loose zoning and theater of the mind (with notes) for 3D combat.

Things like "you can get there in one action" or "you can get there in two actions" or "you can't get there this round" work for me.

Scarab Sages

PossibleCabbage wrote:

I've always just used loose zoning and theater of the mind (with notes) for 3D combat.

Things like "you can get there in one action" or "you can get there in two actions" or "you can't get there this round" work for me.

That works for me. But not my players. Especially when they take archetypes that have abilities like, "if you move 10' you get sneak attack." Sure, I could say, "Yes, you can move there and get your sneak attack." But I really think they prefer the grid. They tend to really enjoy the war-gaminess that Pathfinder can become.


Tallow wrote:
But mainly, the theme of "Galt" or "Brevoy" would be a war-centric theme where the PCs get to decide which faction to back and perhaps at some point becoming a faction of their own. And then add all the elements that could be involved in a war-torn region with court intrigue,...

Similar to how "Hell's Rebels" used up the Rebellion theme for a while, do you think 'War for the Crown" used up that intra-country/region factional struggle for a bit? And "Iron Legion" used "cold war suddenly gets hotter"?

Shadow Lodge

CorvusMask wrote:
And even then, Children of Westcrown aren't rebels, they are very much neighborhood watch/traditional Cheliaxian Iomedaen activists <_<

The image of "rebels" people have - of saboteurs, street or guerrilla fighters, and so on - and which inspires for instance the HR Silver Ravens and the 2E Firebrands, is not true to what such people actually do most of the time. The activity of the Children of Westcrown is much truer to life.

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