
Balthesar |

I am looking to run this AP for my group, but I wanted to get some input on how hard it would be to incorporate some changes. I have not yet purchased the books so its hard for me to find these details, and would like to know before I decide on this AP and purchase everything.
1) I know my group is interested in building and upgrading their own ship. I'm hoping the special ship that gets acquired to fly into the sun can be changed to upgrades that could be installed on their ship, or something similar to that. Would it be that simple or is there a bunch of tie ins to the ship specifically that I will need to alter?
2) I'm expecting my group to really enjoy space combat. How much is there as written? Are there good opportunities to add more space combats?
3) I'm familiar with how Dead Suns ends, and that is amazingly epic. Any thoughts on how difficult it would be to work in a similar climax here?
Thanks for any insights you can give.

Garretmander |

1) The special ship was specifically built for sun diving. The PCs also technically capture a damaged ship capable of sun diving before ever acquiring the special ship, but... there's story elements you'd skip if you did that route.
However, the special ship is just like any other PC ship, they can upgrade it and re build it and everything, though there's a few special rules relating to weapon types and shields in a sun diver.
2) This is the adventure path that's easiest to remove/ignore space combat of all of them. There's space combat, but it more closely resembles submarine warfare in feel.
3) The ending can be given a lot more weight and a time limit so that it feels suitably epic. Perhaps the baddies have a 'if I can't have it, no one will' mentality. Maybe they've rigged the sun to collapse, or some such thing, and the PCs are the only one who can save the system.