Wiserbud |
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As announced today, the Rise of the Runelords classic Adventure Path will be developed for the Savage Worlds system by Pinnacle Entertainment Group!
I want to thank Paizo for letting this small game developer a swing at your amazing products, following in the footsteps of Kevin Siembieda of Palladium Books when he agreed to let Rifts be developed for Savage Worlds.
It is good to see cooperation in the gaming industry lead to such things!
Thank you!
Harles |
If it's as good as the Rifts material for Savage Worlds, I think fans are in for a real treat.
I am just a little leery about trying to run a longterm campaign or Adventure Path in a system that's been so swingy, but maybe setting rules will change that?
Seems like shorter adventures like PFS modules might've translated better due to the pulpy, episodic nature of the SWADE system.
Soluzar |
I'm wondering why this even happened. Don't get me wrong, I have nothing against Savage Worlds. I backed both of the Kickstarters for Savage Rifts.
The reason for Savage Rifts was obvious to me. Palladium is great at coming up with content, settings, worlds, ideas. The problem is that regardless of what setting we're talking about, the rules system is a hot mess. Savage Rifts solved this problem by finally making sense out of the chaos of a hodge-podge rules system that needs a ton of house rules to even function.
Pathfinder, regardless of edition just doesn't need this.
mikeawmids |
4 people marked this as a favorite. |
The release will likely coincide with the highly anticipated new Fantasy Companion for SWADE. I've converted and run entire Adventure Paths in Savage Worlds and it was great. I've already run a group through Rise of the Runelords using the SW rules, but hopefully this book will contain tools for converting other APs. :D
Pinnacle get a classic fantasy campaign to promote their Fantasy Companion and Paizo get to sell their adventures to a new audience to convert and run in SW. Everybody wins!
I do wonder how Paizo's sprawling dungeons and filler combats will translate to SW. One benefit of SW is you don't have to constantly grind speedbump mobs for XP, will be interested to see how these elements are handled.
Aaron Shanks Marketing & Media Manager |
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Hello. Pinnacle Entertainment Group requested to break the news on Thursday/Thanksgiving on their own. I've reposted their social media and will have a celebratory partnership blog soon. The news in short is, "Pathfinder stories with Savage Worlds rules." After all, Pathfinder and Starfinder are built on the open gaming license. Our real intellectual property are our stories. We have a newish Director of Licensing, who I have the pleasure of working with every day, and this is his handiwork. There will be a Kickstarter in January 2021 that we will be amplifying.
Here4daFreeSwag |
Y'know- tryin' not to come across too much like a "conspiracy-theory" sorta type, but there was this older Paizocon or Gencon(?) seminar about the Pathfinder Adventure Card-game over on Know Direction where it was mentioned that part of its' genesis involved a Weird Western Horror-type rpg game inspiration deal (that fell thru) which ended up becoming the PF Adventure Card game featuring adaptations like RotRL. ;)
Mebbe since the PF ACG character iconics haz different dice as stats, that can kinda serve as inspiration for Savage Worlds adaptations? ;)
Hawkmoon269 |
1 person marked this as a favorite. |
Y'know- tryin' not to come across too much like a "conspiracy-theory" sorta type, but there was this older Paizocon or Gencon(?) seminar about the Pathfinder Adventure Card-game over on Know Direction where it was mentioned that part of its' genesis involved a Weird Western Horror-type rpg game inspiration deal (that fell thru) which ended up becoming the PF Adventure Card game featuring adaptations like RotRL. ;)
Mebbe since the PF ACG character iconics haz different dice as stats, that can kinda serve as inspiration for Savage Worlds adaptations? ;)
I believe that was what eventually became the game Apochrypha which was actually printed in 2017.
Jeff Alvarez President |
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Here4daFreeSwag wrote:I believe that was what eventually became the game Apochrypha which was actually printed in 2017.Y'know- tryin' not to come across too much like a "conspiracy-theory" sorta type, but there was this older Paizocon or Gencon(?) seminar about the Pathfinder Adventure Card-game over on Know Direction where it was mentioned that part of its' genesis involved a Weird Western Horror-type rpg game inspiration deal (that fell thru) which ended up becoming the PF Adventure Card game featuring adaptations like RotRL. ;)
Mebbe since the PF ACG character iconics haz different dice as stats, that can kinda serve as inspiration for Savage Worlds adaptations? ;)
This was more about mechanics and not about theme but yes, the mechanics of precursor to Apocrypha was used to create the Pathfinder Adventure Card Game engine and then later was evolved into Apocrypha. And these had nothing to do with Savage Worlds (or if it did, Mike Selinker has never mentioned it).
Here4daFreeSwag |
Hawkmoon269 wrote:This was more about mechanics and not about theme but yes, the mechanics of precursor to Apocrypha was used to create the Pathfinder Adventure Card Game engine and then later was evolved into Apocrypha. And these had nothing to do with Savage Worlds (or if it did, Mike Selinker has never mentioned it).Here4daFreeSwag wrote:I believe that was what eventually became the game Apochrypha which was actually printed in 2017.Y'know- tryin' not to come across too much like a "conspiracy-theory" sorta type, but there was this older Paizocon or Gencon(?) seminar about the Pathfinder Adventure Card-game over on Know Direction where it was mentioned that part of its' genesis involved a Weird Western Horror-type rpg game inspiration deal (that fell thru) which ended up becoming the PF Adventure Card game featuring adaptations like RotRL. ;)
Mebbe since the PF ACG character iconics haz different dice as stats, that can kinda serve as inspiration for Savage Worlds adaptations? ;)
Much appreciated on the followups, Hawkmoon269 and Jeff Alvarez; I stands corrected. :)
*Sheepishly removes my tinfoil cap and stuffs it into a nearby recycling bin* ;)
mikeawmids |
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mikeawmids wrote:... I've already run a group through Rise of the Runelords using the SW rules ...So how did that work out? Did you have more time to roleplay? (as opposed to rollplay). What was good, what less so ?
I'd be very interested in hearing what you think about the match.
I wrote up the entire campaign here if you are interested; https://paizo.com/threads/rzs2nqgx?-Rise-of-the-Runelords-AP#33
Looking back, I think I struggled with the conversion at certain points. It's worth bearing in mind I started the campaign in 2012 with Savage Worlds Adventure edition and converted to the Deluxe edition and then the Adventure edition over the course of the campaign. There are a lot of additions (ie: Quick Encounters, Interludes, etc...) that have been added to the core rules and if I were to run RotRL again (unlikely, since there are so many other APs I still want to run), I would do things very differently.
I streamlined/hand-waved a lot of dungeon delving because I believed clearing a huge map room by room would not be Fast, Furious or Fun. I think now I would run the dungeon as written, but run Quick Encounters for minor enemies on the way to the big climatic set piece with the named dungeon boss (Wild Card).
I also burned myself out pretty hard halfway through the campaign and that part of the adventure is hard to read back. I was experimenting with some homebrew stuff and it didn't really gel with the AP as written. That's on me, not the AP or the system.
I did have trouble with the Adventure deck. They gave the players more control over certain elements of the game than I was comfortable with at the time. I feel I have grown/matured as a GM since then and could handle this better now, but I advise caution to new GMs.
Overall, I think Savage Worlds lends itself very well to Paizo's adventure path line and I was able to convert all six books without backing a £100 kickstarter (although I still bought the Players Guide and will likely add the Bestiary during Pledge Manager stage). The great thing about Savage Worlds is that the same rules can be used to run a game of Starfinder or convert an adventure from D&D5e. The rules are designed to be generic, but the additional setting rules and Companion books (Fantasy, SciFi, Horror, etc...) allow a GM to run pretty much any kind of game they like using just the one system.
It's been my go-to system for years now and I heartly recommend it to anyone with an interest in roleplaying games.
GRuzom |
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Thanks, Mikeamids, I will go and read your take on the campaign.
I've run RotRL two times as a GM, once all the way and then one campaign that died quietely after the first three books.
SPOILER-ALERT!!!!
The first three chapters are (for me) the best, as oposed to "another room, another giant", which this is what almost killed it for me. That and the great backstories to enemies who enemies that the players will never know.
Now I would probably run it as "Save Sandpoint from Lammasthu" with material from the first three (brilliant) books.
mikeawmids |
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I agree about the first half being better than the last half, but I was reading an article recently that suggested that is a common problem among adventure paths (with some noteable exceptions). Maybe that's why Paizo is experimenting with three part APs right now.
SPOILER ALERT!!!
Burnt Offerings, The Skinsaw Murders and Hook Mountain Massacre are amazing modules. I cannot believe how much adventure is crammed into those three books.
I think Fortress of the Stone Giants is when the slog began to set in for me as a GM (although defending Sandpoint from a band of giants is cool, especially if you use the Mass Combat rules from SWADE).
My players despised Runeforge. I don't know if it was the theme (seven deadly sins) or the fact they had to do several dungeons back to back, but they really hated this part of the AP and couldn't wait for it to be over.
The biggest issue I had was making Xin Shalast interesting. It's this massive city, proportioned for giants and full of wandering giants. In the end it hardly mattered as the group wrangled a giant ice worm (like in Dune) and smashed a path through to the Pinnacle of Avarice.
One cool thing about SW is it allows for moments like that. :)
If I were to run it again, I would condense books 4 to 6 into one big finale, move Jorgenfist to the Kodar Mountains and replace Mokmorian with Karzoug (and Barl Breakbones with Mokmorian, lol). Because Savage Worlds does not have linear character advancement or challenge ratings, it's much easier to do stuff like this.
CorvusMask |
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I thought final three books were great too so eh your mileage may vary ;P
Anyhoo, main problem with 1e aps is that three final books cover the levels were game math breaks down the encounters, but even if encounters are too easy, some three final books are still great just content wise. And there are APs where three final books are better than three first ones encounter difficulty aside
I don't think majority of campaigns end at book 3 because books 4-6 is bad per say. I think its combination of that "some people take multiple years to play through ap"(I have run them in about a year give or take), "some people's schedule changes over time so they can play for first three books and then life changes" and "1e breaks down post level 7 so GM gets more frustrated with system because it forces them to spend more time prepping and designing if they want to keep encounters challenging. On player side instead, on live games having to prep each time all high level buffs also gets tiring because there are so many of them and encounters last much less than time going through the buffs does".
Its bit hard to say if 1e breaking down at high levels is major component or not though because I mean, scheduling problems care not for what the system is like :p But 3 ap model isn't just meant to be "low level campaign" experience, its meant to be "shorter time investment people with busy lives might actually get chance to playthrough".
I would really fricking hate it though if they started producing campaigns only for levels 1-10 like 5e does :P
GRuzom |
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GRuzom wrote:I've run RotRL two times as a GM, once all the way and then one campaign that died quietely after the first three books.Have you run any other Adventure Paths, besides RotRL?
I ran the first two books of Curse of the Crimson Throne - but the campaign died due to practical RL issues.
Now I'm a player in Curse and enjoying it. My only problen is that fights can drag out over several sessions. We're playing online now, because of Corona and it is Ok, but it's more rollplay than roleplay.
I've started to read through your campaign and having fun - SWADE would be awesome for this.
mikeawmids |
I just skimmed the thing. I love how they included pre-gen archetypes for all classes and levels of play, that will make one-shots a joy to prep for (especially when I get the physical archetype cards).
Arcane Archer III / Death Arrow is insane. :o
... especially as a determined player could have it unlocked at Seasoned rank.
The only thing that truly disappoints me is the absence of goblins in the Bestiary. I understand there is a separate monster book coming, but it just seems kinda' stingy, when goblins are such a staple for the setting - and that they were included in the core SWADE book (along with orcs and ogres).
DM Torillan |
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Someone queried this on the pinnacle forums and the answer there was "Yes (+4), but they are all +4, so it balances out."
With that and the free class edge, Pathfinder for Savage Worlds characters are more powerful out of the gate than your standard Novice PC.
Heh....yeah, that was me. I kind of figured out that they were about +4, so that makes if a bit easier to bring in some other ancestries.
I do like what I see so far, and hope the rest will be as good! Thanks for answering my question.
evil homer |
mikeawmids wrote:Someone queried this on the pinnacle forums and the answer there was "Yes (+4), but they are all +4, so it balances out."
With that and the free class edge, Pathfinder for Savage Worlds characters are more powerful out of the gate than your standard Novice PC.
Heh....yeah, that was me. I kind of figured out that they were about +4, so that makes if a bit easier to bring in some other ancestries.
I do like what I see so far, and hope the rest will be as good! Thanks for answering my question.
This thread over on reddit seems to indicate they are designed at +2, if I remember correctly the guy making the comment is one of the designers.
https://www.reddit.com/r/savageworlds/comments/mdoirh/savage_pathfinder_rel eased_to_backers/
Would be nice to have a definitive answer.
I for one can't wait to get this on the table and am super bummer we didn't see the beta Bestiary concurrent with the core rulebook drop.
evil homer |
Someone queried this on the pinnacle forums and the answer there was "Yes (+4), but they are all +4, so it balances out."
With that and the free class edge, Pathfinder for Savag e Worlds characters are more powerful out of the gate t han your standard Novice PC.
Still less powerful than the characters for RIFTS or Freedom Squadron though, for which I'm grateful.