Vorsk, Follower or Erastil |
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Personally one I would love to see is a three part "mega prison" escape.
Book one finds themselves stuck on Valkus Isle, making what allies they can Khulo (opertunity for a diverse cast of allies, from unfortunate ship wrecked people to political prisoners) while dealing with the "guards" of Khulo, a gang that has made themselves the law with a mysterious Warden who they answer too who has a stronghold outside the settlement.
Second book would find pcs as the new faction in Khulo, the one group able to challenge the Wardens gang and looking out for other in the town. Following rumors on a way to shut down the Stalwart Wall leads them to finding one of Nex's old laboratories. There they find out what they need is in the hands if the warden who keeps the wall up to be some petty dictator in his own land.
Book 3 finds the pcs return to Khulo as the warden makes his move to reestablish control. The pcs must rally the town and in essence free the prisoners of the town from their overlord. Following this they have the opportunity to track the warden back to his "castle", Nex's experimental palace in the center of the island and finally free everyone as they shut down the wall, as well as maybe finding revelations on where Nex currently is and what he has been up to in his old palace.
Paradozen |
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I'd like a 3-book level 11-20 sequel to Mummy's Mask.
Book 1 starts in Sothis, the party are powerful and noteworthy citizens in Sothis who are recruited and tasked with going into the quarantined Marblecourt and surveying it to eventually be rejoined with the city as a whole. They clean up the area, clear out the dungeon that crashed there, get information that can be used to reintegrate the structure as party of the city, and discover at the end of the book that the pyramid has been magically interacting with the other flying pyramids that crashed into the country in 4714 AR, and this magical connection could prove destructive if left unchecked.
Book 2 the party investigates further, goes to the other dungeons and clears those out to some extent, and discovers that a cult of rovagug has been using the magical connection between the pyramids along with existing ley lines to damage the extradimensional space containing Ulunat and have already done irreparable harm, making the return of the First Spawn of Rovagug inevitable.
Book 3 the party has to scramble to defeat the cult and weaken Ulunat, gathering weapons that are specifically powerful against the creature and performing rituals which will make Ulunat's re-spawning weak enough for a time that they can confront the creature in a final battle to re-imprison the creature beneath a new Black Dome.
Evil Paul RPG Superstar 2014 Top 32 |
1 person marked this as a favorite. |
Personally one I would love to see is a three part "mega prison" escape.
We've already got Abomination Vaults as a megadungeon though.
Obviously I'm but one customer, but I prefer APs with variety: roleplaying, investigation, combat, politics, exploration etc. Rather than big dungeon crawls.
Crivens |
4 people marked this as a favorite. |
1-10 Urban sandbox thieves guild.
Think kingmaker but the “wilderness” is a single city and each neighbourhood has it's own flavour, gangs and legal obstacles.
As much talking and skulduggery as combat. I’d really go ham on non-combat encounters that have repercussions for failure (one of those might be a potential combat). When making my own encounters I like to go by a guideline of: social, stealth or combat, each encounter can be solved by at least two of the three.
Multiple choice finale depending on player choices. Do you end up as ruthless crime lords or Robin Hood folk hero's?
I’d like to see the talented Pathfinder writers step away from the linear encounter design for one book and make something more modular. Less adventure path and more adventure guide. Detail 7 gang themes for a 5 zone city so you can pick the ones you like. Is prostitution or slavery a no go for your table? Don’t chose those gangs. Encounter templates could be written for each player level and then the GM could skin those encounters with a choice of per-written gang themes.
Multiple city options for extra choice could also be cool. Thronestep (Razmiran), Elidir (Isger), Canorate (Molthune) and Katapesh could each work for the thieves guild theme but pull focus in very different directions.
If done right this might also bring a whole new aspect to the product: replayability.
I don’t know if this theme would fit into a 3 book AP mould. Perhaps a 6 book level 1-10 or 1-12 AP instead. Perhaps a 4 book AP. Then a quick 2 book level 16-20 plane skipping romp?
I don’t like the idea that the publishing template restricts the artistic merits of the written product. I don’t claim to know if or by how much this happens but I imagine if you tell an author they can only ever tell stories in 6000 word blocks their 4000 word masterpiece either gets cut, stretched, chopped or sits in a drawer, presumably to the detrement of the quality of the product.
Anyway, I’ve digressed from the topic. Sorry OP.
Paradozen |
Vorsk, Follower or Erastil wrote:Personally one I would love to see is a three part "mega prison" escape.We've already got Abomination Vaults as a megadungeon though.
Obviously I'm but one customer, but I prefer APs with variety: roleplaying, investigation, combat, politics, exploration etc. Rather than big dungeon crawls.
This might be underselling the potential of a Valkus Isle AP. There are people to interact with, places to explore, and mysteries to investigate, even if the island is best known as a big dungeon for political prisoners. Part of the campaign could be discovering precisely what went wrong when it was walled off, and investigating the reason nexian rulers don't want the prisoners to ever escape. Part of it can be gaining support upon the prison guards and prisoners, interacting with them to get help on your escape. Part can be exploring the island beyond Khulo itself to find what is out there or gather resources. No reason it has to just be a big dungeon crawl.
Steelbro300 |
1-10 Urban sandbox thieves guild.
Think kingmaker but the “wilderness” is a single city and each neighbourhood has it's own flavour, gangs and legal obstacles.
As much talking and skulduggery as combat. I’d really go ham on non-combat encounters that have repercussions for failure (one of those might be a potential combat). When making my own encounters I like to go by a guideline of: social, stealth or combat, each encounter can be solved by at least two of the three.
Multiple choice finale depending on player choices. Do you end up as ruthless crime lords or Robin Hood folk hero's?
Would be a huge fan of a sandbox thieves' guild adventure and 1-10 would definitely be the way to do it! Doubt they'd go as far as you're suggesting though, that wouldn't fit in their monthly scheme. More likely for a stand-alone book, and from a third party at that.
Tarondor |
With what frequency would people like to see 3-volume AP's?
I'm glad they exist, but I love me my 6-volume AP's better.
Obviously the answer should be "as often as the material demands", but I'd ideally like to see three 6-volume AP's and two 3-volume AP's on a two-year schedule.
keftiu |
With what frequency would people like to see 3-volume AP's?
I'm glad they exist, but I love me my 6-volume AP's better.
Obviously the answer should be "as often as the material demands", but I'd ideally like to see three 6-volume AP's and two 3-volume AP's on a two-year schedule.
There problem with a 6-volume for me is that if it’s a premise or locale I don’t care for, then I’m stuck checked out on adventure paths for half a year at a time; this is how I felt with Extinction Curse and Agents of Edgewatch both, which meant a full year where I didn’t really read adventure content.
Paradozen |
1 person marked this as a favorite. |
With what frequency would people like to see 3-volume AP's?
I'm glad they exist, but I love me my 6-volume AP's better.
Obviously the answer should be "as often as the material demands", but I'd ideally like to see three 6-volume AP's and two 3-volume AP's on a two-year schedule.
I'd be pretty content with 2:1 3-part to 6-part APs each year myself. 6 book APs are great, but the smaller ones offer opportunities for more stories each year and different kinds of stories than the 6 volume ones.
Evan Tarlton |
I'd like a 3-book level 11-20 sequel to Mummy's Mask.
Book 1 starts in Sothis, the party are powerful and noteworthy citizens in Sothis who are recruited and tasked with going into the quarantined Marblecourt and surveying it to eventually be rejoined with the city as a whole. They clean up the area, clear out the dungeon that crashed there, get information that can be used to reintegrate the structure as party of the city, and discover at the end of the book that the pyramid has been magically interacting with the other flying pyramids that crashed into the country in 4714 AR, and this magical connection could prove destructive if left unchecked.
Book 2 the party investigates further, goes to the other dungeons and clears those out to some extent, and discovers that a cult of rovagug has been using the magical connection between the pyramids along with existing ley lines to damage the extradimensional space containing Ulunat and have already done irreparable harm, making the return of the First Spawn of Rovagug inevitable.
Book 3 the party has to scramble to defeat the cult and weaken Ulunat, gathering weapons that are specifically powerful against the creature and performing rituals which will make Ulunat's re-spawning weak enough for a time that they can confront the creature in a final battle to re-imprison the creature beneath a new Black Dome.
Speaking for myself: I would LOVE this!
Paradozen |
A side thought what if they tried a 6 part AP experiment, where they used a back article for an official alternate 3 part ending? Maybe even an alternate beginning for a high level start to the back half of the AP as well?
I actually had a thought along these lines. A story structured as 2 3-part APs that play into one another, but make sense for multiple parties. Specifically, I'd like one setup to allow for different parties, or to allow for one party to go through a redemption arc. The first 3-part segment the party winds up unwittingly releasing a terrible evil onto the surface of golarion, has a chance to join, run, or set things right. The next 3-part segment starts with that evil holding significant and growing power, but can either be about the first party cleaning up their mess or a new group of heroes answering the call. The first AP is a mildly evil one, the second is a mildly good one, with an arc that sorta pushes the party from selfish and greedy mercenaries to a more self-aware and socially conscious outlook. Not sure the idea has a broad appeal, but I think it'd be pretty neat.
TheGoofyGE3K |
I feel like I've pitched this before, but a shipwreck-themed one could be cool.
Book One: Stranded on island, need to build a shelter, get attacked by creatures trying to sabotage you
Book Two: investigating the creatures, finding out they lure ships to the island to hunt their crews for sport. Try and take them out.
Book Three: Those creatures, despite doing this for sport, work for something bigger, nastier. Something that wants to erupt the volcano on the island to try and blot out the sun.