For those who did not know, yesterday I spent my day at Enchanted Grounds in Highlands ranch playing Pathfinder. Not just *ANY* Pathfinder... but NeoExodus! Hurray! Before I tell you how it went and give you all kinds of crunchy bits about what worked, what worked less, what I need to add/change/tweak, I want to give a big heartfelt thanks to my play testers: Corwin, Jason, Jeff, Ken, Linda, and Matt.
Thanks guys for volunteering your time to NeoExodus and provide such clear, concise and really helpful feedback on the world, the game, the characters and especially, the adventure.
As I was writing Encounter at Ramat Bridge I had a few goals the adventure needed to address. In no particular order
- The adventure must present the situation in Exodus (particularly along the Abaddon River) clearly,in a way the players could understand.
- The adventure must introduce some of the major villains/typical monsters of Exodus.
- The adventure has to provide the players with a sense of "something more is going on."
- What the players do must be simple, clear and exciting.
- The adventure must include a number of role-playing elements.
- The adventure must feature a display that is visually attractive and really unque. (This is something I did tack on to it later as the adventure took form. Since it was to be the PaizoCon adventure, I wanted something to draw attention to the game.)
- The adventure must have a natural flow, one the players can follow and even see or think they know what will is coming. (That can only be achieved by play test)
With those goals in mind, I wrote, tweaked, added, changed, expanded all part of the adventure until it reached its final, play-testable form. That was many, many, many hours of work, but work I have to say I enjoyed a lot. Being back in the adventure-writing business after a long time working on source books and setting books felt really great.
Before sending players into this, I had to make sure that all of my above-mentioned goals were reached, or I would have to keep working.
The adventure does not assume any Knowledge of the setting on the part of the players. CHECK.
The mission is clear, simple and direct. Very much so. CHECK.
The adventure uses iconic villains from NeoExodus. CHECK.
The adventure includes some role-playing scenes that can influence the adventure. CHECK.
The WIP of the 3d map can be seen in this previous post. Also, CHECK.
Iconics: (all of them are links to php character sheets)
CHECK.
The adventure SEEMS fine. So I was ready to play test.
Fast forward to Memorial Day Monday. Early morning. Travel. McD's breakfast. Bottomless Coffee (EG's awesome idea).
Not ot divulge much about the adventure itself. The biggest worry I had was the flow of the adventure. And that was right. The players followed the path set before them without resisting it too much, they moved the plot along, made the conclusions I wanted them to make without have to pull them through the force railroading I hate (to do and endure).
End of the adventure, conclusion, epilogue.
Okay, now the guys really began to provide me with valuable feedback and where this post's title comes from. In addition to a few rule items to tweak, some typos to correct in the adventure. But two big things.
First: Run time. Nearly six hours! OUCH! Must cut back. I have already identified a few encounters I will cut from the "PaizoCon version" Those encountered, while fun really do not further my above-mentioned aims. In the comfort of your own home, these encounters add to the feel and flavor of the world, but do not really add to the adventure itself. So they won't be added to the con-version.
Second: Intro The front-loading background of NeoExodus seemed overwhelming. The guys asked for a handout. This is such a great idea that it HAS to be done. After the fixes in the adventure itself, that is the next thing I'll work on.
So there it is... How I got my butt saved this past Monday! Still a few more things to work on but now I have a plan and I can focus on specific issues and have PaizoCon be a total blast.
Thanks again to Corwin, Jason, Jeff, Ken, Linda, and Matt.
JP










Though not announced yet the price will be a big factor in determine its overall success. There is little doubt in my mind that the comparable 4e characters mini packs have sold reasonably well (judging by how often they appear on the table). Packaging, pricing and grouping will be critical to the success.
Today is the official release of Enemies of NeoExodus: The First Ones. A book I spent a lot of time on thinking about them. From the start they were already quite flavorful and plain old nasty. But I wanted them to be scary. Its one thing to write how scare and dangerous a monster is, but until they are WRITTEN and statted to be scary. I am looking forward to seeing what people think about them.
I have been working on the Iconics for NeoExodus for the past few days. It should come as no surprise as the time of the play test for Encounter at Ramat Bridge approaches (next Monday!). So I kicked myself in the rear to Git'R'Done. I really have to. With interest in NeoExodus building, I tried to think about iconic characters that would represent the setting and be interesting to play.
On to the classes, but first things first, the basic four have to be represented: cleric-fighter-rogue-wizard. As I've been working on the Order of Kaga recently I think that using the "Cleric of Kaga" archetype. That should put a nice spin to it. Fighters are great in Pathfinder, so after thinking about using a paladin or a barbarian, I settled on the good ol' fighter. Trusty reliable fighter. Same goes for the rogue. I don't know of any class that fills the trapster niche like the rogue. Came time for the wizard, I had two choices either a sorcerer or a wizard. Since I used the "Cleric of Kaga" archetype, I went with the sorcerer.
Finally I was left with a human character to go. In NeoExodus, the Arman Protectorate created cannons and large constructs to fight against the magically superior Dominion Khans. With Paizo play-testing the gunslinger class, I thought it would make a lot of sense to add one in there. 





Another book I did for LPJ Design has been released! It includes a full write up of the history of the Kaga's "religion", two new prestige classes, new archetypes, new spells, new feats, new magic items, new magic tomes, a new monster, adventure seeds, in short this one has a little of everything! 


For those who are heading to PaizoCon, one of my creations, NeoExodus: Encounter at Ramat Bridge is on the ticket! For a moment it was jeopardized because of issues at Louis' home, but I after a chat (where Louis managed to stay awake in spite of the late hour), the decision was clear: we wanted "Ramat Bridge" to be run - I worked hard enough on it!
The Pro: Pirates are now real pirates, no more puffy bow-wielding or crossbow-totting wannabes… No. They wield pistols and muskets, fire cannons and mortars at towns. They don’t have to "proxy" weapons to do what they should do. Now if you want to create a pirate, you have a pirate. You wield a cutlass and a pistol. Or if you want to create a D’Artagnan-style musketeer, you got it.
Things I would’ve preferred: Naming the class "Swashbuckler", "Highwayman" or even "Musketeer" would’ve really brought a whole different feel to the class. It would immediately have brought images of lonely English Moors under the moonlight, fast mounting horses with a quip remark and Your purse or your life! Oh Sorry milady, if ye dance with me I shall let you be on your way… Wayne Reynolds’ AWESOME ART (as usual) for the Gunslinger Iconic really brings the feel and flavor of the era I think about when I imagine the class, the names just feels… Well it feels wrong.