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*Pathfinder & Starfinder
Pathfinder Kingmaker E6?
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<blockquote data-quote="Werebat" data-source="post: 5255292" data-attributes="member: 40158"><p>I'm going to be all over the map with this, so bear with me...</p><p></p><p>I'm currently running an E6 Eberron game with 3.5 rules. Some of us have the Pathfinder rules, and overall we think they're pretty cool, but we haven't converted our long-running games (mine and a friend's who is running Age of Worms).</p><p></p><p>My current game has the players playing orcs and goblinoids who are fighting aberrations and trying to keep the Daelkyr minions from re-opening a gate to Xoriat. I'd say player reaction to E6 is mixed; some like it (including the DM of the other game, who says he's switch to E6 if he could run AoW with it), some not so much.</p><p></p><p>I'm thinking about a possible next campaign. My first thought was to use the basis of the Civ4 mod "Fall From Heaven", set in a frozen world ruled by a renegade god of Winter, in an E6 campaign. Then I spied Kingmaker and thought it included many of the elements I wanted to use (particularly the nationbuilding). Now I've got this crazy idea of combining Pathfinder with E6, Kingmaker, and the FFH mod from Civ4.</p><p></p><p>Am I trying to do too much?</p><p></p><p>How well would Kingmaker work in E6? The first three modules should be runnable with little to no modification. I'm not sure about the last three, but then I'm not sure if I'd mind dropping out of Kingmaker at that point to go in my own direction with the FFH storyline.</p><p></p><p>Does E6 work well in Pathfinder?</p><p></p><p>How well would Kingmaker dovetail with a FFH based campaign? In essence, the PCs would not just be agents of a powerful kingdom, they'd be the ones rebuilding civilization from a frozen wasteland. I considered having the leader from the FFH mod (the wizard Kylorin) ruling the nation, then thought it would be better to let the PCs rule their own nation with Kylorin as some sort of sage or advisor mysteriously providing aid when the modules call for the parent kingdom to do so.</p><p></p><p>Any advice?</p><p></p><p> - Ron ^*^</p></blockquote><p></p>
[QUOTE="Werebat, post: 5255292, member: 40158"] I'm going to be all over the map with this, so bear with me... I'm currently running an E6 Eberron game with 3.5 rules. Some of us have the Pathfinder rules, and overall we think they're pretty cool, but we haven't converted our long-running games (mine and a friend's who is running Age of Worms). My current game has the players playing orcs and goblinoids who are fighting aberrations and trying to keep the Daelkyr minions from re-opening a gate to Xoriat. I'd say player reaction to E6 is mixed; some like it (including the DM of the other game, who says he's switch to E6 if he could run AoW with it), some not so much. I'm thinking about a possible next campaign. My first thought was to use the basis of the Civ4 mod "Fall From Heaven", set in a frozen world ruled by a renegade god of Winter, in an E6 campaign. Then I spied Kingmaker and thought it included many of the elements I wanted to use (particularly the nationbuilding). Now I've got this crazy idea of combining Pathfinder with E6, Kingmaker, and the FFH mod from Civ4. Am I trying to do too much? How well would Kingmaker work in E6? The first three modules should be runnable with little to no modification. I'm not sure about the last three, but then I'm not sure if I'd mind dropping out of Kingmaker at that point to go in my own direction with the FFH storyline. Does E6 work well in Pathfinder? How well would Kingmaker dovetail with a FFH based campaign? In essence, the PCs would not just be agents of a powerful kingdom, they'd be the ones rebuilding civilization from a frozen wasteland. I considered having the leader from the FFH mod (the wizard Kylorin) ruling the nation, then thought it would be better to let the PCs rule their own nation with Kylorin as some sort of sage or advisor mysteriously providing aid when the modules call for the parent kingdom to do so. Any advice? - Ron ^*^ [/QUOTE]
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