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So how's Kingmaker working out?
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<blockquote data-quote="wakedown" data-source="post: 5221847" data-attributes="member: 15901"><p>Expanding on my earlier thoughts about Kingmaker and the mundane hex exploration that our group seems to be entrenched in, at the moment.</p><p></p><p>Don't get me wrong, I think it's a solid adventure (I'm speaking to the first installment only), were I to judge it against some of the other classic sandbox adventures (Keep on the Borderlands comes to mind). I remember having a blast in KotB but that was because the players were doing crazy stuff in the "old days", trying to rob the bank or woo an NPC, and with so little printed, the DM went creatively nuts letting the players also go creatively nuts.</p><p></p><p>Kingmaker has this. You'll want players hyper-engaged to do outlandish stuff. It's very free-form.</p><p></p><p>That is in stark contrast to other Pathfinder APs to-date. All of my groups were hooked hardcore by Crimson Throne or Council of Thieves, Second Darkness or even Rise of the Runelords. All the prior APs, the players were teased with awesome Golarion flavor - ranging from ancient Thasilonian cults to Korvosa to Westcrown - that kept their drive going, and those APs were well planned to feed interesting plot points to the characters every couple of encounters.</p><p></p><p>Kingmaker teases players with the player's guide about the Swordlords and House Rogarvia, but then puts us so far away, you feel a little disconnected from the player's guide flavor text.</p><p></p><p>Whereas, take Second Darkness for a moment. A player who gets excited about the gambling halls, or the cyphermages or the gas forges of Riddleport, has those as "toys" in their sandbox" right away.</p><p></p><p>For a RP-enthusastic group, Kingmaker has relied on more PC-to-PC RP, whereas the other APs have a lot of interesting, deep NPCs so there's more PC-to-NPC RP. And the NPCs feel like major players in the city/country/etc -- giving a grander sense of adventure earlier in the player's careers.</p></blockquote><p></p>
[QUOTE="wakedown, post: 5221847, member: 15901"] Expanding on my earlier thoughts about Kingmaker and the mundane hex exploration that our group seems to be entrenched in, at the moment. Don't get me wrong, I think it's a solid adventure (I'm speaking to the first installment only), were I to judge it against some of the other classic sandbox adventures (Keep on the Borderlands comes to mind). I remember having a blast in KotB but that was because the players were doing crazy stuff in the "old days", trying to rob the bank or woo an NPC, and with so little printed, the DM went creatively nuts letting the players also go creatively nuts. Kingmaker has this. You'll want players hyper-engaged to do outlandish stuff. It's very free-form. That is in stark contrast to other Pathfinder APs to-date. All of my groups were hooked hardcore by Crimson Throne or Council of Thieves, Second Darkness or even Rise of the Runelords. All the prior APs, the players were teased with awesome Golarion flavor - ranging from ancient Thasilonian cults to Korvosa to Westcrown - that kept their drive going, and those APs were well planned to feed interesting plot points to the characters every couple of encounters. Kingmaker teases players with the player's guide about the Swordlords and House Rogarvia, but then puts us so far away, you feel a little disconnected from the player's guide flavor text. Whereas, take Second Darkness for a moment. A player who gets excited about the gambling halls, or the cyphermages or the gas forges of Riddleport, has those as "toys" in their sandbox" right away. For a RP-enthusastic group, Kingmaker has relied on more PC-to-PC RP, whereas the other APs have a lot of interesting, deep NPCs so there's more PC-to-NPC RP. And the NPCs feel like major players in the city/country/etc -- giving a grander sense of adventure earlier in the player's careers. [/QUOTE]
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So how's Kingmaker working out?
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