G'day, all!
I'm currently flipping through Paizo's "Ultimate Campaign" book, hoping to be inspired enough to write a review about it, and instead coming up with a question: Does anyone care about what the book does?
Not "how it does it", but rather whether the new systems it adds to Pathfinder are actually worth the time.
The new systems, for those who are following along at home, are "Character Background", "Downtime", "Kingdom Buildings" and "Mass Combat". Yes, there is another chapter ("Campaign Systems") which has a grab-bag of rules for in-game situations, but the big ones are the four I just mentioned.
It's not that these topics are bad things, but rather, do you really want to deal with them as part of a D&D/Pathfinder game? At its heart, D&D is a game about a group of characters going off and having fantastic adventures. To a large extent, things that happen before, after and between these adventures don't actually matter. That's the traditional approach.
Ultimate Campaign says, "Yes, these things do matter", and gives you a lot of mechanics to handle them. Of course, actually implementing these mechanics takes time, and so takes away from the fantastic adventures you could otherwise be having. (I ran Kingmaker; I'm quite familiar with how much table-time the actual running of the kingdom could take; it's not horrid, but it's still time spent away from adventuring).
I'm curious: What do you feel? Is the material Ultimate Campaign covers irrelevant to your games, or it something that you're very glad exists and was lacking from your game? Or something else?
Cheers!
I'm currently flipping through Paizo's "Ultimate Campaign" book, hoping to be inspired enough to write a review about it, and instead coming up with a question: Does anyone care about what the book does?
Not "how it does it", but rather whether the new systems it adds to Pathfinder are actually worth the time.
The new systems, for those who are following along at home, are "Character Background", "Downtime", "Kingdom Buildings" and "Mass Combat". Yes, there is another chapter ("Campaign Systems") which has a grab-bag of rules for in-game situations, but the big ones are the four I just mentioned.
It's not that these topics are bad things, but rather, do you really want to deal with them as part of a D&D/Pathfinder game? At its heart, D&D is a game about a group of characters going off and having fantastic adventures. To a large extent, things that happen before, after and between these adventures don't actually matter. That's the traditional approach.
Ultimate Campaign says, "Yes, these things do matter", and gives you a lot of mechanics to handle them. Of course, actually implementing these mechanics takes time, and so takes away from the fantastic adventures you could otherwise be having. (I ran Kingmaker; I'm quite familiar with how much table-time the actual running of the kingdom could take; it's not horrid, but it's still time spent away from adventuring).
I'm curious: What do you feel? Is the material Ultimate Campaign covers irrelevant to your games, or it something that you're very glad exists and was lacking from your game? Or something else?
Cheers!