My "Savage" Experience

I can see this could be politically sensitive. Switching out encounters perceived as a ‘waste of time’ could be seen as disparaging the source material and clearly neither party wants that.
 

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I can see this could be politically sensitive. Switching out encounters perceived as a ‘waste of time’ could be seen as disparaging the source material and clearly neither party wants that.
Given that I've seen Pathfinder devs say they put in encounters just to make sure there's enough XP in the adventure to get the party to the right level, I'd be all for adapting the adventures to what the system is actually good at. I'd love to see one of the better APs turned into a proper plot point campaign, for example.
 

Given that I've seen Pathfinder devs say they put in encounters just to make sure there's enough XP in the adventure to get the party to the right level, I'd be all for adapting the adventures to what the system is actually good at. I'd love to see one of the better APs turned into a proper plot point campaign, for example.
Yeah, trying to make SWADE run like PF1E seems not only impossible, but to entirely miss the point of adapting it in the first place.
 




Given that I've seen Pathfinder devs say they put in encounters just to make sure there's enough XP in the adventure to get the party to the right level, I'd be all for adapting the adventures to what the system is actually good at. I'd love to see one of the better APs turned into a proper plot point campaign, for example.

Its one of those things where the desire to support the part of the PF2e base that still really wants to use experience and the part that's gone over to milestones create kind of a no-win in some ways for the native adventure design.
 

I really enjoyed running Eris Beta V for my group. It was written for Deluxe and the previous Sci-Fi Companion but would require almost no conversion to run with SWADE and the new Sci-Fi Companion.

The first half of the campaign is quite open with lots of events for the PCs to get involved in and investigate (the campaign premise is that they are corporate trouble shooters for the corp that runs the planet). But about 50-60% of the way through a major threat can be pieced together based on what the players have experienced and from that point onwards they are on a pretty tight deadline to address it.

Ran it using Fantasy Grounds during lockdown; it lasted about a year of weekly play but you could streamline that if you wanted to.

We had a great time with it - probably the best sci-fi campaign I have personally run though I haven’t actually run that many.

To date I haven’t run a specific fantasy campaign from PEG or a third party - mostly I convert those from existing adventures I have for different systems.
 

Its one of those things where the desire to support the part of the PF2e base that still really wants to use experience and the part that's gone over to milestones create kind of a no-win in some ways for the native adventure design.
The PF2 XP system was basically designed to be X amount of encounters per level. Folks who like XP often complain about how simplified it is.

I am curious how that translates to the PF2 AP design? I have only played in Abomination Vaults and it was intended to be an old school dungeon crawler that didn't work out well, imo. Though, I dont think a nuanced XP system was the issue. It was more the +1/lvl system makes a sandbox dungeon not quite as workable as old school ones did, again, imo.
 

The PF2 XP system was basically designed to be X amount of encounters per level. Folks who like XP often complain about how simplified it is.

I am curious how that translates to the PF2 AP design? I have only played in Abomination Vaults and it was intended to be an old school dungeon crawler that didn't work out well, imo. Though, I dont think a nuanced XP system was the issue. It was more the +1/lvl system makes a sandbox dungeon not quite as workable as old school ones did, again, imo.

The problem with it is it carries over to a lot of, honestly, trash encounters that aren't that interesting. Mind you, they still serve some purpose because they remind people that their characters really are Big Damn Heroes (which can fail to happen with serious encounters where you're really having to work it for some people), but it also consumes time which doesn't necessarily do those adventure paths any favors in many cases.

(My personal opinion is that, even though I'm much more tolerant of modern design than older D&D design, from 3e on most versions of D&D and its offshoots like PF are not really well suited to older style dungeons because the advancement is too swift (this might be somewhat less true with D&D5e because of the way it tries to compress power level, but it was certainly true of 3e and 4e and bother versions of PF.)
 

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