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<blockquote data-quote="Campbell" data-source="post: 8177027" data-attributes="member: 16586"><p>I am not seeing any signs that indicate Paizo shows a lack of understanding what their game is good at. I mean I do think the system is not well suited to linear modules, but the type of linear modules Paizo produces are very well tuned to what PF2 is good at - challenge oriented play where every decision matters. They lean directly into the changes that were made to make skilled play at the table more important.</p><p></p><p>Paizo has not really changed much in their approach to adventure design since Age of Worms. They design really difficult content where mistakes can be fatal. There has always been a strong vein of gamesmanship at Paizo. You can see that in the streams they do, the adventures they have designed from the beginning, and much of the direct commentary from designers on the Paizo board. Even in the way the GM section is written - skilled play is a pretty big theme.</p><p></p><p>This is not a D&D 4e style mismatch between the designers and what the game they designed is really good at. I personally think it's a mismatch between what some people are looking for out of the adventures (a fairly chill experience through a linear story) and what Paizo adventures have always really been in my opinion (crucibles in which you have to earn every last bit of story).</p><p></p><p>Like I have said elsewhere I think Paizo is positioning PF2 as the Dark Souls version of the D&D family of games for better or worse. The game is really good at being that too. I think it's also good at some other things, including less stress inducing play. That's just never how Paizo has tuned any of their adventures.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8177027, member: 16586"] I am not seeing any signs that indicate Paizo shows a lack of understanding what their game is good at. I mean I do think the system is not well suited to linear modules, but the type of linear modules Paizo produces are very well tuned to what PF2 is good at - challenge oriented play where every decision matters. They lean directly into the changes that were made to make skilled play at the table more important. Paizo has not really changed much in their approach to adventure design since Age of Worms. They design really difficult content where mistakes can be fatal. There has always been a strong vein of gamesmanship at Paizo. You can see that in the streams they do, the adventures they have designed from the beginning, and much of the direct commentary from designers on the Paizo board. Even in the way the GM section is written - skilled play is a pretty big theme. This is not a D&D 4e style mismatch between the designers and what the game they designed is really good at. I personally think it's a mismatch between what some people are looking for out of the adventures (a fairly chill experience through a linear story) and what Paizo adventures have always really been in my opinion (crucibles in which you have to earn every last bit of story). Like I have said elsewhere I think Paizo is positioning PF2 as the Dark Souls version of the D&D family of games for better or worse. The game is really good at being that too. I think it's also good at some other things, including less stress inducing play. That's just never how Paizo has tuned any of their adventures. [/QUOTE]
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