kenmarable
Hero
After a few years away, I'm getting back into RPG writing again and was thinking of taking a stab at producing some planar products for Pathfinder since it's often an under-served niche and I just love that stuff (plus Paizo has opened a fair amount of their cosmology - thanks!). But I'm that player who writes up 4 different PCs at the beginning of a campaign and then has to randomly pick which one to use because he can't decide. Same thing happening here, too. So I figured I would ask and see if there is more interest in any of these ideas over the others.
I'm leaning towards a hybrid sourcebook/adventure anthology format maybe in the 96 page range, but that's entirely flexible. They would be Pathfinder compatible, but heavier on the fluff than the crunch most likely - lots of locations, NPCs, plot ideas. Also, if there is interest, I am looking to build these into a line (tentatively) called Planar Frontiers. Planescape focused heavily on Sigil, and I'm looking to counter that with focusing more on the "wilds" of the Planes. Ruins, and small settlements far from big civilizations. Planar prospectors, bordertowns where two planes bleed into each other, those sorts of things.
A) Caravans of the Mercane
Adventures start innocently enough as caravan guards for traveling mercane merchants, but of course there is far more to their agenda - and their selecting the PCs - than at first appears. Include information on the mercane race as well as several planar trade companies. Several locations that feature planar bazaars. Information on various forms of planar travel beyond the traditional spells and magic items - from shifting your beliefs while travel to shift planes to "backroads" that only traveling merchants now about.
B) Pirates of the Silver Void (or just Sailing the Silver Void)
Fleshing out the Astral Plane with locations, organizations, and plots enough to support an entire campaign. Would also possibly include magical ship information (although I'd love for Sailing the Starlit Sea to get funded and be able to use or reference their ideas in a complimentary way).
C) Unnamed book on traveling planar circus/carnival/freakshow
Been burning through names on this one trying to find something with a lot of character but not too cheesy. I'll get there. But a sourcebook/adventure anthology on a traveling performance troupe that could be enemies, allies, or even the PCs themselves. Just an FYI - back when I played Warhammer 40K, I was Eldar Harlequins every time. So I love this mash up of bizarre circus/carnival and gaming.
D) Book of Elemental Fire
The first of 4 building up the elemental planes with locations, organizations, NPCs, plots, adventures, etc. Could see a bit more crunch creeping into this one with some definite new archetypes, support for the Ifrit, etc. I think there's plenty of great stuff that could be done with all of the elemental planes, but fire is of course an easier one to make exciting and help build initial interest. The elemental planes are an area that even Planescape didn't go too deeply into. A while back I even sketched out ideas to make an all elemental plane campaign viable with conflicts between genies and elder elementals, etc.
So, do any of these 4 appeal to you?
Lastly, on a related note, I am looking to use Kickstarter to get this funded (Claudio Pozas is already slated to do the cover artwork), but for a primarily digital product what sort of rewards would be enticing? I will probably include limited edition soft and hardcover options printed through Lulu for the higher backers. Otherwise, is varying levels of input into the design enticing? Or more tangible rewards better?
Thanks for the input!!
-Ken
(Note: Cross-posted from Paizo boards, but that thread didn't catch anyone's eye yet, plus we can do polls here! )
I'm leaning towards a hybrid sourcebook/adventure anthology format maybe in the 96 page range, but that's entirely flexible. They would be Pathfinder compatible, but heavier on the fluff than the crunch most likely - lots of locations, NPCs, plot ideas. Also, if there is interest, I am looking to build these into a line (tentatively) called Planar Frontiers. Planescape focused heavily on Sigil, and I'm looking to counter that with focusing more on the "wilds" of the Planes. Ruins, and small settlements far from big civilizations. Planar prospectors, bordertowns where two planes bleed into each other, those sorts of things.
A) Caravans of the Mercane
Adventures start innocently enough as caravan guards for traveling mercane merchants, but of course there is far more to their agenda - and their selecting the PCs - than at first appears. Include information on the mercane race as well as several planar trade companies. Several locations that feature planar bazaars. Information on various forms of planar travel beyond the traditional spells and magic items - from shifting your beliefs while travel to shift planes to "backroads" that only traveling merchants now about.
B) Pirates of the Silver Void (or just Sailing the Silver Void)
Fleshing out the Astral Plane with locations, organizations, and plots enough to support an entire campaign. Would also possibly include magical ship information (although I'd love for Sailing the Starlit Sea to get funded and be able to use or reference their ideas in a complimentary way).
C) Unnamed book on traveling planar circus/carnival/freakshow
Been burning through names on this one trying to find something with a lot of character but not too cheesy. I'll get there. But a sourcebook/adventure anthology on a traveling performance troupe that could be enemies, allies, or even the PCs themselves. Just an FYI - back when I played Warhammer 40K, I was Eldar Harlequins every time. So I love this mash up of bizarre circus/carnival and gaming.
D) Book of Elemental Fire
The first of 4 building up the elemental planes with locations, organizations, NPCs, plots, adventures, etc. Could see a bit more crunch creeping into this one with some definite new archetypes, support for the Ifrit, etc. I think there's plenty of great stuff that could be done with all of the elemental planes, but fire is of course an easier one to make exciting and help build initial interest. The elemental planes are an area that even Planescape didn't go too deeply into. A while back I even sketched out ideas to make an all elemental plane campaign viable with conflicts between genies and elder elementals, etc.
So, do any of these 4 appeal to you?
Lastly, on a related note, I am looking to use Kickstarter to get this funded (Claudio Pozas is already slated to do the cover artwork), but for a primarily digital product what sort of rewards would be enticing? I will probably include limited edition soft and hardcover options printed through Lulu for the higher backers. Otherwise, is varying levels of input into the design enticing? Or more tangible rewards better?
Thanks for the input!!
-Ken
(Note: Cross-posted from Paizo boards, but that thread didn't catch anyone's eye yet, plus we can do polls here! )