hogarth wrote:
I think James Jacobs is responsible for most of the "this ain't your momma's D&D!!!" creative direction. He's always blathering on about "shades of grey" and how awesome it is to have "deals with the devil". Feh.
I thought that "shades of grey" were supposed about giving antagonists stuff like understandable motivations, genuinely positive traits, maybe enough sense and reason for PCs to talk them down. But apparenly here these are just code words for "evil is cool, let's screw over the good guys".
magnuskn wrote:Well, most Paizo campaigns end at level 16-17. At least in some of them there are briefs for the GM how s/he could continue the campaign, and many of those descriptions go right into the territory of "fuck that nations shit up!".
And this is bad. Because even if the campaign hadn't disintegrated for mechanical reasons, RL reasons or simple player burnout by then (most do), this means that PCs only get to interact with the top normal tier of the material plane power pyramid for the last three levels of their default career or so. Not even with the planar power structure, just with people who actually control countries on Golarion. If PCs are supposed to be important people within the world as presented - and as DnD is kind of supposed to be heroic fantasy, they should be - they should be able to topple toughest countries on Prime just by walking in and whipping out their powers by about level 13-15. So that the rest of the game can be spent dealing with powers above and beyond that, primarily planar ones, which DnD universe is full of. At level 20 you seriously should be able to have at least 50/50 chance against most gods (with a good plan and decent allies, but without plot devices of winning this particular conflict). At least. If Gygax allowed his players to stab Lolth right in her spider-ass before that level, then why the version of the most overpowered DnD edition ever doesn't allow anything of the sort? Destroying (or converting) a single god (save for two or three key entities) isn't even a big deal, in the grand scheme of things! It will seriously change the setting far less, than actions of the LotR main cast changed their own world.
While we're on that note, changing the world in really grand, sweeping ways by the end of the campaign is the proud tradition of heroic fantasy (and even, to a lesser extent, sword and sorcery). So I think we have every right to demand the possibility of this (within playable level range) from any setting, which is supposed to reflect this genre.
magnuskn wrote:Since Golarion doesn't have a metaplot like the Realms had, I can understand the reticence of the developers to really rip up their own setting too much.
The entire setting can be blown up in one AP (in fact, this can happen if PCs fail in Second Darkness), and this will not matter
precisely because there is no metaplot, and therefore developers can use negative continuity as much as they want.
magnuskn wrote:Of course the problem seems to me, personally, that again a good number of people here want to apply the power of their characters to take over/out the setting they are playing in, which is why there are so many complaints that Golarion/The Realms/etc. are too static.
My players have yet to exhibit any such intent. Maybe I'm just lucky with them, or maybe that's because I'm trying hard to prevent thoughts like "Dude, where's my respect?" or "Why we're still running errands, like we did 10 levels ago?" from appearing in your help. Golarion's power structure and Golarion adventure paths construction does not exactly help with that.