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What would you most like to see as pdf-only releases?

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hazemyth hazemyth's picture
Re: What would you most like to see as pdf-only releases?
Definitely prefer sourcebooks over adventures. Or, at least, if they are adventures, maybe one or two that are less TITAN-oriented? It's a big setting, after all. Sourcebook-wise, I'd like to see: - Clarification on key tech, especially ships. - More concrete descriptions of socio-political structures, like how a rep-based economy actually works, in detail. - Some further dimension to some of the more flat but potentially intriguing factions, like the Ultimates. And more ready-to-use tools: NPC's, maps, etc.
King Shere King Shere's picture
Re: What would you most like to see as pdf-only releases?
Sourcebook and pdf pamflets -wise -Id like to see more indepth of the EPs style of espionage craft/warfare. mechanics & tips +generic modos operandi, would be helpful for both players & GM s.
scnd scnd's picture
Re: What would you most like to see as pdf-only releases?
I'd like to see either an art book with extended, half-page descriptors for each art block, or some kind of micro-novelization detailing in characters, settings, concepts and relationships. In particular, i'd like to see something that makes use of the rep system.
OneTrikPony OneTrikPony's picture
Re: What would you most like to see as pdf-only releases?
I've really enjoyed the format and balance of "The Stars Our Destination" That supliment was concise and packed with information while still being entertaining and readable. I'd like to see extended writeup of more locations like that. I know Rimward is comming so I'd suggest these locations for a "Stars" type pdf writeup; Any of the Unnamed Venusian Aerostats, (or just one big writup on Octavia) Remembrance Station Selene Station Individual Writups for the three major cities on Luna, Erato Nectar and Shackle Progress Station and the Hypercorp council.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Decivre Decivre's picture
Re: What would you most like to see as pdf-only releases?
I would personally like to see more first-person accounts of the setting in books. The slang of the time period is only really used within the stories, and it's hard to get a grasp of the lingo. If not that, at least put some sort of slang dictionary in one of the books. The core book has terminology, but none of the street terms that people might use for various things. What does an Ultimate call someone who isn't modified? What disparaging term is used in the Junta for AGI? These things help flavor the setting, and it feels like it's missing right now. Also, I [i]really[/i] want a mesh and simulspace book. The mesh and the simulspaces within it make for a vast collection of worlds and societies that could potentially be far larger than all the physical system locations combined. Plus, I want rules for running servers, infomorph clusters, running my own simulspace, purchasing improved software, new software, potential rules expansions, and anything else it could entail. What can I say... in Shadowrun I was always the decker/hacker/otaku/technomancer, and I'd like to continue that legacy into this game as well. EDIT: Asyncs! There should be more material for asyncs. I was actually kind of sad that we didn't see at least a couple new sleights per supplement. Especially for panopticon, as we could have seen uplift-themed sleights for players to get. I hope you support them more, as I'd rather asyncs didn't just get treated as a gimmick character concept and instead get new equipment, sleights, implants and more that would be useful for them as an expandable character archetype.
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Anders Anders's picture
Re: What would you most like to see as pdf-only releases?
I would like to see an archtpical static scum barge habitat, with enough detail that I could just run my plot without having to invent everything on the fly. How is space organized, how do people get from one area to another, are there vehicles, transit systems, etc.? At the same time, how is space organuzed on space craft. eg 'floorplans' (volume maps?) essays on spacecraft operations, etc. Again, I can make it it up as I go along, as can we all, but it makes an evening's GMming much more involved not to have 'official' guidelines. '
kindalas kindalas's picture
Re: What would you most like to see as pdf-only releases?
Anders wrote:
I would like to see an archtpical static scum barge habitat, with enough detail that I could just run my plot without having to invent everything on the fly. How is space organized, how do people get from one area to another, are there vehicles, transit systems, etc.? At the same time, how is space organuzed on space craft. eg 'floorplans' (volume maps?) essays on spacecraft operations, etc. Again, I can make it it up as I go along, as can we all, but it makes an evening's GMming much more involved not to have 'official' guidelines. '
You mean something like [url=http://rpg.drivethrustuff.com/product/96304/Eclipse-Phase%3A-The-Stars-O... Stars Our Destination[/url]?
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Anders Anders's picture
Re: What would you most like to see as pdf-only releases?
Well, I made my comment because Stars did not really address the static scum settlement where I set my campaign, and while it lists many different spaceships, it does not show plans, nor does it detail ordinary life or operartions in the scum barges, nor on the various operatiponal craft. I would like to see 32 pages on a typical scum station, pf which there are scores in operation, and another 32 pages on typical spacecraft, with plans and details of normal operatons. Stars does a good job of describing that scum fleet and its pecularities, but it doesn't help me running my campaign.
EccentricOwl EccentricOwl's picture
Re: What would you most like to see as pdf-only releases?
I'd like to echo the same thing as the third post. What I wouldn't do for more adventures! The very idea of a few adventures that make up the framework of a longer campaign be it Firewall or something else would be fascinating to me! I've never been that great at writing my own adventures. I'll admit it and it is a terrible flaw of mine. Books like Eureka from the guys at GnomeStew are really good but I still feel most comfortable when things are laid out for me. I find myself using a lot of Shadowrun adventures for Eclipse Phase. However, any new published scenarios - I would eat them up!
Decivre Decivre's picture
Re: What would you most like to see as pdf-only releases?
I have an idea for a fairly cheap PDF-only release you can make: A book that gives a large list of knowledge skills, field skills and specializations. One section of the game that causes loads of arguments is the area of field or knowledge skills and specializations (specializations as a whole, not just "field or knowledge skill specializations"). Players and GMs constantly debate at the tables about what is too broad or narrow for either of them. Some players are downright confused about the skills that they should take, while others are trying to game the system. Quite a few new players try to do things like take Infosec (+10 Hacking), or take the skill Academics: Science, hoping to get constant bonuses at all times. The best one I've seen so far has been Programming (+10 Software). It doesn't have to be completely concise and explain every nuance, but there should be some sort of simple guide that lists a broad number of fields for each skill there is (good place to list which languages should be exotic, and which ones should be regular languages), and a broad number of specializations for every skill... including those field skills. Shortcuts can be taken where it is possible (players understood it when interfacing had the specialization "by program"). And for something that has already been mentioned: gear catalogs. I know that you already gave some simple information about how to make brand-name equipment in the core book, but I imagine it would still sell if you were to release a book detailing varieties of guns and equipment with minor differences based on brand. The same is true with other equipment... players at my table are constantly requesting more morphs, robots, vehicles and other toys. You could probably do a series of booklets full of equipment and morphs and sell them for $5.00 a piece. I know several players that continue to buy the gear catalogs for Shadowrun at $11.95, so I promise you it'll sell at half that.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
DivineWrath DivineWrath's picture
Re: What would you most like to see as pdf-only releases?
Decivre wrote:
I have an idea for a fairly cheap PDF-only release you can make: A book that gives a large list of knowledge skills, field skills and specializations.
I would like to expand on this. The book "Panopticon" has a page (p. 146) explaining useful habitat skills. It includes a bunch of related Academic and Profession skills, explains how they are used, and explains how they work together. I would really like to see more examples of that. It might also be a good idea to explain how to break the DnD mentality regarding skills and rolls. I was able to do it for the new World of Darkness game line written by White Wolf, but I'm still having difficulty with Eclipse Phase. Maybe I just need more time until they sink in properly (I'm trying to master these rules faster than I did for nWoD).
EccentricOwl EccentricOwl's picture
Re: What would you most like to see as pdf-only releases?
Right now, I'm hungering for new releases. I will buy anything you release.
Smokeskin Smokeskin's picture
Re: What would you most like to see as pdf-only releases?
Decivre wrote:
I have an idea for a fairly cheap PDF-only release you can make: A book that gives a large list of knowledge skills, field skills and specializations.
I strongly second this.
Gorkamorka Gorkamorka's picture
Re: What would you most like to see as pdf-only releases?
Smokeskin wrote:
Decivre wrote:
I have an idea for a fairly cheap PDF-only release you can make: A book that gives a large list of knowledge skills, field skills and specializations.
I strongly second this.
Third. As long as you add Interest Skills as well
Decivre Decivre's picture
Re: What would you most like to see as pdf-only releases?
DivineWrath wrote:
I would like to expand on this. The book "Panopticon" has a page (p. 146) explaining useful habitat skills. It includes a bunch of related Academic and Profession skills, explains how they are used, and explains how they work together. I would really like to see more examples of that. It might also be a good idea to explain how to break the DnD mentality regarding skills and rolls. I was able to do it for the new World of Darkness game line written by White Wolf, but I'm still having difficulty with Eclipse Phase. Maybe I just need more time until they sink in properly (I'm trying to master these rules faster than I did for nWoD).
Good point. I have had some problem with players not understanding what a field skill might actually do. Like what the difference between Medicine: Psychiatry, Academics: Psychology and Profession: Psychotherapy actually is. Most of the time I see people take them simply because they can all be used for treating mental problems, and they could potentially grant complementary bonuses to one another. So far as they're concerned, they all are the same exact skill. It'd be nice if there was a book to really clarify field skills. And to be honest, Shadowrun needed this sort of supplement as well.
Gorkamorka wrote:
Third. As long as you add Interest Skills as well
Academics, Art, Interest, Language and Profession are all knowledge skills.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
DivineWrath DivineWrath's picture
Re: What would you most like to see as pdf-only releases?
I'm still trying to figure out what it is that I'm having trouble with adapting to the rules of Eclipse Phase. I keep feeling that the rule system is somehow flawed, that a character with a skill rating of 60 only has a 20% greater chance of success than a character with a skill rating or 40. I also can't seem to judge what should be an automatic success for characters of various skill levels. Of course, my problem could be that I'm assuming that the rules don't have terrible flaws... I'm going to keep trying to understand the rules before I assume that is the case.
Decivre Decivre's picture
Re: What would you most like to see as pdf-only releases?
DivineWrath wrote:
I'm still trying to figure out what it is that I'm having trouble with adapting to the rules of Eclipse Phase. I keep feeling that the rule system is somehow flawed, that a character with a skill rating of 60 only has a 20% greater chance of success than a character with a skill rating or 40. I also can't seem to judge what should be an automatic success for characters of various skill levels. Of course, my problem could be that I'm assuming that the rules don't have terrible flaws... I'm going to keep trying to understand the rules before I assume that is the case.
There are quite a few flaws admittedly, but none that are too dramatic. As a general rule, I recommend only two scenarios in which you should utilize automatic successes: [list=1][*]When the task at hand is so simple that failure is not a likelihood for anyone, or when failure has no consequence and the task can be repeated rapidly until successful. Examples: Any simple task, hacking into a system with no protections or security whatsoever, attacking a practice dummy, eating food. If at any time something occurs to give failure a consequence of any sort, it should no longer be automatic. [*]When the target number for the roll (after modifiers) exceeds 99, and it is not an opposed roll. This is referenced on page 117 in the section "Taking Extra Time".[/list] Simple task actions are a bit harder to figure out. I would recommend utilizing these for any instance where success is guaranteed, but the quality of work is still relevant. Examples might be painting a picture (you will definitely paint something, the test simply determines how good it is), writing an essay, speaking in a language you are fluent in. The roll simply determines how good or bad the finished product is... but you always succeed.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
UrbanMonkey UrbanMonkey's picture
Re: What would you most like to see as pdf-only releases?
DivineWrath wrote:
I keep feeling that the rule system is somehow flawed, that a character with a skill rating of 60 only has a 20% greater chance of success than a character with a skill rating or 40.
I'm going to nitpick here for a moment, because it might help your understanding: A character with a skill rating of 60 has a *50%* better chance of success than a character with a skill rating of 40 - that 20-point differential is 50% of the 40.
Operator of [url=http://eclipse-phase.wikispaces.com]Chuck's Eclipse Phase Wiki[/url]
Smokeskin Smokeskin's picture
Re: What would you most like to see as pdf-only releases?
And someone with 60 skill gets exceptional successes 3 times as often as someone with 40 skill.
Geonis Geonis's picture
Re: What would you most like to see as pdf-only releases?
DivineWrath wrote:
I'm still trying to figure out what it is that I'm having trouble with adapting to the rules of Eclipse Phase. I keep feeling that the rule system is somehow flawed, that a character with a skill rating of 60 only has a 20% greater chance of success than a character with a skill rating or 40. I also can't seem to judge what should be an automatic success for characters of various skill levels. Of course, my problem could be that I'm assuming that the rules don't have terrible flaws... I'm going to keep trying to understand the rules before I assume that is the case.
Keep in mind the margin of success or margin of failure as well. Using the example used in the book (Page 118):
Quote:
Nico is trying to sketch out a picture of someone’s face. He has eidetic memory, but his drawing needs to be good enough for someone else to identify the person. He rolls against his Art: Drawing skill of 34, scoring a 97—an MoF of 63. The illustration is so bad that the gamemaster determines that anyone using that picture to identify the person will need to score an MoS of at least 63 on a Perception Test to recognize the person.
A person with drawing with a 60 skill would be easier to identified, only needing a 37 MoS. While a person of 40 skill would lead to needing a 57 MoS. A person with 60 versus 40 has a better chance to not fail as badly. This also effects time wasted before noticing the failed attempt, extra time needed to guarantee to succeed and many other rolls. Don't think as success/failures are pure binary, but gauging the degrees might be more appropriate. Hope this helps.
EccentricOwl EccentricOwl's picture
Re: What would you most like to see as pdf-only releases?
So instead of sperging about skills - honest question - when can we expect a new release? Anything on the horizon for Summer 2012?
EccentricOwl EccentricOwl's picture
Re: What would you most like to see as pdf-only releases?
So instead of sperging about skills - honest question - when can we expect a new release? Anything on the horizon for Summer 2012?
Decivre Decivre's picture
Re: What would you most like to see as pdf-only releases?
EccentricOwl wrote:
So instead of sperging about skills - honest question - when can we expect a new release? Anything on the horizon for Summer 2012?
Whenever it comes out. What's with the dick attitude?
EccentricOwl wrote:
So instead of sperging about skills - honest question - when can we expect a new release? Anything on the horizon for Summer 2012?
Whenever it comes out. What's with the dick attitude?
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
DivineWrath DivineWrath's picture
Re: What would you most like to see as pdf-only releases?
Before I forget. Thanks for more advice regarding skills. I'll keep trying to make sense of them.
Arquebus Arquebus's picture
Re: What would you most like to see as pdf-only releases?
I would like to get: Anarchy in a Bubble: A rough guide to Locust.
AdamJury AdamJury's picture
Re: What would you most like to see as pdf-only releases?
EccentricOwl wrote:
So instead of sperging about skills - honest question - when can we expect a new release? Anything on the horizon for Summer 2012?
We're working on Rimward now, and like all our releases, we will announce a street date for both electronic and print releases when we can be 100% sure those releases will be hit (ie: when the electronic version is ready to be released, and when the physical books are ready to ship.)
Prophet710 Prophet710's picture
Did not take the time to
Did not take the time to fully read the thread, but a PDF release on heavy weapons and hard core combat gear would be awesome. More extrapolations of stuff like the Fenrir morph, variations of other morphs, new combat morphs, exoskeletons, power armor, tanks, fighter air/space craft. That kind of thing!
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
piotrus piotrus's picture
To be frank, there is little
To be frank, there is little I'd prefer as pdf-only. I like to have a printed copy of everything on my shelf and to pass around. PDFs are nice, but frankly, laptops are cumbersome, search on tablets is poor, your adventures are not player-spoiler-friendly, and so on. Further, I hate buying pdfs. It's good to have a pdf as a backup, but pdf-only just does not appeal to me. Two exceptions I can think of: * if you make an adventure that relies on new media to a much higher extent than Continuity and that would simply be pointless as a paper stand-alone * fiction, for ebook readers and such (but even that would be nice in both formats)
AdamJury AdamJury's picture
piotrus wrote:To be frank,
piotrus wrote:
To be frank, there is little I'd prefer as pdf-only.
Now that DriveThruRPG has rolled out their POD program, virtually everything that would have been PDF-only will now be PDF & POD, so we have you covered!
Jérémie Jérémie's picture
kylleranWe want to release a
kylleran wrote:
We want to release a pdf a month.
The thing Eclipse Phase lack the most right now, is a campaign (as in linked adventures). Eclipse Phase needs its Harlequin, The Enemy Within, or Masks of Nyarlathotep. The full campaign not need to be fully developed, having let's say 12 adventures, only the two or three first one could benefit from a full writing, the bulk of the campaign could be roughly shaped (what happens when, why, relation between event and people, and so on) because the GM would already have the momentum from the fully written first ones. If a pdf a month, like the episodes of old is the only way to get it, so be it. In any cases, an ebook a month (I prefer that word since PDF is to transport printable file, epub is much more appropriate to most uses) is a very good goal, it's a shame it hasn't happened yet. A good game needs to expend, to acquire some thickness.
AdamJury AdamJury's picture
Jérémie wrote:kylleranIn any
Jérémie wrote:
In any cases, an ebook a month (I prefer that word since PDF is to transport printable file, epub is much more appropriate to most uses) is a very good goal, it's a shame it hasn't happened yet. A good game needs to expend, to acquire some thickness.
As of now, we deliver our game material as PDFs, so we call them PDFs. When we release ePubs, we call them ePubs. "Ebook" could mean either of those two, and means even more varied things as well ... so we avoid that term due to the ambiguity.
Janus2213 Janus2213's picture
Gen Con scenarios?
Any chance we could see the GenCon scenarios Broken Alliances, Doctrine and Threshold published as PDFs?
AdamJury AdamJury's picture
Janus2213 wrote:Any chance we
Janus2213 wrote:
Any chance we could see the GenCon scenarios Broken Alliances, Doctrine and Threshold published as PDFs?
Yes, they're all in the queue! :)
Quincey Forder Quincey Forder's picture
What's the pitch?
Could you give us a little description of what we can expect to see in them? From what I've seen in the anecdotes thread, Threshold seems to be pretty horror oriented.
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Desdemona Desdemona's picture
I'd like to see that 1.st of
I'd like to see that 1.st of Juli joke you pulled this year as a full-fledged scenario. Cause that shit just looked so hillarious.
Live fast, Die never...
fellowhoodlum fellowhoodlum's picture
Janus2213 wrote:Any chance we
Janus2213 wrote:
Any chance we could see the GenCon scenarios Broken Alliances, Doctrine and Threshold published as PDFs?
Also it could be nice if they were all published as one compendium at least for ease of printing. Or something.
AdamJury AdamJury's picture
fellowhoodlum wrote:Also it
fellowhoodlum wrote:
Also it could be nice if they were all published as one compendium at least for ease of printing. Or something.
We have elected not to bundle smaller titles together at this time. Adventures will continue to be released electronically/POD as individual titles.
twcrone twcrone's picture
Adventures and/or Campaigns
I've said it before and I'll say it again... No more source books until you publish some more adventures and better yet start a 'campaign' like Shadowrun 'Missions' or Pathfinder 'Adventure Paths'. This will make EP more approachable to more people. The people on this forum aren't making suggestions that will help expand your game to the masses. You have enough source books and background information. You need some resources that lessen the barriers to entry for new groups. You need some spoon feeding that GMs can build around. EP is a great genre/setting but it is pretty hard for most to grasp currently. I can't make material that is good enough to keep my players engaged because I still don't grasp the enormity of EP. You are great writers. Publish some of the adventures that you have used at conventions. Then start writing a very basic campaign with adventures that build on the basic EP background and introduce those elements over multiple, interconnected adventures. Yes, this will be old news for your die hard fans but it will help new fans sell your genre/setting to players that are often reluctant to put down their D&D or Traveller books long enough to learn something new. I probably going to do a Shadowrun campaign as a break from our Pathfinder campaign in the next couple months not because I like Shadowrun better than EP but because it is easier to get players on board with lots of premade material. Same thing with Pathfinder. I honestly get bored with D&D style fantasy because I have been running it for 30 years but my players get excited about it since there is lots of good material that dont' require me to create stuff and they understand it. Add material that brings in more GMs and players. Don't necessarily invest all your effort on your current fans. You current fans 'get it'. Help the rest of us understand and communicate the 'greatness' of EP to the rest of the world. Help us, help you.
AdamJury AdamJury's picture
We'll be releasing more
We'll be releasing more adventures -- standalone and "path style" -- in the future, absolutely. twcrone, have you read or run the adventures we've already published? If so, please let us know which ones you liked, and why. If you've posted these opinions elsewhere on the forums or the web, sock me a link to those opinions. :)
twcrone twcrone's picture
PDF Adventures
I have ran Bump in the Night, Continuity and Mind the WMD. We tried 'Glory' early on but after a session we bailed on it because we were new to the genre and we couldn't get going on it. I would love to try Glory again. I still wished that it had more stuff for and extended storyline. 1) Bump in the Night - Good and simple starting mission. The player decided to extend the material an extra session by pursuing some interests after the initial mission. Still it only last 3 sessions. 2) Continuity - Very cool but we finished it in two sessions and would have liked more. 3) Mind the WMD - Fun and interesting. Took about 3-4 sessions. I tried to extend upon the storyline but apparently failed as my players lost interest. I also have Ego Hunter but haven't had time to convert to players that aren't playing forks of the same Ego. Rob actually let my group 'playtest' some early stuff but I couldn't get my players interested again after I botched the 'Mind the WMD' extension so we never played them. My only real complaint is there wasn't enough for me to keep a group of new players interested past a couple months of bi-weekly sessions. All the source books do a shallow dive into a lot of cool ideas that I am afraid I don't know EP well enough to do them justice. The stuff by Anders Sandberg is very interesting I'm sure but it is too complex to get most groups of players involved in. This is why I like some of Charles Stross's short stories but his 'Singularity Sky' stuff just loses me. Most of us out here don't have physics and astronomy degrees and if we did, our weekly rpg sessions are meant to be fun not mind boggling. You guys are brilliant and you have created a very interesting world. My first years GMing D&D I played the heck out of Keep on the Borderlands because there was lots of stuff to there. Enough that when I ran out, I was ready to make my own stuff. These days I have money to spend on material and not time to write material. Back then it was the reverse. For me and my group, we don't need to brand new crazy look at something. It can be a very basic and common EP theme but with more locations and NPCs. More encounters. More stuff that will last for extended periods of time. I'm glad to hear you are doing more "path style" stuff in the future. I can probably get my group to give it another go then. Right now we are finishing up the first installment of 6 modules for the "Rise of the Runelords" Adventure Path. I dislike the D&D fantasy system but my players love it. I'm also running "Kingmakers" with another group and they love the sandbox. I realize I am asking you to spoon feed me and my group because I don't have the time or skills to create my own EP material. However, I'm probably like alot of the 'average' RPGers out there that like lots of material laid out for them and are wiling to pay for it. Once they get on board, they buy more sourcebooks. The big thing I am finding out about a 'path' is that it gives continuity and a better feeling that the players are a part of something bigger than them or the GM. This keeps their interest and inevitably leads to longer periods of time on one genre over another.
twcrone twcrone's picture
Adventures/Paths
Any of these adventures coming out this year? I'm guessing any 'path style' adventures won't be out until next year. One of my groups is acting interested in trying EP again. I'm not sure I can pull off Glory or Ego Hunter yet and I've done the others with them. Whatever I do I want to make sure it is REALLY good so they don't get bored and lose interest. I'll reread Glory and Ego Hunter as see if I have new insight. I'd really love to do Glory but I failed so completely last time with a different player. I've heard of 3 Gen Con adventures and I had knowledge of two others in the pipe so I was just curious if there are any coming out this year I can try to wow my other group with. The other plan is do some 4e Shadowrun missions. You guys know a 'little' about that don't you? ;-)
AdamJury AdamJury's picture
We'll have at least one more
We'll have at least one more adventure out before the end of the year. Now that we've covered the broad strokes of much of the setting, which we strongly felt we needed to do first, we can, and will, start diving deeper into it.
twcrone twcrone's picture
Great
Great thanks! I look forward to more adventures and I'll be a strong supporter of your first 'path' as long as I can get one of my groups on board.
Quincey Forder Quincey Forder's picture
"Path style" ???
Forgive this one's ignorance (why the hell am I talking like a Hanar, now?! I ain't called Blasto!), but what do you mean exactly by Path style? I've played only a few --make that a couple sessions of PF and the adventure was home made. While I enjoyed myself, I'm more of a low fantasy fan (stuff like Game of Thrones or the recently translated Shadows of Esteren that Cthulhulord and his crew APed on RPPR) so I didn't delve deeper into PF aside the comic book so if you could enlighten this one, oh noble Enkindlers? hopefully and gratefully: thank you in advance.
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rogue-z rogue-z's picture
Path Style????????
Quincey Forder wrote:
Forgive this one's ignorance (why the hell am I talking like a Hanar, now?! I ain't called Blasto!), but what do you mean exactly by Path style?
I am also curious about this. I guess there's always the googles...
Tyrnis Tyrnis's picture
My understanding is that a
My understanding is that a Path is just a series of interconnected adventure modules. Recurring NPCs, locations, and the completion of the previous story having an impact on the next one. While I'm less interested in the pregen adventures, personally (I'll buy them, but probably never run them -- though I could always change my mind), my hope is that they'll be set in prominent game locations and be full of interesting NPCs and locations that can be used whether I run the adventure or not.
AdamJury AdamJury's picture
In broad strokes, the way we
In broad strokes, the way we envision creating them, Path-style adventures are a) linked adventures, b) using setting material we've already outlined the broad strokes of, c) with additional reusable material to flesh out that setting.
rogue-z rogue-z's picture
Okay, cool...
Thanks for clarifying! That's just what I assumed would be in an any adventure module, with out the "path" description. That's what one gets for assuming. But heck yeah, monthly adventure pdf supplements would be awesome!
jhfurnish jhfurnish's picture
This _IS_ something players can get their teeth into...
[quote=twcrone]I've said it before and I'll say it again... No more source books until you publish some more adventures and better yet start a 'campaign' like Shadowrun 'Missions' or Pathfinder 'Adventure Paths'. This will make EP more approachable to more people. The people on this forum aren't making suggestions that will help expand your game to the masses. You have enough source books and background information. You need some resources that lessen the barriers to entry for new groups. You need some spoon feeding that GMs can build around. [/q] I rather think that the developers have indeed done this, in creating a Players' Guide. This is the book they can grab, besides the intro freebie, that gives them the skinny on EP, if it's anything like PG's I've seen in other systems in almost 30 years of roleplaying.
twcrone twcrone's picture
Player's Guide is nice but usually still a garnish
I actually have not seen the EP Player's Guide yet although I am anxious to see it. My players would probably get what they need from the main book. Most Player's Guides I have seen are nice additive to some setting that is not in the 'core' setting (e.g. Pathfinder Path's) but is still a garnish. Now this might make the initial barrier to entry lower for players, which is good. But to be honest, you still need 'meat' and lots of it beyond core rules to keep a group interested. Sometimes a GM that has internalized the 'world' can provide this and the players feel a part of it. But I still think even good GMs benefit greatly from fully realized adventure/campaign material. It gives not only a lattice but structure that a GM can add/remove flavor as makes sense without burning out trying to create everything from scratch. Creating everything from scratch will not be nearly as good as someone that makes material professionally. Also, my players could tell when I was running thin in D&D back in the day when someone they did not know simply started trying to kill them and dopplegangers and ogre magi (in alternate forms) started running amok! My most interesting gaming sessions in D&D, Top Secret and Star Frontiers historically always came from material I 'stole' and adapted to our campaign. Once again, I might not be as creative as other GMs but I'm guessing I am closer to the average than the extreme, and I think we keep players' attention when we are interpreting fully realized material than when we are winging it 100% of the time. So I'm not being critical of Adam, Rob and company, I'm simply trying to give voice to the large player base that doesn't have the skills to maintain an EP campaign currently. These voices are not on these forums and they are new customers that will buy new books once their GM can keep their attention for more than a handful of sessions.

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