Tag Archives: Paizo

New Paizo Class Playtests Continue

Today, the playtests for the new Paizo Advanced Player’s Guide classes continue with the Summoner and the Witch.  (Previously, it was the Cavalier and Oracle.)  Go get ’em, it’s a free download from all from the Paizo store.

I was really looking forward to the Summoner, since I put a lot of work into playing a good summoner in 3.5e, the Internet-famous Valgrim the Malconvoker!

Hey, the summoner is really cool.  It’s a CHA-based caster, has a custom spell list derived from both mage conjurations and also druid-type buffs (magic fang, etc.).  However… 11 pages, Jesus Christ!  This is one complicated class.  It gets a pet called an “eidolon,” which finally explains what the hell that weird LucasArts game I had back in the day was about.  Maybe.

You get to totally determine the form of your eidolon, which is neat.  It uses rules completely different from the current animal companion rules, which is a little sad – with the Cavalier and Summoner they have decided “bah” to standardization on existing rules.  But it’s pretty cool, they go up in level and toughness with you; they’re pretty buff – d10 HD and a strange nonstandard but semi-full BAB progression.  And they have an “evolution pool” you can use to mutate them – there’s a long list of 1-4 point evolutions, from claws to SR.

And besides this, and normal spells – the summoner gets Summon Monster (whatever the highest level you can cast) 3+CHA times a day!  OK, I love me a summoner, but DAMN.  Once you put even a little optimization into this, it gets really good.

It’s certainly a very interesting class.  I have to say, in general I don’t like splatbook and splatbook classes.  You either get flavorless junk or bizarre crap.  But these, even the weirder ones like the Oracle and Summoner, have a way high cool factor.

Now let’s look at the witch…  Many people have many different takes on what a “witch” should be.

Surprisingly, they’re an INT-based caster.  That’s nice, it’s good to see the flood of CHA-based casters stemmed, though I would have guessed they’d go with WIS instead for the “witchy wise woman” feel.  The class is full of the good old witch tropes – pact with otherworldly power, hexes, a cauldron, a coven…

In a very cool twist, the witch’s familiar is the one teaching them magic, so they function kinda like their spell book – they can only prepare spells their familiar knows!

The familiar list is 80% the same as the sorc/wizard one, but has weird changes for no real reason I can determine.  No weasel, but you can have a pig.  Whatever.  And the benefits by level are slightly different.  Grrr.  But then the coolness is that different familiars get different spells they can teach.  The toad gets jump, for example.  The witch spell list is a good combination of mostly enchantment, healing, and divinations.

There’s a bunch of cool but weird touches – a witch can be in a coven with hags, and a familiar can learn spells from another witch’s familiar.  The hexes are OK but not all that much to write home about.  In the end, a really good witch class, and a lot more balanced than some of these new ones.

I just wish they went a little more standard on these various critters, it’s going to be a nightmare to DM and to prepare NPCs when one familiar or animal companion is like another but different – adding new powers for a given class is fine, but like the Summoner’s companion has the same HD but different and nonstandard BAB progression than a druid one.

Pathfinder Adventures – The Future Is Bad Ass

They’ve announced some of the upcoming adventures and APs and there’s some crazy sweetness coming down the pike. (Note: “pike” is the correct use of that phrase, you illiterate monkeys.)

Paizo announced an adventure path for next year that makes me salivate – “The Serpent’s Skull“, set in Sargava and the Mwangi Expanse (Golarion’s Africa), dealing with the Pirate Lords of the Shackles, the Red Mantis assassins, the Aspis Consortium merchant guild, serpentfolk…  I was planning for the later part of the homebrew campaign I’m running now, Reavers on the Seas of Fate, to end up exactly there doing exactly that!   I’m sad that I’ll have to make up mine before they come out with theirs.  This AP will be hell on wheels, and I’m really excited about it.  It’s paired with a Companion about Sargava...  I hope the fabled Silverback King makes an appearance somewhere in all this!

The AP prior to that one should be fun too.  Once the current one, Council of Thieves, ends, the next one is called Kingmaker and is supposed to be more sandboxey, with the PCs looking to gain a kingdom of their own among the warlords and miscreants of the River Kingdoms.

Those who don’t like whole Adventure Paths aren’t left out.  Monte Cook is writing an adventure called Curse of the Riven Sky…  There’s one called From Shore To Sea that deals with the Azlant (Atlanteans) and their deep one heritage, and it’s being designed as an Open Design project and you can buy patronage and have input into it!  Or, even sooner, the Lovecraftian Carrion Hill.

Until those hit, the 3.x adventure landscape is still rich.  Goodman Games is rereleasing a bunch of 3/5e PDFs, including their Wicked Fantasy Factory line which I really liked.  And Sinister Adventures’ hotly anticipated mega-adventure The Razor Coast should be coming out before the end of the year.  3.x publishing is seeing a resurgence as companies realize that a) publishing for 4e, with the closed DDI and all, sucks and b) it’s not some small fringe that is going Pathfinder and/or sticking with 3.5e, but a pretty sizable market.

Reavers on the Seas of Fate – Fourth Session Summary

Our would-be pirates are at large on the streets of Riddleport in this, the fourth session of Reavers on the Seas of Fate – “Cheat the Devil and Take His Gold.”  [Warning: Spoilers for Second Darkness]

Fourth Session (11 page pdf) – First, I hand out fake pirate gold coins I bought at a party shop to represent each character’s Infamy Points!  I explain how they work (very powerful but rare hero points) and the group seems to like the idea.

Then, the PCs wander around Riddleport and I take the opportunity to introduce various local NPCs.  Snake meets Samaritha Beldusk outside the Cypher Lodge and they hit it off.  Tommy and Ox go to the temple of Calistria (aka whorehouse); Tommy gets real friendly with the tiefling prostitute Lavender Lil, and Ox gets requested by Selene.  Faithful readers will remember Selene was the captain’s woman aboard their last ill-fated voyage; she was a hooker before meeting the Captain and so it’s back to the life of a working girl.  Sindawe goes to find an altar to his god Shimye-Magalla; he finds something that looks kinda similar (the Mwangi worship a janiform incarnation of the god of wind and wave Gozreh and goddess of dream Desna) and has a bad string of luck – a stirge discovers him, and when he tosses himself into Riddleport Harbor to get it off, a swamp barracuda takes notice.  It chased him to shore and then chased him onto shore; there was an entertaining chase scene with both of them only moving like 10 feet a round (uphill in mud for Sindawe, and swamp barracuda aren’t all that fast out of water).

I open up “Shadow in the Sky,” the first installment of the Second Darkness Adventure Path, for the next part.  Tommy knows a local guy named Saul Vancaskerkin who owns a gambling hall; they go to his big devil-themed gambling festival “Cheat the Devil and Take His Gold” and end  up thwarting an armed robbery by two colorful miscreants and their gang of thugs.  I took Thuvalia’s opening line from the restaurant robbery in Pulp Fiction; our session scribe didn’t get it quite right in the summary but close enough.   I decided it would be fun to kinda base the two principals on Pumpkin and Honey Bunny from that fine film.  A more notable omission is that Sindawe used one of his Infamy Points to run across the heads and shoulders of a bunch of patrons to jump-kick Thuvalia and take her out before she escaped. Also, Wogan got to use his gun (and my firearm rules) for the first time – and the damage dice exploded; he shot Angvar right through the heart.  They end up being recruited by Saul to help run the Gold Goblin and, perhaps, some “side jobs” as well.

A lot of the session was spent getting introduced to Riddleport, the staff of the Goblin, et cetera, so not much action, but everyone had a good time role-playing!

Paizo Playtest of New Pathfinder Classes Starts Today

Paizo is working on an “Advanced Player’s Guide” for the Pathfinder RPG.  It will have six new character classes in it.  In their usual open and enlightened manner, they are going to be opening those classes up for playtest and comment by the gaming community before going to print.

Here’s the schedule – the Cavalier and Oracle should be up sometime right around now for you to check out!

  • Group 1 (11/13–11/29): Cavalier and Oracle
  • Group 2 (11/30–12/13): Summoner and Witch
  • Group 3 (12/14–12/27): Alchemist and Inquisitor

Enjoy!  Our group is loving the Pathfinder RPG, also known as “the real new edition of D&D,” and I’m looking forward to seeing what these have to offer.

Open Gaming FTW! Pathfinder SRD Already Up

In all the release hullabaloo it’s easy to miss, but Paizo shows how committed they are to open gaming by putting the Pathfinder RPG System Reference Document (or PRD) up the very same day the game released!

Be warned, it’s really slooooooow right now ass hordes of people are paying their $10 to download the whole 500+ page PDF from the Paizo site.  But if you’re just dying to see how Combat Maneuver Bonus is calculated in the final, it’s there in the Combat section!

To prioritize the extra work required to get this out “the day of” the RPG and PDF release (and Gen Con) is an amazing statement about their dedication to open gaming.   Heck, many OGL games leave it to the fans to create the SRD, or do it months-to-years after they release the game.  It’s great to see that Paizo doesn’t hold any archaic notions of how that will “inhibit their sales.”  They are releasing a free SRD, a $10 PDF, and a $50 book on the same day; the first print run of the book is already sold out and a mob of people at Gen Con are surrounding a huge stack of books trying to get theirs.  Congratulations to Paizo for understanding at a deep level that the open model is not “charity” or a detriment to sales, but in fact is a force multiplier that will bring you even more success!

Somebody give me a “Hell yeah!”

Pathfinder Hits The Street!

The final version of the Pathfinder RPG is out!  Some of the people in our gaming group got those via mail order or FLGS today, and the $10 PDF version has been released on the Paizo site.  There’s even errata already (for the print, incorporated into the PDF).

Mine isn’t here yet since I went on the cheap and got it through Amazon for the discount 😛

But everyone says it looks great and is eagerly reading through it.  So far, general consensus is that this is the Dungeons & Dragons we want to play!   Our loosely affiliated and overlapping subgroups are now warring for the rights to run Council of Thieves, the first Pathfinder-rules Adventure Path (also hitting streets right now).

If you didn’t preorder, you may not be getting a copy in the first frenzied rush on the stores.  But don’t be sad, more will come, and the PDF is cheap (though there’s a run on that right now too and the usually-sparky Paizo site is way overloaded; they’ve even turned the forums off).

So you can get the game, start getting an AP (the Council of  Thieves Player’s Guide is a free download, check it out) or just try the Crypt of the Everflame, the first Pathfinder module.   There’s also a free Bonus Bestiary download to get started with some monsters; the monster book comes out soon and there’s a free preview of it!  There’s a free 3.5->Pathfinder conversion guide but I don’t know why you’d need it, we ran a 3.5e AP under Pathfinder Beta just off the cuff.

There’s also third party products coming already; I count five on DTRPG including the Tome of Secrets, an accessory by Adamant Entertainment.  And Clinton Boomer’s patronage project is out soon.  And if that worthless sod Nick Logue ever finishes Razor Coast, he says it’s coming out for 3.5e but followed almost immediately by a Pathfinder version.  Not only can you use your old 3.5e stuff, there’s more a’coming!

Wayfinder #1

If you haven’t yet, you should  definitely check out the first issue of the Wayfinder fanzine (it’s free!) covering the world of Pathfinder.  It’s a beautiful 77-page full color professionally produced e-zine.  There’s fiction, monsters, spells, humor, traits, prestige classes…  All kinds of rules tidbits for 3.5 compatible play and all kinds of resources for those running scenarios or APs in the world of Golarion!

I finally got a chance to read it now that I’ve fixed my computer after a week of pain (pro tip: a normal XP boot disk doesn’t have the drivers required to see a SATA hard drive).  I’m very impressed.    The art is great too.

Pathfinder Preview – The Sorceress

Paizo’s put out their third preview for the final Pathfinder rules, and this time it showcases the famous iconic sorcerer, Seoni, at level 10!   Let’s take a look.  Yep, she’s still built like a brick shithouse.  I need to figure out which Golarion country is the source of her quite-advanced cosmetic surgery.

In 3.x, I didn’t like the sorcerer that much.  It was too similar to the wizard.  A mechanical difference (spontaneous casting vs prepared casting) didn’t seem like something to bother basing a PHB core class on.  Its main niche, really, was as an NPC class, so that hideous goopy monsters could cast spells without having a spell book around. In our gaming group, it was mainly used as a dip class for someone that needed just a little arcane casting.

Pathfinder’s helped that out some with the full-scale adoption of the bloodline concept.  3.x hinted at a “draconic bloodline” in sorcerers that gave them their power.  In Pathfinder, they take that a big step farther and have a wide variety of bloodlines a sorcerer can take, that give unique powers and have different feels to them.  Seoni has the “arcane” (aka lamest) bloodline.  I wish they had showed off a more flavorful one.  In our Curse of the Crimson Throne campaign, our sorcerer Valash has the air elemental bloodline.  Check his level 13 build here.  He can do electric at-will zappies, a big blast once per day, has electricity resistance, etc.

The other bloodlines in the beta were abyssal, aberrant, celestial, destined, draconic, elemental, fey, infernal, and undead.  Bloodlines are not overwhelmingly powerful, but a nice addition that adds as much flavor as “kewl powerz.”  It justifies sorcerer more as a separate class in my mind rather than a variant wizard class option (“Spontaneous Casting: Get two more spells per level per day and you don’t have to prepare them but you can only know X/level!”  Look, there’s an entire class writeup.)

To me, that’s the big deal.  The smaller changes and tweaks (d6 HD, specific spells, etc.) are fine but not terribly interesting except to the number-wonks.

Pathfinder Fighter vs. Ice Devil?

There’s been some smack talk about the Pathfinder preview of Valeros the 14th level fighter.   It spins off into the usual “fighters are worthless in D&D 3.x” hate speech.  In particular, there’s comparisons with an ice devil. “The fighter is totally outclassed by the CR 13 ice devil!” they cry.  “Casters are the only worthwhile classes!”

Well, I can’t speak for Valeros’ build, but our Pathfinder Beta based Curse of the Crimson Throne game is coincidentally at level 14.  We have a fighter, a ranger, a cleric (me), a new bard, and an occasional sorcerer.  And I’m afraid we don’t find the fighter “weak.”  Let’s look at our level 14 fighter and how he’d fare.

Malcolm, our fighter, carries a modest +1 heavy flail of transmuting (which, after hitting a creature, gains the properties needed to bypass its DR).  Sure, he needs buffing – but with his usual loadout (he always drinks a potion of Enlarge Person, which he has scads of, when in a dungeon, and then either Righteous Wrath of the Faithful from me or Inspire Courage and Haste from the bard, either gives +3/+3 and an extra attack) – he can kill the devil in three rounds on average.

First round, he closes and gets one shot at +28 for 2d8+17 damage (not even counting it as a charge).  With Improved Critical (17-20) and Devastating Blow that’s 36 damage (minus 10 for the devil’s DR).  He does have to contend with the devil’s fear aura, and it’s true that even with Bravery he has a good chance of failing that save (45% for Malcolm) but that’s what friendly casters are for – resurgence or anti-fear stuff, of which we have a variety.  And for the flying problem – he has potions and other items that give short flying, or again one of us can help out there.

Then in round 2 with a full attack (and extra one for haste), the transmuted weapon bypassing DR, and Backswing –  107 points of damage on average in that round.  Devil’s down to 14 hp.  Even if it gets a slow hit in and Malcolm somehow fails a Fort save (unlikely!), it’s nap time on round 3 from a single attack.  Malcolm has AC 28 and 197 hit points; there’s nothing the devil can do to pour enough damage into him to kill him inside 8 rounds.  Its cone of cold only does 25 hp damage to him on average, and its full attack is only a little better.  Even without caster buffs, Malcolm can do it in four rounds (though the fear and fly problems are more of a problem without caster support, although there’s a variety of cheap Magic Item Compendium items that counteract those problems).

A three round kill on the devil is as good as a caster would do on average.  Between the SR 25 and +15 saves (+19 with unholy aura up), even the spiffiest save-or-dies from a level 14 caster only have about a 20-25% chance per round of working.  That’s three to four round survivability once you do the math.  And the fighter can keep it up for a long time.  The Pathfinder rules tweaks have helped him out a lot – the weapon training, armor training, bravery, and additional feats like Backswing and Devastating Blow boost Malcolm’s worth in this fight was above a level 14 3.5e core fighter.

Besides, adventuring isn’t about one on one.  It’s about a party, over 5 or so encounters in a day.  The fighter needs healing, buffing, and anti-mind-affecting support from someone.  But that’s worth it – it’s like someone with a heavy machine gun needs someone to feed ammo.  The two people together are doing more than they could with a rifle apiece.  Getting and keeping Malcolm on a target when it means 100+ damage easily in a round is so worth it.  As a cleric, I can at best toss 25% success chance save or dies (of which I have a very limited number), or cast a variety of 14d6ey anti-evil-outsider stuff, which is only 49 damage even before SR and save which makes them average a net 15-20 damage.    I’m definitely better off optimizing our fighter.

These caster queens also complain that fighters are “boring” and support roles are “boring” (apparently only save-or-dies are “exciting”).   To them I say – you’re doing it wrong!

RPG Superstar 2009 Final Round

The RPG Superstar 2009 contest is in its final round!  Open to all, the winner gets to write a Pathfinder module for Paizo.  I just bought the one written by last year’s winner – S1: Clash of the Kingslayers by Christine Schneider!

Let’s check out the finalists.

Realm of the Fellnight Queen, by Neil Spicer

Hmm.  I know my gaming group, and they will immediately start referring to the titular villain as the “fellatio queen.”  It has to to with a bleached gnome following a fey queen’s commands to kill the local good fey in preparation for a Ravenloft-mists-type invasion from the fey realm.

I have to say, a couple things in here seem like a bit of a stretch.  There’s a new monster that’s formed when “a nixie’s vengeful spirit reforms after being slain by a chaos beast.”  That’s a bit… fringe.  One of the encounters is the dreaded “the party should know to flee this instead of fight” kind of encounter.  And there’s a lot of fey and gnomes.  Which is fine, if you’re into that, but in general I wouldn’t tend to buy and run this kind of adventure.  4e’s beating both the fae and shadows to death anyway.  The adventure structure is solid, but I just don’t find it compelling.

Dragonrest Isle, by Kevin Carter

A kind of Isle of Dread with the ethereal remains of a great dragon-on-dragon battle.  It’s definitely more of a “sandbox adventure” than a plot-driven one, which leads to some concerns about “what if they do that out of order” and “how are they supposed to know X except by luck.” For a sandbox adventure it’s a little short on random fun sandbox stuff, but I reckon there’s no reason a pitch needs every random encounter mentioned in it.

It’s pretty generic and not real Golarion-ey, but I think that’s OK, I think some folks overdo it on that front sometimes.  Just because I’m buying a Pathfinder adventure to set in Golarion doesn’t mean I necessarily need it to be so “deep into” the setting that I have trouble changing locales or plot points to suit my campaign.  (And in fact the next two guys get taken to task for not fitting into the rich world backstory.)

The pitch isn’t brilliantly constructed, but the adventure it describes seems fun.

Last Ride of the Mammoth Lords, by Eric Bailey

Poison turns barbarians into crazed plants!   Starts out with RPing with the barbarians and fun barbarian games.  There’s a bit of a wrinkle in that the hook is basically “go save the barbarians even though the barbarians don’t really want to be saved.”  Either you have some barbarian allies along (annoying for the GM) or you’re doing this despite them (annoying for the players).  But then you get to fight Amazons!  Everyone always wusses out and makes Amazons the good guys nowadays.  And a Savage Land kind of setup.  I like it.  I don’t really like big puzzles like the ziggurat, though “Crystal Skull” is fresh enough in people’s minds that it shouldn’t be a stumper.  Jacobs complains a lot about the deviations from canon, but says there is a ziggurat and dino infested savage land in the area – just underground.  OK, seems like a minor change to me.

Thirteen scenes seems like a lot depending on how much each one is developed, but not out of scope.  Doesn’t seem like more than the other submissions.

Denying the Boiling Beast, by Matthew Stinson

Some of the judges dis this title, but at least it’s more interesting than the normal “generic module name” trash out there.  “X of the Y” my ass.  Learn to live a little.  Every module title doesn’t have to sound like Gygax crapped it out.  It’s the one title that actually got my interest.

I like the adventure and its early progression.  The writing here is full of little grammar errors and wonkiness, however, which worries me about the state of the full adventure.

The adventurers get involved with the usual/cliche “guy getting his ass kicked in the city” hook, get hired as guards, and are shortly braving hurricanes and underwater adventuring.  Loads of good ideas; some questionable transitions.  The Boiling Sisterhood etc. are very super cool, but the plot seems like a bit of a mess.  What’s up with the killer owl?  In the end, it’s just too messy, which is a shame because it has a lot of good stuff going for it.

Paizo’s New Pathfinder License and Fansite Policy Examined

In the midst of the latest barrage of D&D 4e GSL news, Paizo Publishing, creator of the Pathfinder roleplaying game, has released their license and fansite policy.  Pathfinder is widely considered to be a “fork” of Dungeons & Dragons, made possible by the Open Gaming License that D&D 3rd and 3.5th editions used. Let’s take a look!

This license, the PCL, is really the “secondary” license, as the Pathfinder rules are open for use already under the Open Gaming License.  It is similar in concept to the old d20 STL from D&D 3e – the point of it is to be able to put a special Pathfinder logo on your product to indicate compatibility.

The short form is that the PCL covers printed books, electronic publications, and free web sites.  You aren’t supposed to use it for standalone games (although  you can certainly use the OGL Pathfinder rules for such a game).  The restrictions are pretty minimal, and are things like “don’t pretend you’re Paizo,” “don’t do anything illegal,” and “don’t totally copy our trade dress.”  Fair enough.  Also, you have to send them a copy of your product.

If Paizo says you’re in breach of the license, you have 30 days to remedy it, or else you have to stop and destroy inventory.  This is reasonably generous.  It doesn’t seem to explicitly cover the “what about when the license ends,” like the d20 STL was eventually totally cancelled by Wizards and everyone had till the end of 2008 to sell off their inventory.  IMO they should add something about that.

And that’s about it.  They don’t bother with the draconian (and unenforceable) crap the GSL had in it about “don’t ever sue us or contest us legally about anything or we say YOU LOSE” – they just say you have to use King County, WA as your venue.

And if you want to do something not allowed by the OGL or this license – use Golarion IP, have a paysite, etc – you can email licensing@paizo.com to see if they’ll let you.

But Do You Need It?

In fact, my only concern comes in with some of the things the FAQ says.  This license is used to be able to put a “Pathfinder Compatible” logo on your book.  the FAQ claims that “So while the OGL allows you to make compatible products, it forbids you from indicating compatibility using the terms “Pathfinder,” “Pathfinder Roleplaying Game,” or “Paizo,” since those are our trademarks.”

I’m not sure that’s true.  Legal advice is welcome, but Hasbro lost that suit to RADGames over their Monopoly add-ons – the court found that RADGames could happily make Monopoly add-ons and say “for use with Monopoly.”  Similarly, Mayfair only lost their old Role Aids “D&D Compatible” suit because they had signed a license that prohibited them, not because the law prohibited them.

Of course you could just use the OGL and say “3.75 Compatible!” or similar evasion, but my point is you may be legally able to indicate Pathfinder compatibility without this license.  Of course you’d have to be way more careful about everything else.  And since the license is very non-restrictive, it’s probably pretty safe to sign it.

In summary – very good!  200% less restrictive than the GSL, better than the d20 STL, etc. Kudos to them for delivering it before the actual game.

And they follow it up with…

In other words, the fansite policy.  Like the one Wizards hasn’t gotten around to yet…  They strike the right note and set out the problem perfectly at the beginning:

The Paizo Publishing community is an intelligent, creative, dedicated, and enthusiastic group of people, and we at Paizo appreciate and value the contributions of our community members. This Community Use Policy is designed to encourage you to spread your enthusiasm and creativity while respecting ownership of our copyrights, trademarks, and other intellectual properties.

While copyright and trademark laws protect our property, they also prevent you from using our intellectual properties in most circumstances. That means that you are generally prohibited from using any of our logos, images, or other trademarks or copyrighted content without our consent. This policy grants you the consent to use some of our intellectual property under certain circumstances.

This policy is limited to non-commercial use, where commercial is defined as “charging for it.”  This is more generous than the White Wolf Dark Pack fansite policy, which started screwing with anyone having ads on their site, etc.

You have to put a short disclaimer on your site somewhere.  Again, you can’t pretend to be Paizo or an agent thereof, and not use their trade dress.

Then we get to the one problematic stanza.

• You agree to use your best efforts to preserve the high standard of our intellectual property. You agree to present Paizo, our products, and the Paizo Material in a generally positive light. You agree to not use this permission for material that the general public would classify as “adult content,” offensive, or inappropriate for minors, and you agree that such use would irreparably harm Paizo. You agree not do anything illegal in or with products or websites produced under this Policy.

Illegal, fair enough.  But the “positive light” thing seems a little bit like “don’t criticize us” and the adult content/inappropriate for minors thing sucks like the WotC GSL morals clause.   There are already some “adult” pictures, popular on the Paizo forums, of some of the Rise of the Runelords characters.   Paizo claims the morals clause is one of the reasons they don’t want to sign the GSL, so this is a bit two-faced.  I think this could easily be changed to say that people doing “adult” stuff should follow general laws/Internet best practices in labelling it adult content to keep the kiddies out.

Anyway, if you do this you can use some pics and stuff they have, but most importantly you can descriptively use trademarks from their products.  So you can rattle on about Paizo IP like Golarion, Kharzoug the Runelord, etc.

So, all great except for the “adult content” clause.  Let’s see if we can get that improved by when the game comes out!

So how close are we to perfection here?

1.  Uses the OGL – check.  Perfect.  Oh, actually, not quite perfect – I see the answer now to my compatibility/RADGames/Mayfair question, which is that the OGL cockblocks it!  The OGL is the one that says “You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark.”  So you could probably do that if not for the OGL.  DANCEY!!!!!

2.  Pathfinder Compatibility License – needs a little better work on the termination clause, mainly the “when it all ends” part.  Ideally it would say “sell it on into infinity” but  a long selloff would be fair.  About 90% perfect.

3.   Paizo Community Use Policy – very good except for the morals and critique clauses.  About 75% perfect.

What else could you ask for?

Well, glad you asked.  It would be nice if third parties could set stuff in Golarion.  Unthinkable,  you say?  You must be too used to D&D and Wizards/TSR setting the tone of RPG licensing.

Check out the Traveller licenses that Mongoose Traveller is using.  It’s OGL, they have a Fair Use Policy (fansite, like the PCUP), a Traveller Logo License (like the PCL)…  And one last one.  This, the “Foreven Free Sector” license, lets people publish in the Imperium setting!  Basically it gives them a sandbox in one sector of space they can use and reference external PI, they just can’t change anything outside the sandbox.

Paizo could easily do this with some section of Golarion.  And why not?  In my opinion, similar to the benefit of the OGL, having people write stuff for their game world would only benefit them.  But you keep them in a sandbox to mitigate problems from quality issues or whatnot.

Come on guys, whaddya say?  Want to be TOTALLY perfect and open?  You can do it!!!

RPG Superstar 2009 Round 4 Open for Voting

Paizo Publishing’s latest RPG Superstar contest is now into its fourth round.  Contestants had to create a lair for a villain that someone else had designed.  Go check ’em out and vote!  My thoughts:

Hecataeus: Sanctum of the Colossus
A lair for Hecataeus, wizardly master of constructs.  Good execution.  It triggered a couple of my pet gripes though.  If someone just rings the doorbell, what happens?  Does Hecataeus himself come to let them in, or what?  And WTF does “grief and suffering, in a social sense” mean?  Good descriptions though.  A lot of reliance on staged rooms, which reminds me of X11: Saga of the Shadow Lord (favorably).  Map is lovely.  Gets one of my votes.

Burnt Apple Haven

A lair for Rustin Harp, satyr bard.  I don’t like the name – is this where the Apple Dumpling Gang hangs out?  Not enough description and flavor.  What does the “starfish boy” look like exactly, for example?  And the tactics don’t take into account their close quarters.  Pass.

The Putrid Temple of Volner Taint
A lair for Volner Tain, lich.  Too-simple writing with many grammatical errors.  And inconsistent – the invisible stalkers and leukodaemons have their tactics in the text and the humans do in their stats?  Overly simple layout and really short.  Pass.

26 Paper Street
A lair for Bracht the Flesh Peddler, sorcerer and body sculptor.  I’m not sure whether I like having the adventure hook at the beginning of this one or not.  It has a load-bearing boss, which is OK – it’s cliche, but at least it’s clearly foreshadowed.  The Arm is cool if really just there for flavor.  I like the mouther in the icebox even though it doesn’t make any sense. Gets one of my votes.

The Abandoned Carnival at the Bumpy Apple Orchard

A lair for Rustin Harp, satyr bard.  Nice map, though that’s a mighty squared-off orchard. The weirdos here are very flavorful.  “Ogrekin Halfling Icosatuplets!” That’s worth the price of admission.  I like it.  Gets one of my votes.

The Legendary Playhouse Theater
A lair for Sharina Legend Singer, bard.  Beautiful map. The fights don’t seem all that hard or interesting.  And it seems like “she escapes through the trap door and plane shifts away” is a likely result, which is fine but lame. In the end, other stuff gets my votes, so this one’s a pass.

The Palace in the Ashen Wastes
A lair for Vashkar, the False Maharajah, vampire rakshasa.  Yay!  Flavorful, good fights.  I’m a little concerned that all the foes are in pretty close quarters and there’s no tactics for when they hear a bunch of fighting 20′ away, though.   And there’s not a lot of context to what’s going on.  Gets one of my votes but just barely.

The Lonely Colossus

A lair for Hecataeus, wizardly master of constructs.  Hmmm, the dungeon in a colossus is too much like Clash of the Kingslayers, the winner from last year, which docked it a point for me.  Decent and solid but didn’t ooze flavor IMO.  Some spelling errors.  Pass in favor of others.