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Unread 08-10-2011, 05:49 PM   #7
tacticslion
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Join Date: Feb 2006
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tacticslion bakes the most delicious cookies you've ever tasted. tacticslion bakes the most delicious cookies you've ever tasted. tacticslion bakes the most delicious cookies you've ever tasted. tacticslion bakes the most delicious cookies you've ever tasted. tacticslion bakes the most delicious cookies you've ever tasted. tacticslion bakes the most delicious cookies you've ever tasted.
RPGs and Tabletops Whee!

Azi: I'm a helper! Also, that looks so great!

Personally, as someone who LOVES casters (and all their broken, broken goodness), I have a deep and abiding longing for Ultimate Magic. But. Ultimate Combat has gunslingers. Which might be completely stupid, from what I'm hearing. Nonetheless. Want. Babies take priority over books financially, however.

The one thing I don't like about Kingmaker (so far, mind, I'm a player) is that the rules for each part are spread across the (first four, so far) modules. First adventure: exploration. Second adventure: kingdom building. Third adventure: ... uh, more kingdom building (but not really any new rules in that one, just a great story). Fourth adventure (I think, as it's only been hinted at by the GM): mass combat (local). I'm guessing adventure number five has something like mass combat (wide scale) or something. I've no real idea what adventure number six has, if anything - maybe something like extending the kingdom to extraplanar locales (like the First World)?

Anyway, in a fashion it makes sense, as that's pretty much how the rules come into play in the campaign, and also it makes you purchase the AP. It's frustrating because it makes you purchase the AP. Serpent's Skull is similar in that while it's two parts of travel and ruin exploration/claiming are split into two books... that's two books, not four or five.

Anyway, the game itself is a blast. The rules themselves are easy to use. One of the BEST things is the player's guide - which you can download for free from Paizo - that gives you blank hex maps (make your own world maps!), blank city grids (make your own cities!), and a blank country sheet (make your own country! ... wait, that's kind of the point of all this), though it doesn't tell you how to use them. I've printed out ten city grids, as I'm planning on expanding my (almost all-natural) cities extensively!

I've already got one city that's three districts wide* (the capital), another that's one full district*(a recent acquisition, now fully fleshed out under our care), another that's kind-of-a-district* (sort of - a long-time acquisition that we've accepted on the grounds that we can't do anything to it until later because of PLOT), and one that's being built right now* (the future "city of the gods" where Erastil is actually the foremost honored, but many non-evil - especially good - deities will be honored there as well). I've got (distant) plans for an underwater district* (an extension of my capital, for the merfolk I've planted near my capital to live), one on a forbidden island far away* (a future "arcane" city), and another in a fortress on the edge of my territory* (a future fortress city). All that will be in the distant future. I've also got plans for smaller settlements along the way nestled into mountains and other places for special boons to the country. Everything else is either farms or mountains! And roads* (actually, this is going to be a sacred thing in my country, a kind of literalized metaphor for the Path of Light)!

Personally, one of my favorite parts about the campaign so far has been the time I SPOILERED!punked out the 11,000 year old lich!

Anyway, baby Ben is up, so I'm away!
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Last edited by tacticslion; 08-10-2011 at 05:49 PM. Reason: it looks really great
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