One
of the best ways to make new mechanical game content stick out and be
memorable is to attach it to creative flavour content. In a game like
Pathfinder, which has a massive plethora of options published over
numerous books, this has pretty much become a necessity. This is one
of the principal reasons I adore Adventurer’s Guide so much.
When
Adventurer’s Guide
first came out last year, there was some controversy over the fact
that it contains Golarion-specific content. Previously,
most books published as part of the hardcover Pathfinder Roleplaying
Game line have been setting-neutral (apart from a few minor things
like the names and domains of gods). Golarion material was limited to
the other Pathfinder lines like Pathfinder Campaign Setting and
Pathfinder Player Companion. In this way, GMs could use Pathfinder
Roleplaying Game books with any setting (whether Golarion, some other
published setting, or one of their own creation) without having to
make any adjustments.
However,
more recent books from the year
or so have started to contain
more Golarion-specific
content. Occult Adventures
contains references to the multiverse structure used in Golarion
products rather than a more generic planar structure like that used
in the earlier GameMastery Guide.
Adventurer’s Guide
goes even further, presenting eighteen
organisations all taken from the Golarion setting. The book is pretty
much tied completely to the setting.
Many
people, particularly those who don’t use the Golarion setting, were
not happy with this change.
They felt the book should have been published as part of the
Pathfinder Campaign Setting line (which has had several hardcovers
published for it, including The Inner Sea World Guide, Inner Sea Gods, and Inner Sea Races). While I do
understand why people might feel this way, personally, I like the
change. I fully admit to a certain amount of bias here as I use the
Golarion setting for my own games, and I’ve always preferred
setting content over generic rules options. But I also fully believe
the best mechanical content is generally that which is also attached
to flavourful content. It isn’t strictly necessary to attach
it to a setting to make
something flavourful—Occult Adventures,
as an example, certainly provides a lot of flavourful content that is
not tied to a specific setting—but a
setting can help
provide a framework for that flavour.
I
think this is particularly true for
organisations, which Adventurer’s Guide
focuses on. Even “generic” organisations need a certain amount of
detail about how they work and how they are structured, which makes
them not truly generic. They may not be attached to a particular
setting, but GMs adding
them to a setting will still need to make a few minor adjustments—if
only to decide where the organisations
fit in their worlds. Likewise, if GMs want to use the organisations
from Adventurer’s Guide
with settings other than Golarion, this is generally a fairly easy
task that, in most cases, doesn’t involve much more than changing a
few names. Indeed, the rules indices at the end of the book even
contain suggested generic names to help make the transition from
Golarion to another setting simpler. For example, freedom irrigator
is the suggested replacement name for the Bellflower irrigator
archetype, and Nomad-Trained Horse for the Al-Zabriti-Trained Horse
feat.
Like
most Pathfinder Roleplaying Game hardcovers, the majority of
Adventurer’s Guide contains new options such as archetypes,
prestige classes, feats, and spells. Each chapter focuses on one of
the eighteen organisations. The first two pages give basic background
information about the organisation along with brief details of three
prominent NPCs from that organisation. The background information
gives just enough detail to get a feel for the organisation without
getting into a lot of specifics (making it even easier to use
settings other than Golarion). Each chapter then presents at least
one prestige class and generally at least two archetypes, though some
organisations get more of either or both of these (the Eagle Knights
have four prestige classes, for example). The remainder of each
chapter includes various other things specific to its respective
organisation, such as equipment, new feats, new spells, and so on.
Adventurer’s
Guide does contain some material
that has appeared in previous books, and some organisations contain
more repeat material than others (such
as the Pathfinder Society,
for which all three prestige
classes originally come
from Seekers of Secrets,
though they have been updated
here).
However, every organisation does have at least some completely new
material (such as the name-keeper, a shaman archetype for the
Pathfinder Society). Overall, the majority of the material in the
book is new.
A
couple of the organisations themselves are effectively new. By this,
I mean that they might have been mentioned in passing in some
previous books, but until Adventurer’s Guide,
there has been very little,
if any, information about
them. That means that pretty much everything in these chapters is
brand new. One such organisation is the Rivethun, a society of
dwarven animists. Another, the Al-Zabriti have a couple pages devoted
to them in Qadira, Jewel of the East,
but all the material here is completely new. Indeed, the Al-Zabriti
chapter works well as a companion to Qadira, Jewel of the
East.
Some
of the organisations are ones that feature in adventure paths (in a
couple cases, they are organisations that are first formed during
those adventure paths). For these organisations, the book presents
them as they are at the end of their respective adventure paths, and
thus assumes that those adventure paths have taken place. This means
that there are some spoilers in the book for those adventure paths,
which include Curse of the Crimson Throne,
Second Darkness, Council of Thieves, and Hell’s Rebels (I’m
fairly certain that’s a complete list, though I might have missed a
reference to another adventure path). GMs planning to run any of
these adventure paths may want to limit player access to this book as
a result. That said, it’s really interesting to see the changes in
these organisations since their respective adventure paths. I’ve
not yet read Hell’s Rebels, so I can’t comment on the Silver
Ravens, but the organisations connected to the other adventure paths
have undergone a number of changes. I particularly enjoyed reading up
on the Gray Maidens from Curse of the Crimson Throne.
Of
course, GMs may be curious how to make all the new options in this
book available to player characters since they’re associated with a
variety of different organisations. The book’s introduction
provides three options: full access, limited access, and affiliation
access. With full access, PCs can select and use any of the options
in the book without consideration of the organisation the abilities
are associated with. This one is useful for GMs and players who want
to make use of the abilities without having to include the
organisations in their games. With limited access, PCs must be
members of the organisation in question in order to select any
abilities associated with it. Affiliation access is part way between
the other two (although closer to limited than to full). With
affiliation access, PCs need to be affiliated with the organisation
to select its options, although they do not necessarily need to be
full members. This is my own preferred approach, although I think
it’s a good thing that the book explicitly gives GMs different
options. Of course, even with limited access, that doesn’t mean
that PCs can’t discover various things in play, and the book wisely
points this out. There’s nothing to stop a PC wizard from learning
a Cyphermage spell from a capture spellbook, for example, regardless
of whether the PC is a Cyphermage or not. Also, some options in the
book are explicitly labelled as “unaffiliated”, meaning that
while they are associated with organisation they are presented with,
PCs do not need to be affiliated with that organisation in order to
learn it, even when the GM is using limited or affiliation access.
While
affiliation access may be my own preferred approach, I’m not that
fond of the rules the introduction presents for determining how many
organisations a PC can be affiliated with. Every PC can be affiliated
with a maximum number of organisations equal to their Charisma
modifier + 1 (minimum 1). They can take the Additional Affiliations
feat to increase this amount by 2. Each PC can start the game
affiliated to one organisation and any additional ones must be added
during play. Personally, I don’t like putting a hard maximum on the
number of affiliations. If events during play would result in
affiliation or membership with a particular organisation, PCs
shouldn’t be prevented from joining just because they are already
affiliated with another organisation (although in-game details like
rivalry between the organisations might prevent the PC from belonging
to both). And the book agrees with me! It explicitly states that GMs
should allow PCs to have extra affiliations if it makes sense with
game events—which pretty much makes having a maximum and an
Additional Affiliations feat pointless. I think it would make much
more sense (and be simpler) to just say that PCs can start with one
affiliation if the player wishes and any additional affiliations
should be acquired during play.
But
that’s only one tiny part of the book (less than two pages total).
The rest of the book is simply great. While there are certainly some
things that stand out to me more than others, pretty much everything
is heavily informed by the organisation it belongs to, and that means
pretty much everything oozes with flavour. I came away from just
about every chapter with a desire to make a campaign centred around
that organisation. About the only exception would be the Gray Maidens
and that’s only because I’m currently running Curse of the
Crimson Throne, and thus, I’m already doing a campaign
centred around them! Even organisations I’ve been less enamoured
with in the past, such as the Pathfinder Society, still left me
pondering ideas. This is a very good thing, in my opinion.
These
days, it can take a lot for a book focused on new feats, spells, etc.
to impress me. I’ve reached a saturation point. There are so many
options now that I can’t keep track of them all, and most new ones
get forgotten soon after I read them. Adventurer’s Guide is
one of the few books that stays in my mind and keeps pulling me back
to it. I can’t recommend it enough!
Great review!
ReplyDeletehttps://saglamproxy.com
ReplyDeletemetin2 proxy
proxy satın al
knight online proxy
mobil proxy satın al
NAO38C