So let's dive right into the core of what I have to explain today which is the ways in which the design has changed and expanded since the last iteration of it I detailed. That version was called "Alex Kierkegaard's West Marches", and it was a wholly distinct game from Paizo's landmark 2010
Kingmaker Adventure Path.
Kingslayer, on the other hand, as the name implies, isn't distinct. In short, I have merged the two campaigns, with a much-modified
Kingmaker being now merely the prologue of
Kingslayer. So let's understand why I made this change, and why it turbocharges the design and greatly raises complexity, interactivity, thematic coherence, and so on. And to do this I have to first of all basically REVIEW
Kingmaker here (I mean the original GMRPG, not the dumbed-down CRPG minigame); I have to explain what
Kingmaker tried to do, and what it succeeded at doing, and what it failed at, so I can then show how my design steps in and fixes all the issues so that it'll become the perfect and perfectly-stable base and prologue on which to build an entire new massive and massively interactive edifice on top of it.
Kingmaker was Paizo's effort to adapt Ben Robbins' West Marches campaign design to their Pathfinder setting and Adventure Path line of monthly campaign books, and since West Marches was itself an adaptation of the earlier hexcrawl style of campaigns that were common in the '80s but disappeared with the coming of AD&D 2E in the '90s,
Kingmaker was essentially Paizo's attempt to revive the hexcrawl. But it was far from merely that. Because on top of the sandbox hexcrawl mechanics, Paizo also decided to add an unprecedented city-building aspect to the game. Sandbox city-building hexcrawling would already have been the most ambitious game design of all time if Paizo wasn't trying to shoehorn it in one of their grand narrative Adventure Path campaigns, thereby skyrocketing the complexity and making the design even tougher to devise and implement.
But Paizo somehow pulled it off, and
Kingmaker should probably be taking the 2010 GOTY title.
But there were issues. The most glaring of these, that reviewers note again and again, is that it makes little sense for a king to spend 3 weeks out of every month personally chasing down bears in the countryside or whatever, or adventuring at all really. Other issues were the fairly weak plot by Paizo standards (which are sky-high, so by general GMRPG standards the plot is still good, and by CRPG standards, which are non-existent, it's a masterpiece), and finally the fact that the BBEG shows up in Book 6 pretty much out of nowhere. All these issues stem from a single factor: that Paizo was shoehorning sandbox hexcrawling and city-building into their monthly AP format that simply wasn't made for such open-ended designs. Keep in mind this line of products makes its money mostly from subscribers, so it's not like they could suddenly double the pagecounts to accommodate the vast additional complexity of the design. They had to cram the complexity in the exact same pagecounts used for even the most linear of their campaigns, and as a result the end product suffered.
But it is still one of the most popular and critically-acclaimed APs ever, which is also why it's the most adapted, having received a Second Edition adaptation, a 4K Foundry VTT adaptation that according to Foundry themselves is the biggest and most complex product they offer in their store as of this writing, and even a CRPG adaptation that's among the best CRPGs of all time, if not
the best. So really the complaints I outlined above, while valid, are insignificant and easily ignored compared to the scale of the achievement. It's like whining that
Planetary Annihilation planets aren't really planets but more like asteroid- and moon-sized. That's obviously true, but it's only a deal-breaker to those too artistically insensitive to be touched by the scale and scope and glory of that game. Exactly the same applies to OG 2010
Kingmaker and its current adaptations.
But not to my
Kingslayer. Because I've solved all the issues and even added layers of complexity on top that no one else has even imagined, let alone implemented. Oh yeah.
So first off I need to explain why I killed off my "West Marches" title. I killed it when I realized that the Stolen Lands in which
Kingmaker is set ARE Paizo's version of the West Marches. So it wouldn't make sense to have two West Marches regions in Golarion, let alone in the Inner Sea region (where most of the APs take place). For first off all, there is simply no space for the second region; the Inner Sea is simply too crammed with stuff to find the space for it, and the same is true really of the entire planet to the point where Paizo Creative Director
James Jacobs suggested I try ANOTHER PLANET when I floated the idea of adding my own West Marches to Golarion. In the end I hit upon a genius solution to the problem that not even James Jacobs conceived: I would simply add my West Marches TO THE MIDDLE OF THE OCEAN by simply adding a huge island there. After all, it's not like they will write an AP that takes place in the middle of an empty ocean. So that is where my design was for a long time.
But I was never fully satisfied with it because there is such a thing as TOO MUCH content for a fictional setting to have. No other setting has this problem because no other fictional setting is as well-developed as Paizo's Pathfinder setting, but Pathfinder DOES have it if you try to shoehorn entire new regions of your own making into it. A brand-new kingdom in the middle of the Inner Sea region—and even TWO new kingdoms if we consider the "Eastern Empire" that the West Marches design implies—pushes the Pathfinder setting firmly into culture-overload territory until a kind of disgust starts to arise with the jumble of regions and customs and ethnicities and their (very complex) interrelations. So when I realized that Stolen Lands = West Marches I was glad to wipe out the problem with one move by simply relocating my campaign into the Stolen Lands.
That's when I started carefully reading the
Kingmaker books, to see to what extent it was possible to fuse my design with
Kingmaker's, and as it turned out it's not merely possible but it's the ideal way to solve all of
Kingmaker's problems and even some issues I was having with my own design. The end result is nothing short of stunningly efficient, effective and complex while simultaneously supremely elegant.
To understand everything that I'll be explaining next you need to understand a bit about
Kingmaker's structure. The AP is comprised of 6 books, like all First Edition APs. Without spoiling much, in the first book, the characters arrive in the Stolen Lands as agents of Brevoy with a charter to clear it of bandits and monsters, but by the end of Book 1 they are expected to have established enough of a foothold in the region to declare themselves its rulers. And that's when one of them becomes king (and the rest his cabinet ministers). The remaining 5 books detail the expansion of the kingdom, and again without spoiling much, the entire campaign ends at about the point when tensions begin flaring up with neighboring kingdoms. There may or may not be some active conflict with a neighbor by the end, but even if there is, it's not a huge affair—nothing like the massive conflicts I am designing for my game whose scale hasn't even been seen in dedicated strategy and wargames. So it makes sense for me to use
Kingmaker as the PROLOGUE of my game, the entire point of which as the name implies will be to make someone a king, and then build my far more complex strategy/wargame-RPG hybrid on top of it where of course the players will engage in warfare with at least some of their neighbors.
About those neighbors, by the way, take a look at a map of the River Kingdoms, which is the region in which the Stolen Lands are situated:
As you can see, the Stolen Lands (at the top-right, just below Brevoy) are a fairly small slice of the River Kingdoms despite being hundreds of square miles across. Pathfinder is BIG. But the point is that the moment the players have turned the Stolen Lands into a significant force, they will immediately attract the attention of the perpetually-warring River Kingdoms, and doubtless also that of full-fledged states like Brevoy, Numeria and Galt. That is one tough neighborhood to be in, and
Kingmaker in no way, shape or form provides the tools to deal with these potential conflicts. It ends pretty much precisely at the point where they will surely arise. That said,
Kingmaker is designed to play out over no less than a DECADE of in-game time, because that's how long it takes to found a kingdom, so the players certainly have plenty of time before they need to worry about an invasion; no one in the region will care if some crazy adventurers clear some ground and put a few buildings down before wearing a tinfoil hat and declaring themselves "kings".
But I still can't use
Kingmaker as-is because it is designed for a party of 4 players while I could potentially have several parties and dozens of players running around the Stolen Lands, which btw is exactly how the West Marches design works, which Paizo dumbed down to a 4P single party in order to shoehorn it into its monthly Adventure Path book format. So first of all, I am going back to the original multiparty freeform MMO design of the West Marches, thus greatly increasing the game's complexity. And in order to do that I'll be adding a ton of locations and encounters on the map. That's how I get to fuse my design with Paizo's, with every piece of content of both being utilized and nothing being thrown away.
My
Kingslayer is therefore swallowing
Kingmaker, but not whole. First it chews on it to break it up into logical chunks, and only then does it swallow those. So first off, I've broken out
Kingmaker's Book 1, and expanded its scope to dozens of players. This will be the NEW
Kingmaker, the Cult Games adaptation of it rendered fully in Cult Engine 3 and comprised of just one Paizo book plus about 3x the content added by Cult Games' dozens of contributors. Once that adventure ends (it's now an adventure, not a whole campaign, because it ends at about 3rd-5th level), that's when
Kingslayer proper starts, and that's comprised of entirely new content and structure by me PLUS all the locations and encounters from
Kingmaker Books 2-6 SPRINKLED AROUND AS LEVELING FILLER. Now you might wonder whether this isn't ruining the flow of the
Kingmaker encounters, but the answer is no, because
Kingmaker didn't have much of a flow to begin with, and everyone's main complaint was precisely that the encounters don't really flow much and each book feels too much self-contained compared to the typical grand narrative that spans Paizo's regular Adventure Paths. But that's what happens when you have a sandbox in which the players are free to roam: the main narrative suffers, and there's not much that can be done about that. Nevertheless the players report much more satisfaction from
Kingmaker than from many other campaigns with far stronger narratives simply because the whole point of a sandbox is for the players to... MAKE their own narrative duh, by their choices guiding the story. And for precisely this reason there is no great harm done to the game by sprinkling the
Kingmaker encounters around my own ones. And by the way, the narrative in my
Kingslayer, though still not at the level of the best linear narratives—because it
can't be, since it isn't linear—is far superior to
Kingmaker's, so I have completely fixed that deficiency of the original game's at the same time as ratcheting up its interactivity and freeform nature.
TO BE CONTINUED IN PART III...