This 4K cover image/wallpaper is a work-in-progress so please don't link it or use it in-game. Don't even download it so you don't mix it up with the final version, which is coming soon and will be used as desktop background for all MoC
sessions.THIS ESSAY IS TOO LONG TO FIT ON THE FRONTPAGE, SO CLICK THROUGH TO READ IT IN ITS ENTIRETY IN THE FORUM.Before I put you to sleep with a couple years' worth of ruminations on the subject of the ultimate RPG, and SRPG (aka my
Master of Combat), here's the TL;DR for you (remember to hit F11 for full-screen and play on the music before you start reading anything):
Sandpoint Hinterlands
https://akbattlegrounds.net/w/multivers ... a13440b5e8This is what it's all about. Take it in, and if you're quick about it you might even snag a cool bonus.
Now let's take it from the beginning.
What is
Alex Kierkegaard's Master of Combat?
It is two things simultaneously.
1. A standalone game that is the greatest SRPG of all time, being the first massively-multiplayer online SRPG with infinite handcrafted levels across both fantasy and sci-fi settings, among others, plus the deepest turn-based combat mechanics ever.
And the deepest lore and narrative.
2. A subcomponent system of
Alex Kierkegaard's Ultimate Edition meant to simulate the operations of the biggest mission-based organizations in
Alex Kierkegaard's Battlegrounds, like for example the Pathfinder and Starfinder Societies in the Pathfinder and Starfinder settings, the Colonial Marines in the
Alien setting, the LAPD SWAT in the Blade Runner setting, and so on.
If I have your attention, read on to find exactly how this game/system will work, and how to play it, whether as a standalone game, or as part of your
Battlegrounds player career, if you're into that.
And we shall take it from the beginning, because I want to explain the labyrinthine thought process that led me to devise this system and develop this game. I've been thinking on this for YEARS, two years at the least, and I believe it would be extremely instructive to relate the numerous tough choices and decisions I had to make on the way. Genius ideas and works don't just fall out of the sky, they take forever to devise, and it really feels to me today that it took me forever to get here. And now I am so glad I am here, I will proceed to talk all day about it, and hopefully a few people will gather round to listen. This isn't the full adventure-strategy layer aka
Master of Heroes btw, it's merely a component of it. You can think of this analysis then as the prologue to the
Master of Heroes one. They're both crazy ideas, but the other one is the real bananas.
It all started when I discovered Paizo's Organized Play program and the Pathfinder Society Scenarios it runs. This is a competitive league where you sign up, roll a character, and play brief 4-hour official scenarios in a team of mostly strangers with officially-approved GMs in game stores, conventions or online. As long as your character keeps surviving, you can keep going on more of these scenarios which number about 24 per season/irl year, and each season also has a metaplot which is connected to an extent with the Pathfinder setting's overall metaplot.
This is Organized Play - Paizo's Pathfinder, Starfinder, & ACG Society Play
https://www.youtube.com/watch?v=pTvalWnQSpESo we're talking about HUNDREDS of these scenarios already existing, with a couple dozen more of them released every year. So of course I wanted them for my
Battlegrounds the moment I heard about them.
But there were issues.
At first, I entirely discounted the whole Organized Play setup and was planning to drop all these scenarios in the overworld as side-missions for our 4 main teams to tackle when they fell behind the XP curve, or a character had died and they needed to level-up a new one, etc. I was still working in the
Battlegrounds' early days with D&D 2E assumptions, where there wasn't really a metaplot to speak of, so material could be added wherever and rearranged at the GM's whim based on his game's needs. But then I discovered the Pathfinder metaplot, and I was floored at the scale and ambition of it. And then I discovered the Pathfinder SOCIETY metaplot, and its connections to the overall metaplot, and that's when... I lost the plot basically. I didn't know what the fuck to do because it was all so sprawling and complex that even in the Paizo forums no one seemed to know ALL the connections between the tens of thousands of pages of material spread across dozens of product lines over 15 years. Even the developers themselves didn't know them because they were 100 guys and very few of them had been with the company since the beginning, and even THEY hadn't read everything. There were only basically a couple of directors who knew MOST of the stuff (chief among them the three head honchos: Erik Mona who's mostly responsible for the setting direction,
James Jacobs mostly for the adventures, and Jason Bulmahn for the rules; though they all do a little bit of everything from time to time), but they seemed to have a policy of not helping people trying to piece together the metaplot in various threads. I think that's a good policy if you want to motivate people to buy ALL your books and read them all lol, so I am not complaining. Piecing the Pathfinder metaplot together and uncovering all the connections between products, characters and events is really its own game, and I could easily see someone publishing a book on the subject some day. It'd sell like hotcakes. I'd definitely buy a copy. You wouldn't be able to GM in this world afterwards without one.
So there was no question of randomly dropping Society Scenarios all over the overworld, if I wanted to preserve metaplot development. Moreover, it was at around that point when I realized how strictly balanced all Pathfinder material is (see
Pathfinder's Unique Balance). It's not like in the TSR days when adventures were roughly balanced, and the GM was expected to fine-tune the balance for his table. In Pathfinder practically every XP and GP has been accounted for by the designers (they even have formulas for how much extra loot to drop than what's required for the campaign, since players won't find all of it; 25% extra apparently—they don't call it Mathfinder for nothing), and there is no room to add side-missions to Adventure Paths or standalone adventures unless you don't mind your characters being overleveled for what comes next. Even a couple of Society Scenarios, assuming they were survived, would render the party OP for the rest of the campaign.
So I stopped thinking about all this for a while, as it was giving me headaches, and I had tons of other issues to address in the game anyway, not to mention actually run it. But I kept coming back to the conundrum from time to time as I learned more about the game, the setting, and the company, and my thinking kept progressing bit by bit and reaching new heights—and plateaus.
The next major advance in my thinking was when I decided to essentially stage MY OWN version of Paizo's Organized Play program, running parallel to my 4 campaigns. Since I couldn't integrate this program into my campaigns without breaking it to pieces, I would simply DUPLICATE it, thus preserving its integrity. Under this scheme, those of my players who wanted to play these scenarios would roll new 1st-level characters, all of whom would be Pathfinders (i.e. members of the in-game Pathfinder Society that travels all over Golarion and catalogues and disseminates its secrets; basically Pathfinder's version of the Forgotten Realms' Harpers—but on steroids, like everything Paizo does). And then with this new set of characters, my players would tackle the Society Scenarios one by one, in order, starting from the first scenario of Season 0 whose full title is "Scenario 1-01 Silent Tide". This takes place in Absalom, the City at the Center of the World; Pathfinder's biggest city. We almost played this, but at the last moment I pulled back, because... lol and behold, many of these scenarios are actually tied to the adventures and campaigns that Paizo released the year of their particular season. For example, several of the Season 9 Scenarios are tied to the
War for the Crown campaign published around the same time (late-2017/early-2018), which we are in fact currently playing. So it makes no sense to start with Season 0, because by the time we reach Season 9 to play the
WftC Scenarios, our
WftC campaign will be long concluded.
I was devastated when I realized this. The whole thing seemed unworkable no matter what angle I approached it from, so I shelved it again and went on with my life, trusting that some idea would pop into my head to solve it at a later time.
And that's exactly what happened. It took ages but I got here, and as you'll realize when you understand my design, it was all for the better, as my design pisses all over any other conceivable arrangement, including Paizo's. It's simply genius, and eventually led me to the even greater genius of the adventure-strategy layer aka
Master of Heroes, more on which right after I've wrapped up this analysis.
My final breakthrough eventually came in a rather random manner; but they all do that. There was an event that was the catalyst, but the reason I was able to respond to the catalyst with such force of genius is because my brain had been accumulating in the meantime all the countless little pieces of information required, plus forming all the necessary connections between them. So when I saw a thread in the Paizo forums one fine day a mere few weeks ago discussing the "Beginner Box", I was just about to take the last step in this long journey.
I clicked on the thread because up to that moment I didn't know exactly what was included in the box. I knew there was a brief starting adventure, but I didn't know where it was located in the world, or what it was about. So, after skimming the thread, I reached into my archive, pulled out the box, and looked it over.
To my pleasant surprise, the adventure was located just outside the town of Sandpoint, where our
Rise of the Runelords team is currently. Even more incredibly, it is set 6 months before that campaign, which is the first campaign, and indeed the first product published for Pathfinder. Indeed
RotR's Book 1, the
Burnt Offerings adventure that our Sandpoint Crew (recoil, Rory, shock and shubn) is now playing, is the very first book published for Pathfinder, on August 29, 2007. We didn't arrange it to happen this way, the team just happened to pick it, without knowing what it is. (Another of our teams also happened to pick the
second Pathfinder campaign released,
Curse of the Crimson Throne, which was another happy accident because it turned out that
RotR's second book is what kicks off
CotCT, so the latter is basically a side-campaign of the former, if not an outright sequel.)
But the "Beginner Box" is set 6 months before, and that amazed me because I didn't know there was any prequel material for Pathfinder at the time. (There is an entire prequel campaign now whose last book was just published,
Season of Ghosts [
> ], set 100 years before
Rise of the Runelords.)
Note that the "Beginner Box" isn't part of the Pathfinder Society Scenarios, but it's the same deal; a 4-hour scenario written for 4 characters. It's just that in this case it's not the PF Society that sends you there. You go on your own initiative.
So at that point I was ready to stick the adventure in the "Beginner Box", titled
Black Fang's Dungeon, on the overworld and let the Sandpoint Crew tackle it. Of course, they would have had to roll new characters since the adventure was set 6 months before their current characters met, but I thought that wouldn't be a big deal, and they could just keep any surviving characters in the vicinity as backups if anything went wrong with the campaign.
But then I thought, why limit this adventure to the team that unlocked it? Was there a benefit to this policy, or would it be preferable to allow all unlocked content to be played by any player and team of players in the setting? So I ran the thought experiment of how it would work out if any player could sign up for that scenario, and the result was astonishing. Because if a player from another campaign completed that mini-scenario with a brand-new character, he would suddenly have a character in the vicinity of another campaign, which means that he would quite probably
take an interest in that campaign, even if it was located halfway around the world from his current one. And moreover the local campaign's players would no longer be able to guarantee that these new adventurers would help them out, if they got in trouble. The new heroes would have their own plans, and might well take off after the adventure, to any number of destinations, including possibly the region of the main campaign of the player who owns them, to help THAT campaign out, if it ran into trouble.
So ultimately, with teams unlocking short scenarios all over the world, and these scenarios being tackled by any kind of combinations of players, we'd end up with a world where many players would be invested in various regions simultaneously. An Oppara player could end up with a Pathfinder aboard the colonist ship in Azlant, while a Sandpoint player might end up with an extra hero in Taldor, and so on. And that means that, at any given time, practically any player could be called upon to aid in a campaign he wasn't even playing! Which is terrifically exciting stuff, both for the players giving the aid, and for those receiving it. It would mean we'd end up with a far less rigid, far more fluid world, where players wouldn't feel so "locked into" campaigns for months on end. Because if your main character died and was replaced by someone else's wandering hero, you'd be effectively out of the campaign while the other player would now be involved in two! And similarly, your extra hero might have jumped into another campaign, so now suddenly you have completely switched campaigns!
That also means that if someone is watching someone else's campaign because he really likes it, he can maneuver an extra hero of his there, letting him lurk in the background, ready to step in when needed. So, with this design, players could actively pursue multiple campaigns that interested them, and get potentially involved with them at various points, thus skyrocketing the level of complexity and interactivity of the game. And that's precisely what we call superior game design.
I was ecstatic when I realized all this, and at that point my mind was completely made up that I WOULD use all the PF Society Scenarios, and that moreover I would use them OUT OF ORDER. Try to understand why the out of order is so important. In this scheme, scenarios would appear on the overworld only ONCE UNLOCKED BY A TEAM IN THEIR VICINITY. So that when a scenario pops up on the map, it is GUARANTEED that its outcome will affect the nearby team and their campaign.
At this point I need to explain that some of these scenarios can have disastrous consequences for characters in their vicinity, if failed. Remember that Season 0 first scenario I mentioned earlier,
Silent Tide?
These are its consequences (pay particular attention to the first line):
And this is the scenario's description that would go on the overworld:
Battlegrounds wrote:When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion.
An "ancient armada"! And four 1st-level characters must stop it! This is Pathfinder. They lean in the drama so hard. But the problem is, we don't have any teams in Absalom, or anywhere near it, at the moment. So even if the armada is unleashed, it's not really our problem. Absalom has plenty of adventurers, and even a military to deal with it, not to mention the very seat of power of the Pathfinder Society. But none of this is too exciting to us because none of us is there.
But with my unlocking system, at least one of our teams will ALWAYS be near each scenario's location, because IT IS THE TEAMS THAT UNLOCK THE SCENARIOS IN THE FIRST PLACE. So that dragon on the cover of the "Beginner Box"? That image is from the actual scenario, and that dragon is in the adventure's dungeon. Yes, four 1st-level characters are taking on a dragon (Yes THAT dragon! My players know what I mean, and what I mean is bullshit, because I never knew of this scenario when I was making those lame dragon jokes), and depending on what they do, who knows what the dragon may do to the campaign taking place in the region afterwards. On the flipside, even if the side-team gets wiped, they may still gain valuable info that the main team can use later. So the whole affair is terrifically interesting to the players we have in the vicinity. Without this scenario, the dragon wouldn't even be there!
This also answers the main objection that could be leveled at the Pathfinder Society Scenarios. They are objectively inferior to the campaigns and the standalone adventures, so why are we bothering to play them at all? Isn't that just wasting time that could be used to play more full-length standalone adventures and campaigns? I have asked this question to myself many times, and I didn't really have a good answer to it until now. Before, I just wanted to integrate the Society Scenarios... out of greed I suppose. They massively enlarge the Pathfinder setting with their countless characters, plots and location maps, and I just wanted the setting complexity of my world to go as high as it was possible to go. I felt my world would be poorer without all this material. But again, the objection remained: the full-length adventures and campaigns are objectively superior, so it doesn't make sense to take time from them in order to put it in these brief scenarios meant to foster Paizo's community more than anything else.
But ultimately I realized that it was never about the brief scenarios themselves. It was always about the full-length standalone adventures and campaigns. It is because the scenarios ENRICH the main material that we bother with them at all. I've shown you the Sandpoint example with the dragon. I am sure that recoil, Rory, shock and shubn will be drooling with excitement at these details; they make their already terrifically interesting situation and environment that much more interesting and exciting, even if they themselves don't take part in the mini-adventure. Actually, ESPECIALLY if they don't, because then the outcome will be entirely out of their hands. That said, they should feel free to grab one or more slots if they want to and find any available (there are only 4, after all). It is a great strategic move because it basically gives them extra lives, and precisely for this reason—i.e. to encourage strategic play—there are no restrictions whatsoever in who can play in these scenarios, including players who don't normally play in
Battlegrounds at all. They can play them as an SRPG, which is basically a CRPG without the exploration. In a CRPG you have to manually walk between the battles, and manually spend your money on equipment, and even the order of the battles is to some degree chosen by you. But because this level of freedom is anathema to yellows, their games just teleport you from battle to battle, with some animu in-between telling you why you're fighting. And they are fine games, don't get me wrong! Much better than JRPGs, because, since they lack the exploration, all they have is the battles, so they can't screw that up as the JRPGs do, so the battles in SRPGs are far superior in complexity and difficulty to JRPGs. They're pretty neat games! But they can't compare to an epic 100-hour CRPG with orders of magnitude more complexity and freedom and depth of lore and setting, not to mention even the occasional dialogue and narrative choice, and they're basically mini-games compared to it. There, I just reviewed the entire genre for you.
But my
Master of Combat standalone SRPG solves all those issues, and puts Whites on top of THAT genre too in the bargain! Because
Master of Combat doesn't have the rock-paper-scissors children's combat system of the Fire Emblems, it has the deepest turn-based tactical combat of all time: Pathfinder First Edition. Its setting is also the biggest ever, and its lore the deepest ever, and the scenarios even have a little actual roleplaying and puzzle-solving in them that utterly trounce every CRPG ever, so they beat to an extent even the superior genre! And to top it all off, you don't get teleported between battles, you have to walk (or ride etc.) there, via my adventure-strategy layer aka
Master of Heroes, more on which in a bit. So my
Master of Combat solves ALL the problems with SRPGs, and even some with their superior CRPGs! Oh and did I mention that it's massively-multiplayer online co-op up to as many players as you can squeeze in the level requirements (so if the scenario is for four 5th-level characters, you're welcome to bring 20 1st-level ones), and that it has infinite levels and infinite heroes, and even infinite themes? You can play Blade Runner SWAT versus Replicants, or Cyberpunk Edgerunners versus Street Samurai powered by InfiniContent™ technology proprietary to Cult Games; and in what other game can you do that?
That's how icy enters a new genre: by destroying, and even humiliating, everything that came before. Go play Fire Emblem after reading about my game and seeing it in action. They are fine games, but they are children's games. And everyone here is an adult.
So if you're a gamer who's not into roleplaying, but love tactical turn-based combat and SRPGs, my
Master of Combat which I launch TODAY is the ultimate destination for you. There will never be a superior SRPG because who tf will make a better combat system than Paizo and stick it on a Switch or whatever tf consoles SRPGs are released on these days? And the Japs will NEVER significantly improve any aspect of their games. They will never build deep world with deep lore, never allow you to walk between battles, never even give you a co-op option (I can't think of a SINGLE SRPG with co-op, which is hilariously retarded as the genre was made for it, and indeed it was INSPIRED by it, because it was inspired by D&D). And to top it all off, though you won't be technically playing my
Battlegrounds, YOU WILL BE AFFECTING IT BIG-TIME with every scenario you tackle, and indeed the roleplayers' acting WILL BE YOUR FUCKING ENDING CINEMATIC, and of course also the opening cinematic, and so on. When you save the region from some menace, IT WILL BE ACTUAL HUMAN BEINGS YOU WILL BE SAVING: the roleplayers in your vicinity who will be watching your actions while holding their breath, and sighing in relief with every successfully navigated scenario. Similarly when you fail, you'll see them running around frantically like drowning rats trying to salvage the situation. That's what ultimate interactivity looks like, and you will be partaking in it from your
Master of Combat interface. It's okay, roleplaying isn't for everyone, just like the turn-based combat tactics scenarios you love aren't for everyone, which is why not all the roleplayers will be playing them. Some roleplayers are mostly in it for the roleplaying, and don't enjoy the combat so much as to seek it even outside the roleplaying, while the opposite is true for many SRPG players, and that is fine. I am just glad I have devised a game system so all-encompassing that I can enable these very different types of players to indirectly interact, thus populating the most complex gaming world ever, and bringing it to life to a degree it hadn't been possible before.
If, on the other hand, you want to understand the cinematic significance of
Master of Combat Scenarios think about vignettes (French for "little vine") in the early stages of a sprawling epic novel or movie that seem unrelated to the main plot but come together and cohere later on.
Game of Thrones had tons of those, for example, and much of the fun of watching it was seeing those vignettes come together, or simply get brutally cut short before having a chance to affect much of anything. So in our current situation in the
Battlegrounds you have the main
Rise of the Runelords campaign where they are fighting goblins in the festival and the Glassworks and so on, then chasing the instigator in tunnels under the town, and suddenly the camera pulls back and flashes back 6 months to 4 unrelated adventurers entering Black Fang's dungeon a few hours' walk to the east. What does that have to do with the town of Sandpoint, our protagonists, and the runelords? Who knows, this is the magic of gaming: it is the players who decide what happens, not a scriptwriter: in this case both the one-shot players and the main campaign ones (a one-shot is an adventure that can be finished in one sitting, and that's what all the
Master of Combat Scenarios are), while the adventure merely sets the scene for interesting situations to play out. To be sure the dragon has his motivations, and the dice will have their say, but the main movers and shakers are the players, and the future is theirs to shape.
The artistic meaning of vignette is a picture (such as an engraving or photograph) that shades off gradually into the surrounding paper, and that's precisely what Black Fang is to the campaign into which I've just dropped him (or rather, into which the players have unlocked him); he's supposed to meld into his surroundings and become part of the campaign, even though he's not in the
Runelords books. But he is in the "Beginner Box" adventure, and that's right in the middle of where the
Runelords action takes place, so how can you NOT include him? Especially given how interesting he is!
So we should guard against thinking of the scenarios as something separate from the standalone adventures and campaigns. In my design, they are one, part of the unified mega-setting of Pathfinder, and this is where I am going with all these updates: to REALLY produce a unified flowing world instead of the extremely fragmentary one that every other GM on the planet is producing, not to speak of the CRPG programmers who can't even parse the concept of setting, or even campaign really.
Isn't there a balance issue by throwing freakin' dragons and undead armadas in the middle of perfectly balanced campaigns?
Absolutely. And these are just TWO scenarios, whereas there will be 5 or 10 or even 20+ that will be dropped into some regions and campaigns (depending on how developed each region is by Paizo). So that absolutely wrecks the shit out of Paizo's balance, and without even having done the math I would say renders them utterly unplayable, all else being equal.
But all else
won't be equal in my Ultimate Edition design, because UE players will have tons of tools at their disposal that regular roleplayers don't: multiple teams of players around the world that can be called to help, multiple heroes per player that can aid or even outright replace fallen or incapacitated protagonists, extensive city-building and even kingdom resources to deal with situations that are threatening to spiral completely out of control or have already done so. And in the middle of all this will be me, the ultimate game designer and therefore also the ultimate balancer, making sure all the systems and adventure designs work perfectly with each other. Who else could do this job? No one else was even able to conceive it! And as my friend ysignal explained to me when we were playing
Starbase and, awestruck by the game's complexity, I asked him whether it was possible that some bugs might appear that the developers can't figure out how to fix, "If you can code it, you can bugfix it."
So with all these new, rampaging threats, and with all these new heroes and resources running around the world, you first of all turbocharge each fused genre—which is why I win in EVERY genre that I add, because the synergy from all the others catapults them all past every previous example—and second of all you produce a gaming universe of unrivaled complexity and immersion. And we must ascribe a huge part of this success to these little scenarios that most good GMs view as beneath them, but without which my
Battlegrounds would always remain a mere collection of loosely related official campaigns. And they would remain loosely related, as I at length realized, simply because of how far they are set from each other. How will the teams interact when the nearest team is weeks or even months of travel away, while all the teams are fully engaged with the threats they're facing and lack the time to so much as take a day off, let alone travel anywhere. About the only chance for some kind of interaction is if one team fails their campaign, and the nearest team takes a break from theirs—assuming that they are at a spot where they can—and goes to help. But this won't be likely in the middle of the campaigns, because everyone will be fully engaged with their own challenges. Only at the end of the campaigns, if say one team TPKed at the final boss while the neighboring team won, the latter could sweep around and finish off the other boss too, since they'd probably be OP for him by that point. But that's ONE interaction after a whole YEAR of gaming. So yes, under this scheme, the teams would interact maybe once a year. Which is nothing to sneeze at because I don't even know nor have I heard about any GM who gets his teams to interact at ALL; but it's far from the living world with frequent cross-party interactions that I dreamed of when first starting this project. I had hugely underestimated the distances involved, and also how totalizing Paizo's campaigns are: they're cinematic rollercoaster rides that take you from 1st-level to endgame with barely room to catch your breath. But
Master of Combat solves all this because now instead of one character per player we can have as many as we want, and they can be all over the place, and getting in each other's shit all the time via the delightfully complex globe-spanning Pathfinder Society Scenarios that seem designed specifically to solve my problem!
Think of the game world as a salad, to grasp what's going on here and the genius of my design. A long time ago I used to run a snowboarding chalet up in the French Alps, and one of my guests drove all the way from London to the Alps in his car. When he arrived, I came out to greet him and saw he had packed his trunk full of soft supermarket bread because French bread "made his gums bleed". He said he's glad France has such great food ingredients, but one must know how to prepare them into meals, which he didn't, so he was sad he couldn't take advantage of the famed French cuisine (he was also too cheap for restaurants). So I taught him how to make salads because they're the easiest dish you can make apart from sandwiches, and you can perfectly take advantage of superior French produce with them. So one night I made a Greek salad for him, and he loved it. The next day he went to the store and bought all the ingredients and made it himself, but it didn't taste the same. He said it tasted much worse, and he couldn't figure out why. So I had a bite, and knew immediately his mistake. He had only put a little olive oil in it, because northerners treat olive oil as if it's made from gold (and given how much more expensive it is in the north, I don't blame them). I told him you have to almost DROWN the fucking salad in the most expensive extra virgin olive oil you can afford to make it taste good, because that's the conduit through which the various ingredients rub off on each other and fuse. Without oil, all you have are some tomatoes, onions, cucumbers and cheese just sitting on each other. You might as well shove them in your mouth separately at that point. But with the oil, the oregano, and some vigorous tossing, you have one of the greatest dishes man has ever devised!
And that's what
Master of Combat, and
Master of Heroes, will do to my
Battlegrounds world: they will transform the largely self-contained and isolated campaigns into a flowing, textured canvas of epic fantasy of unrivaled complexity, interactivity and beauty.
Right off the bat you should be able to see that my design is able to sustain campaigns no matter how bad things get, whereas single-group games are forced to adopt all manner of lame devices to keep things going when disaster strikes, like rolling new characters at higher-than-1st-level or whatever. None of that is necessary in a truly living world where players, teams and heroes abound. You can just keep going no matter what the hell happens in the game, as Quill & Cauldron have so brilliantly demonstrated with their "Doomed Forgotten Realms" [
> ] sourcebook.
Chase Carter wrote:"Imagine the worst possible ending for each published Dungeons & Dragons 5E adventure path all happening one after another." It's a terrifying premise every player and DM has likely indulged via daydreams, but setting guide Doomed Forgotten Realms - Sword Coast Gazetter takes it one step further. The new book details a world awash in evil and how players might successfully survive it - or embrace it.
Created by Quill & Cauldron and coming to Dungeon Masters Guild on May 30th, Doomed Forgotten Realms throws disasters across the face of Faerûn - both natural and otherworldly - until every familiar location has been twisted beyond recognition. Waterdeep is overrun with cultists, Tiamat has claimed a floating citadel for herself and her boundless horde, and Baldur's Gate is, well... literally descended in one of the Nine Hells, replaced by a smouldering crater.
Like other setting guides, this book is meant to introduce a new world as a sandbox for a tabletop RPG group to explore a Sword Coast where no heroes rose up to stop any of the threats outlined in Wizards of the Coast's officially published books - Vecna, Zariel, the Elemental cults, and other world-threatening powers now vie to control a blighted landscape where humanity barely holds on by a fingernail.
This isn't an adventure by itself. Every faction, area and major player - of which there are many - contain several hooks by which a group can anchor itself to the world and provide a reason for venturing beyond what little shreds of safety remain. This place is very much a battleground for powers beyond the ken of most mortals - the world's most evil beings don't want to share with each other, so the simple act of travelling from one village to another means squaring off against demons, the undead, corrupted elementals, pitiless bandits and far-roaming dragons.
So, what's a new adventurer to do? Doomed Forgotten Realms' text is very explicit in saying that this book may not be for everyone. Beginning from a place of near hopelessness where good lost to evil but the world kept spinning might sound like a truly awful premise for game night, but those who do relish the odds stacked against them can roleplay the slow, silent resurgence of capital-G Good with the help of some familiar faces that barely escaped annihilation.
Alternatively, a party can lean in hard and throw their lot in with any one of the several dominant factions, helping the Fire Giants test their doomsday weapon against Tiamat or voluntarily joining the ranks of Zariel's devil army to fight in the Blood Wars. It bears remembering, though, that D&D 5E's alignments are fairly prescriptive, so those choosing to align with these entities should either understand the territory or always be watching for the eventual betrayal.
The book contains several new character and class options that better fit the drastic transformations the Sword Coast has already endured under its new masters. For example, druids can choose the Circle of the Nine if their character understands that the fiends and devils of the Nine Hells are now indelibly linked to the cycle of nature in the Material Plane. Rogues, on the other hand, can become Spell Slayers and learn just enough magic to protect themselves from a world seemingly full to the brim with liches.
The difference with my Ultimate Edition is that in my game and world all outcomes are produced by players playing the adventures, whereas Quill & Cauldron just dreamed their scenario up, it didn't occur organically by their running all these campaigns with 20 interacting players. I doubt they've played even half of them.
But their point stands that you can have fun with any situation generated by the game as long as your imagination is strong enough to handle any outcome. And no game will generate more surprising outcomes than mine now that its salad is about to be tossed more vigorously than any campaign setting's ever has.
There were still problems left with the Society Scenarios by this point, the elephantine one being: what to do with their metaplot. But by this late stage in my thinking process, I already had amassed all the data that would allow me to solve it.
First off, you need to understand how I can run the Adventure Paths out of order, even though they too have a metaplot. It turns out that, as I discovered after a couple of years of reading up about this stuff, out of the First Edition's 24 Adventure Paths, only a handful of them are STRONGLY related to others. To give a couple of examples,
Rise of the Runelords,
Shattered Star, and
Return of the Runelords form a trilogy—incidentally, the biggest connected plot in the history of roleplaying, and therefore of gaming, as they span 3 separate campaigns, with even a couple of side-campaigns, if you can believe it. We're talking about a trilogy of CAMPAIGNS, not a trilogy of ADVENTURES, which is the standard. No one in gaming has ever dreamed as big as this before. And we're also talking two side-CAMPAIGNS, not side-adventures, for a total of maybe FIVE connected campaigns, taking FIVE FUCKING YEARS TO PLAY—if you're playing fast (10 if you're slow, and assuming you have only one team of players at your disposal).
So of course, all that stuff must be played in order in the
Battlegrounds, so the only one of all these campaigns available for the players at the start of the game was the very first:
Rise of the Runelords, which one team ended up choosing (doesn't mean they have to follow it up with all the others; it's a different team of adventurers for every campaign anyway, so any team can pick any of the others once they've been unlocked).
Then
Council of Thieves must precede
Hell's Rebels and
Hell's Vengeance, the latter two of which must be ran simultaneously. And so on for a couple of other exceptions. And finally,
Tyrant's Grasp must be played last, after the 23 others have been completed, because it provides the monstrous finale with which Season 1 ends, and transitions the setting to Season 2.
So all of those exceptions have been set up as unlockables in the
Battlegrounds overworld, and will be played in the recommended order. But the 15 or so others have few if any connections with the metaplot, or with each other, and can thus be played in any order the players desire.
Is anything lost with this arrangement?
Some small details MIGHT be lost, if the GM doesn't do his job properly at any rate. For example, one later Adventure Path features the sister of a character that was central to not one but TWO earlier Adventure Paths. The connection is not crucial to any aspect of any of these campaigns, but Paizo writers try to include such connections to enhance their setting's verisimilitude. It would be weird if in such a smoothly connected world, none of the characters of any of the Adventure Paths had friends or relatives or even acquaintances taking part in other Adventure Paths, and so the writers have sown these adventures with some tastefully sparse such connections. These connections are HUGE and even CRUCIAL in the Adventure Paths directly tied to each other which we'll be playing in order. But in all the other Adventure Paths, these connections are mostly cosmetic, and can simply be replaced or merely reversed to achieve the same effect. Does it really matter which sister appears in the narrative first, if you play the two Adventure Paths in reverse order? The texts even tell you that if one sister dies, you can bring the other one over from the other book to take her place in the next campaign. After all, the last surviving sister gets to inherit the family's fortune, so the result, from the players' perspective, is the same no matter what happens. Unless of course they've become attached to one of the sisters, which is another matter (especially when running Ultimate Edition relationship rules). But no matter what happens, the GM can make the connection work in either direction, with little trouble.
And the same is more or less true of EVERY minor connection between Adventure Paths or standalone adventures, and of course also Society Scenarios. There are connections EVERYWHERE between EVERY product line; but the writers, knowing that this is a game and thus interactive—and thus highly variable—have wisely made these connections sparse and minor, with few exceptions. Those exceptions we'll play in order, and all the rest I will amend as necessary to preserve the richness of the texture while conforming to the order in which our players choose to explore the world and its challenges.
Or else we would have had to play everything IN ORDER OF PUBLICATION. I.e. we would have had to take Paizo's entire publication catalogue of by now hundreds of books and, starting with
Rise of the Runelords 1/6: Burnt Offerings, play them in order, one by one—which would have felt absurdly stifling as we would know, years in advance, exactly what we'd be playing in a decade! I am not saying there's no fun to be had by doing things this way; the material itself would have still been of unmatched quality. But that WAY of playing the game would have been WRETCHED. The players would have felt more like TV show actors than gamers and roleplayers, simply acting out a predetermined metaplot, whereas now, when they regard my overworld with its many flashing dots of adventures and campaigns, they feel like masters of their own destiny, real adventurers faced with a world of infinite choice. And when they play this material in whatever order they choose, and the consequences of their actions begin radiating outwards from them, and affecting nearby adventurers and
their campaigns in ways entirely unique to our world out of all the groups who have played these games, THAT is how a roleplaying game should work for maximum interactivity, and therefore maximum immersion. And even the sacred metaplot won't be so sacred in our world, as it isn't in the worlds of any good GM. Things could escalate to a point where an entire campaign is wiped out of the map before it's even begun, and that's okay. It is precisely my job, the GM's job, to determine what happens to the world when game events overcome what's written in the books, and the books themselves offer various suggestions for multiple outcomes.
To return to the Society Scenario conundrum then, it was extremely naive of me to think—during my early attempts at integrating them in my game—that I could run the Adventure Paths out of order, but the Society Scenarios in order. Since these things are linked, with every Society Season focusing on the Adventure Paths released during that Season, I would always end up either playing BOTH product lines in order, or both out of order! No other arrangement could have ever worked; and since I was adamant from the first that the Adventure Paths would be played (largely) out of order, I was destined to arrive at the conclusion that the Society Scenarios should also be played out of order, and in fact in largely the same order as the players would choose to run the Adventure Paths (since the Adventure Paths unlock them). The reason it took me so long to figure all this out was because I didn't have the full data in my hand at the start of how the Pathfinder rules and setting and adventures worked, and it would take me years to amass it simply because of how sprawling and complex the Pathfinder setting is, and how opaque its workings to anyone not on Paizo's staff working on this stuff full-time. But in the end I figured it all out, because of course I would. What else is there to concern yourself with at the peak of gaming? Once you discover Paizo, everything else loses its charm. (Paizo is a Greek word by the way, it means "play", and everyone pronounces it wrong; it's pronounced "pehzo".)
Let's now switch gears to break up this wall of text for a moment and talk about something pretty: production values. While preparing the
Silent Tide scenario, as aforesaid, I googled "Absalom Puddles" because that's where it starts: in Absalom's Puddles district, where, after "a massive earthquake in 4698 AR, it caused this district to drop below sea level at high tide, causing flooding and erosion. The center of the district is now a festering lake, known as the Little Inner Sea, and most businesses are calf-deep in water even at low tide. Unsurprisingly, most of the district's inhabitants who could leave the area have done so, leaving behind addicts, criminals, and the poor to fend for themselves in an environment as derelict as their squalid lives."
There's no map in the product provided for Puddles, but I found someone who'd rendered part of the district in 4K 2.5D video!
[OC] I'm sorry if this isn't allowed, I made maps this week inspired by The Puddles District in The City of Absalom! - 3 FREE 4K Animated Map downloads in the comments! [4K] [3840 × 2160px]
https://www.reddit.com/r/Pathfinder2e/c ... _maps_this3 of the maps are free and you can get 6 more plus the Overview map (showing how the segments connect) by signing up to his Patreon. Take a look to see how stunning it is:
https://www.youtube.com/watch?v=w5CtQ-jLDE8I think this beats every isometric CRPG ever besides
BG3 and maybe
D:OS2. And, to repeat, the Scenario doesn't even give a map of Puddles at all. The only thing you have is the Absalom map, and you can see Puddles at the bottom-left.
Moreover, there's no map for the first battle either, a fight at the edge of a cliff overlooking the sea. This is what one GM made for it lol:
Back when I was preparing this about a year ago, I'd found a slightly better map which appears to no longer be online, but it was still crap. But when I stumbled on the 4K video Puddles maps, I started searching YouTube and Patreon for video maps of other areas, and found a stunning cliffside one that was pretty much exactly what this battle needs:
https://www.youtube.com/watch?v=l9l-DXI7X_AAgain, you'd be hard pressed to find an isometric CRPG that looks this good. So now with some research and a few bucks you've turned two theater of the mind scenes into two stunning scenes that wouldn't look out of place in
Baldur's Gate 3. And you can just keep doing this, scenario after scenario, if you put in the time, and money. I have compiled massive lists of this material, and though not all of it is at the same high level, there are still dozens of stunning examples and hundreds of solid, usable ones. Take a look at some more highlights.
Small Islands
https://www.youtube.com/watch?v=YftzBH8y-YcWatermill Defense
https://www.youtube.com/watch?v=aNMZLSyllwsFrozen Lake
https://www.youtube.com/watch?v=XR0LDwiYYz4One publisher has a large storefront of this stuff on DTRPG, with bundles of locations going for hundreds of dollars:
https://preview.drivethrurpg.com/en/pub ... ngeon-mapsOr you can buy them individually, for about $15 per 4K location, such as this gorgeous celestial one:
https://preview.drivethrurpg.com/en/pro ... lestial-4kBut that's not the end of it because, if there are hundreds of 2.5D video maps, there are
thousands of 2D maps, some of them wildly beautiful. Here are some outstanding recent examples; there's a growing industry of artists making a living out of churning out exclusively this sort of stuff (note that all the maps have Patreon stamps).
Lich Throne Room
Zoom in to see the detail. That's not even the 4K version.
Storm Realm of Giants
Druid Library
The Chamber of the Guildpact
Corporate Rooftop Landing Pad
Throne of the Thunder God
This last one is so complex—as befits a god's throne—that the tactical possibilities are infinite. Compare to what people play on Steam these days:
I don't even know its title. I just googled Steam tactics game and this is what I got. People say it has 2 sequels. I don't know if that's true, I don't follow subhuman news. But I have heard people say this. That's a series of 3 games whose designers can't even be bothered to put any more complexity in their battlefields than chess's: i.e. zero complexity, because chess boards are empty, like this game. They won't even put a single fucking rock in the battlefield. Steam is really becoming the platform of the mentally-challenged. As the smart, ambitious talent drains to metaverse games, i.e.
Star Citizen (1,300 genius developers and counting) and GMRPGs, the remaining average drops lower and lower, in both developers and players. I should write a whole essay about this.
Has anyone even ever played an SRPG without invisible walls? In
Master of Heroes you can walk off the battlefield if you want, if the battle's going badly, and save your hero (and your
Battlegrounds credit, more on which in a moment) to live to fight another day. How the Pathfinder Society will take that though, is another matter; not to mention the other players—especially if due to your fleeing other heroes were killed. Merely that heroes CAN be killed is a revolution in the genre. And no, they can't die in Fire Emblem because you can, and everyone does, simply reload. Has there even ever been an SRPG without saving and loading? Note that the reason the programmers can't balance—they don't even have any idea what balancing is—is precisely because of the saving and loading. After all, what's the point of putting in the crazy effort to balance on a razor's edge like Paizo does when the player can just use the crutch of loading if things go bad? That's why arcade games are so finely-balanced, while console games aren't. And
Master of Combat is an arcade game. Indeed, the entire Ultimate Edition is. Maybe I'll even make a cabinet some day for it. I can see Cult Cabs coming when Cult 3D Printers hit the streets.
"But icy, in an SRPG there is a plot that connects the battles. Where is it in your game?" It's in the overworld. It won't be delivered to you between "levels" in the form of cutscenes because... it can't be delivered that way. It's too complex for that. If you want the context of your missions, you'll have to explore the overworld for it. There you can track the consequences of your performances forever, spreading out from you like ripples in a pond. Just start clicking around the overworld when the summaries and video highlights start going up and you'll get it.
And, just as my game trumps SRPGs on the videogame side, it also trumps organized play campaigns on the roleplaying side. On the face of it our setup might seem inferior because PFS Scenario results are reported back to the organizers and used in calculations to determine the direction and outcome of the overall campaign. And it would seem at first that we have no way of emulating that. But first of all not only are we indeed "emulating" it, but doing much better: we don't need anyone to "report back" anything because all our results are directly reflected on the overworld! The reason Paizo needs the reporting mechanic is because they have so many unrelated groups playing their scenarios that they don't even know these people, and these people don't even know each other! So of course, for THEM, some sort of reporting system is required, and though it sounds very cool and very organized, it's utterly unnecessary for us. Moreover, their system doesn't even make sense in game-world terms, because many groups play the same mission as many others, so they aren't even in the same universe! So how are they all contributing to the campaign's outcome! It's pure videogamey sharding bullshit like
Star Citizen also does in their Global Events, and though it's excusable for a real-time videogame with real server constraints, I don't see how it can be excused in a turn-based roleplaying game. In contrast, everything we do in and out of game in
Battlegrounds makes perfect sense, which can't be said for Paizo's setup. And it's all because they are trying to accommodate way too many people, like
Star Citizen: tens of thousands of them (and
SC millions). This all began in the Living Greyhawk campaign back in 2000, which was a pioneering concept in gaming, but a flawed one. I would have done it way differently, I would have custom scenarios for each group made by the group's GM, and checked by the GM's Chief for consistency according to established guidelines. Then THOSE unique results would be conveyed back to the campaigns planners, and calculated to determine their influence on the campaign direction. It would be more work, but it'd be a true living world and not the bs videogamey sharding of the same handful of scenarios (to be fair, Living Greyhawk employed SOME of these measures, which Paizo ditched for the sake of convenience; a rare case of Paizo underperforming their predecessor, which can be see in Greyhawk's getting 1,000+ scenarios in 8 years while Pathfinder "only" has about 350 after 15 years, and this because regional GMs could contribute scenarios in Greyhawk while only Paizo staff can do so in Pathfinder. But maybe the Paizo scenarios are so superior that their quality compensates for their lower number. I don't have enough experience with any of this to make that judgement at this time, but from what I know about the capacities of the typical GM versus Paizo staff, I would guess this to be the case. Then again, is scenario quality the top priority in a living campaign, or is it rather the campaign's actually BEING a living one, which requires players playing unique scenarios, meaning you need as many of them as you can get.)
So, to return to the subject of maps/environments, the maps included with the Path/Starfinder Society Scenarios have great tactical value, and solid aesthetics, but when enriched with hundreds of video maps and thousands of 2D maps, they'll be the best squad-level tactical situations ever.
As for the music, there's so much incredible fantasy music being produced these days that goes unused, it'd be ridiculous if it weren't shameful. Please have a listen:
Forest Sanctum
https://www.youtube.com/watch?v=ddZKwg63bRgI struggle to think of a videogame with better music than this; the best of the best barely gets to this level. AND NO ONE IS USING IT. It's PERFECT for a fantasy game, and it just sits there in that YT channel. THOUSANDS of excellent tracks are just sitting there. So that's what players will be hearing in the best SRPG ever: mine. Go listen to a Fire Emblem soundtrack after the above, and you'll be floored by the difference. Adult versus childish music.
The best mechanics, the best maps, the best music. The best and most balanced scenarios: it doesn't get any better-balanced than Paizo Organized Play, these are the masters, and these scenarios are playtested by thousands of the best squad-level tacticians in gaming, with lengthy forum threads as feedback for every scenario for me to study before the session, to help me fine-tune everything even MOAR. And everything stemming from the metaplot (since that's what's unlocking the scenarios), and affecting the metaplot in turn.
The craziest thing of all is the infinite nature of this setup. Normally, great things are finite, extremely finite, so you would expect the greatest SRPG to have only a few levels, but this one has infinite ones. Not only do we have 350+ right now, but Paizo releases a couple new ones per month. Just for Pathfinder. Then add Starfinder. And D&D's Adventurers League (same thing but for D&D). There are even older D&D organized play archives to mine, all the way back to the aforementioned Greyhawk days with the 1,000+ Living Greyhawk scenarios. And btw I haven't even mentioned Pathfinder Quests, Pathfinder Bounties, GameMastery Compleat Encounters, and more random mini-scenarios that Paizo releases in random bursts. So let me repeat that WE WILL NEVER RUN OUT of this stuff and that's why art critics call my
Battlegrounds The Infinite Artwork. And besides, you can't just sit down for a few weekends and blaze through a dozen of these scenarios, you must wait until the
Battlegrounds players have unlocked them in the roleplaying layer first. So there is a natural brake to the pace of the game applied through its tight integration with the rest of
Battlegrounds.
What about progression? Can you progress along any other axis than level-ups?
Have I got some news for you.
In my
Master of Combat (NOT in Paizo's setup), you can rise up the ranks of the Pathfinder Society until you're a Venture-Lieutenant and then Venture-Captain in charge of a Pathfinder Lodge, at which point YOU will be giving the other players the missions! You'll be literally dropping pins on the map with your objectives for them! Please show me another game where this is possible!
In Paizo's setup you can rise to Venture-Lieutenant and then Venture-Captain but in the REAL WORLD, not inside the game. I.e. you can become a head GM in the league's administration. Which is cool of course, I am not knocking what they do as a concept, but rising in the ranks INSIDE the game is so much more interesting and rewarding since that's why we play the game after all: for IN-game interactivity, not out-of-game.
This will be the only way to get a Pathfinder Lodge, you won't be able to get them through
Master of Heroes (where all other buildings can be acquired), and I doubt anything published for the roleplaying layer gives you one. There may be the odd exception, and if we get there I'll honor it, but I haven't seen one yet. Also, this is the only way outside of the roleplaying layer to level a character to 20th-level. In
Master of Heroes I have set a cap at 7th-level, reasoning that anything higher than that requires the overcoming of stiff personal challenges that only handcrafted scenarios can provide. And of course the roleplaying layer can go up to effectively 30th-level with the Mythic rules from "Mythic Adventures". So you can see
Master of Combat has its unique place in the overall design. It's not just "Play this if you like squad-level tactics". For the complete
Battlegrounds player, it's where you level your lieutenants, whereas the roleplaying layer is where you level your leaders, and the adventure layer furnishes the mass of your followers (or rather the bosses of the followers, because the followers are a separate category, and THEY are the mass of your people). You could also see it as a
Planetary Annihilation-inspired zoom system: the more you zoom into the game, the higher you can raise your characters' powers, starting with 7th-level in the adventure layer, which rises to 20th at the tactical layer (though note precious few PFS Scenarios reach that high, so there'll be competition for them; most of them max out at around 12th-level), which rockets to 30th at the roleplaying layer (meaning 20 levels + 10 Mythic tiers). In other words you really have to get down and dirty and truly BECOME a character moment-to-moment for a number of months in order to raise him to the maximum levels of power allowed by the game. I don't think anything anywhere near as cool as this concept has ever occurred to anyone working on games, let alone implemented. To me the idea just came naturally as I was fusing together all those wildly disparate systems and layers into a single coherent whole. The task itself suggested the design to me, and the solutions to all the snags and incompatibilities are coming via the immense breadth and depth of my gaming experience.
And speaking of power, this is the real-world analogue of the Pathfinder hierarchy btw (since the Pathfinder Society is both an in-game and out-of-game organization):
[Paizo Publishing]
|
[Campaign Leadership]
|
[Venture-Captains]
|
[Venture-Lieutenants]
|
[Event Coordinators]
|
[Game Masters]
|
[Everyone Else in PFS]
The "Campaign Leadership" at the top also has an in-game analogue: The Decemvirate, also known as The Ten who lead the Pathfinder Society from the Grand Lodge in Absalom. And yes, you can aim for a seat at that table, and who knows (
I know), maybe even beyond. How exactly would that work, mechanically? There is a metric ton of material released about the Society over the years, from the humble 32-page booklet "Pathfinder Society Roleplaying Guild Guide" that launched the organization in August 2008...
...to the latest glossy hardcover tome:
...and what I've done is go through them all and arrange them in 20 levels, so that as a player levels through these missions, he unlocks more and more knowledge about the Society for himself (i.e. only he can access this info in the
Battlegrounds Codex). If he survives to 20th-level (and doesn't retire from the Society either, because retiring is the easy way to survive), he will know just about everything about the Society that it is possible to know, apart from the darkest secrets that only The Ten know. And at that point he'll have enough tools to make a power play against them, or simply apply to join them. And THAT is an utterly awesome progression system and metaplot that Paizo simply can't replicate because they have to cater to tens of thousands of people. Everyone playing in
Master of Combat will be playing a far superior version of Paizo's already fantastic Pathfinder Society campaign. It's a very popular campaign btw. If you google around you'll find plenty of chapters in White nations. Maybe even one near you, though you can also play online, and I indeed advise non-
Battlegrounds players to sign up and play. Can't be worse than those Steam games you're playing. Give it a shot. (
Battlegrounds players can also join a Society chapter, but they must report every Scenario they play in the
Past RPG experience thread, and they can't play those in
Battlegrounds).
As heroes level, there will be an increasingly strong incentive to "cash them out" and retire them into the less brutal adventure-strategy phase, to use them as strategic assets. But staying on, and rising through the ranks by completing more and more missions, will get you closer to the top of the Pathfinder Society, which is a huge strategic asset. How long will you stay in? How high will you aim? Yet another layer of depth and complexity added to Ultimate Edition and
Battlegrounds to interact with all the rest. Yet another career path, as they call them in
Star Citizen: Pathfinder!
The rules for leveling and purchasing equipment and such aren't the same in PFS as in normal PF btw. For example, leveling is much simplified: you just gain 1 XP per successfully completed scenario, and at 3 XP you level. Some higher scenarios give more XP, but that's the basic rule.
All these rules, plus the 1st-level dossier on the Pathfinder Society, will be given to players who play one "credit" of
Master of Combat. As for how you get a credit/hero, they cost $50 and those subbed at
Cult Roleplayer tier get a free one on sign-up and extra ones every other month, so 6/year (this perk has now been added to the tier description). That should be enough to recover from a couple of deaths, plus it's shared with
Master of Heroes where, as I'll be explaining shortly, there's no limit to how many heroes can be profitably used. There isn't a limit in
Master of Combat either, but the nature of how the missions are unlocked means the pace of play is dictated by the roleplaying campaign progress, so there is only a finite number of unlocked scenarios at any given time, while in
Master of Heroes not even the sky's the limit, since you can expand in all directions including in space and alternate dimensions.
How good of a value is $50/hero? If you die at the first scenario, not very good. But with each scenario being 4 hours, every further scenario makes it a better deal, and if you survive 5 or 10 of them—which is entirely possible given Paizo's fine balancing—that's 20-40 hours, which is the price, and duration, of an average SRPG or CRPG on Steam. And instead of playing that 30-year-old design, you play my modern, cutting-edge masterpiece, and help fund it too. And
that, I believe, is an awesome deal. The icing on the cake is that it turns my game into an arcade game lol. Leave it to icy to turn SRPGs into arcade games. And being an arcade game, it makes every credit you play, every hero's life, that much more valuable to you. You wouldn't value them as much if they were free, exactly as with infinite continues in arcade-to-console conversions.
As for why heroes aren't free: because they can't be, considering how much all the assets are costing me to set up these scenarios. But even beyond that, I have made a deliberate decision to adapt
Star Citizen's funding model for
Battlegrounds, and
Master of Combat is part of that. Already I can barely keep the game and sites going; whoever reads
Orgy will know how bad my financial situation has been lately. So either CIG's funding model will work for me, or I will have to put the game and all my sites on pause and get a job. But even when (hopefully) my situation improves, this game is, exactly like
Star Citizen, a funding black hole: you can throw as much money into it as you want, and it will always be able to swallow more. So
Cult Engine 4 will be free but come with a marketplace from day 1 to help fund the project, and I will have to pay for every chair and mug the players use, let alone for towns and castles. So if I can barely afford the lower-definition engines' assets right now, I won't be able to use CE4 at all to the level of fidelity I demand with my current finances. I can't even afford its server right now, never mind its assets. So either funding for my game will increase, or we'll stick with lower engines, and maybe even pause the game altogether if things get too bad. This is my last-ditch effort to make the game work financially for me. And the question to be answered is: Do the players like all the new stuff I am putting in, and are they prepared to pay for them, and how much? We'll find out. But please no charity purchases: buy only what you want to play, or pledge more even if you aren't playing as long as you're excited to see
Battlegrounds grow and discover how far I can push gaming. But charity wouldn't help me, it would merely delay the inevitable, which is bad.
Can a person outside the clan drop $50 on a credit and play? No.
Cult Superplayer sub is always needed to play any of my games. Any credits are in addition to that. That's what it takes to develop and run this game. It's not cheap. In fact it's the most expensive game you can play, as explained in
Renaissance Gaming and the Most Expensive Game Ever. "But icy
Star Citizen now has a $48,000 package." Oh really?
Star Citizen should hold my beer until
Alpha 3.0. That's all I'll say for now.
Some terminology:
Character = roleplaying layer (Battlegrounds)
Hero = adventure layer (Master of Heroes/Combat)
XXXXXXXXX =
Master of Heroes expansion coming in
Alpha 3.0XXXXXX = XXXXXXX layer coming in
Alpha 3.5These are technical terms; "hero" in this context doesn't mean he is heroic, he could also be a villain or a scumbag. I just need a way to differentiate between layers, and hero comes from Heroes of Might & Magic which was one of the prime inspirations for
Master of Combat, and of course for
Master of Heroes.
Heroes aren't rolled in
Master of Combat, or
Master of Heroes. They're randomly generated. Moreover, though Paizo stipulates a 20-point buy system to level the playing field (it IS a competitive league after all), my games don't. Why random characters? Several reasons, the easiest of which to understand is that when we were planning to duplicate Paizo's Organized Play structure last year, all my players opted for martial characters, presumably because most of my players are beginners and didn't want to get into the added complexity of the casters. Some of them play casters in the roleplaying layer already and probably didn't want a second one, and the martial players probably didn't want to put more effort into their PFS character than their main character, which makes sense. But this setup is unworkable because we can't have the entire Pathfinder Society being staffed my martial characters, it'd be ludicrous. So that's one base reason I can give you why I went with randomized characters. But it's not the main one, not by a long shot, and the main one will be explained at length in the next section, on
Master of Heroes, where I will convince you beyond the shadow of a doubt that randomization is the absolute superior character generation method for the adventure layer (of which the tactical scenarios are merely a component).
Portraits will be semi-randomized. This brings me to the reveal of the generative artificial intelligence program I architected called Cultjourney, being developed at Cult AI San Francisco, a studio I spun up in 2022 to handle this crucial aspect of
Battlegrounds. We'll get into what exactly it can offer in future updates, and there will also be a Discord bot introduced, exclusive to The Cult's Discord, but for now all that needs to be said is that this tool will generate a unique portrait for each hero by being fed with his stats and background, and the end result will be semi-randomized because I will personally vet these portraits and, where necessary, customize and modify them to fit my game's themes and standards. But from the perspective of the player, the portrait will seem entirely randomized since he'll have no control over what he gets. If this seems too restrictive or even unfair to you, realize that's how every tactical and strategy videogame ever has worked, and as I'll be explaining in the next section, WITH GOOD REASON. It's just more fun this way. A hell of a lot more fun.
It's worth pointing out here that not all PFS Scenarios are one-shots, every season has at least one trilogy, and I've even seem some tetralogies. Moreover, and that is something I discovered mere days ago as I was preparing this essay, and it floored me, every season starting from Season 2 (meaning the third one, since their numbering starts at zero) has a Season Special that's meant to be played by multiple groups simultaneously! We're talking 3, 4, 5 groups minimum for some of them! One of them even requires 6! That's 24 players! They are sprawling battles introduced via spectacular setpieces where they use all kinds of experimental rules like for example strictly timing every scene with a stopwatch before the GMs trigger the next event, turning the game fully real-time! There is even a Special that "leads directly into the events of Starfinder"! And the awesome thing is that we can play them with all the players simultaneously! Paizo breaks the action up in separate tables, but we don't have to!
Now you might be reasonably concerned of how we'll get that many people on Discord at the same time. Hell, we don't even HAVE that many people. But fret not, Ultimate Edition comes to the rescue again! First off, we have 16 players and I am sure they won't all want to play
Master of Combat. But even if "just" 5 or 10 of them want to play, we have the advantage over Paizo's setup that
Master of Combat allows a player to control multiple heroes, even within a single scenario! Players are more than welcome to use 4 heroes to play entire scenarios on their own, exactly as if they're playing SRPGs or singleplayer CRPGs. The focus is combat after all, not roleplaying (but there IS some roleplaying in them, and also negotiation, puzzle-solving, non-violent resolutions, etc. so don't go around brainlessly charging at every problem!) So it doesn't really matter how many players we get in, what matters is how many HEROES those players bring to the Special, and there the sky is the limit because the Specials don't set an upper limit to how many characters can be involved. Bring dozens if you want, and the Specials can handle them!
And the opposition is scaled to match! We're talking a dragon per team and dozens of minions, that could easily amount to up to a couple hundred unit battles in our world, with our current playerbase. Even cooler, though the regular scenarios are balanced for fairly strict player power levels, the Specials seem to allow heroes of almost any power level to join, from 1st-level to 11th and beyond, depending on the Special! After all, if you basically have a freakin' WAR going on, a bunch of 1st-level characters can always be useful to throw in the meat-grinder. And here are my receipts just to show you I am not bullshitting you, and all this stuff is real:
Why can't programmers think of such things? Why must they always just reskin something that someone else designed?
Because then real designers would have nothing to design. That's why God made programmers too stupid to design anything, and designers too lazy to learn programming, amen. And by God I mean me.
And that's why friends don't let friends play programmer games. They play designer games POWERED BY programmer engines. They play, in other words,
Alex Kierkegaard's Battlegrounds.
So a Special will be essentially an event drawing ALL Pathfinders from the far corners of our world, from the strongest heroes who've survived dozens of scenarios to brand-new 1st-level ones (who btw can start play right at the scenario's location, which is a major advantage in a game like ours were everyone has to painstakingly move in the adventure layer, with all its costs and dangers, to travel anywhere; you definitely don't have to do that with Paizo's setup, and as a result the travel times between scenario locations for their thousands of players often don't make sense).
Ultimately we'll end up with hundreds of combatants in battlefields that stretch over multiple screens, maybe even entire city districts or cities, from some skimming I've done of the existing Specials. And all of it with full soundtrack and dynamic weather effects, none of which Paizo can have on their 4-player tables. And for combat resolution we'll employ simultaneous turns where players log in the VTT, indicate their moves, and log out, until I log in and resolve all their moves in one go. Otherwise, if we were using the traditional turn-based system, I would have had to log in after every single player's move instead of at the end of everyone's turn, and it would have been cumbersome.
Paizo can't have any of this in their conventions because they abstract the battle across multiple tables. They don't even have music. An epic battle with no music? With no rain or snow falling across the battlefields?
So when I said earlier that the PFS Scenarios are objectively inferior to the adventures and campaigns I meant in terms of narrative, drama, roleplaying. Not in terms of combat, and not compared to SRPGs lol, or anything you've ever played in your computer.
And it gets crazier. Because starting in a later season, they introduce Specials that incorporate their "adventure card game", whatever the hell that is.
Don't ask me what this means, I haven't had a chance to look into it. But you can be assured that I will check it out, and if it enhances the game, I will incorporate it.
Note also that your heroes must be Pathfinders to take part in Specials. So if you have say 10 heroes in the adventure layer aka
Master of Heroes doing their thing (explorer, blacksmith, faction leader, etc.), these heroes can't take part. They must first be inducted into the Pathfinder Society, and that takes time. So when the Special pops up, it's only those heroes who have already been playing
Master of Combat that can realistically take part. But there is an alternative. You can buy more heroes on the spot. One, two, three, however many you want. This btw is a direct analogue to
Star Citizen's community-wide Global Events where people scramble to cashbuy vehicles they'll need because there's simply no time to earn them in the game before the event start. And yes I am sure hoping that at least some players will do this in my game too. It's what I need to run this game. Otherwise no Specials, and ultimately no game. Do you know any other GM who runs 10-20-player Specials? Moreover,
Star Citizen runs the same 4 events over and over, whereas not only do I have 15 (plus a new one every year, and that's the PF Specials only, not the SF et al.), but each will only be run once! What game can beat this? So the question is, again, do players want to play this game and how much are they willing to contribute to the project to make it happen? And btw tell your friends to play
Master of Combat. Just buy them a credit and tell them to give the game a try (you can reserve seats for your friends by posting in the scenario threads for them). Tell them if they like SRPGs they'll be in heaven. Also friends of subscribers don't need to subscribe for their first scenario of
Master of Combat, similar to how
Star Citizen attracts new players with free flys and referral rewards.
If your friend wants to play more after his first session, then he needs to sub, but the sub also gives him a
Cult Engine 1 campaign slot and roleplaying-layer character, so it's a good deal.
Link your friends to the overworld—especially when it gets loaded with content in a few weeks. Link them to Alien for now, since that one's already loaded.
ENOUGH WITH THE THEORYCRAFTING, HOW DO WE PLAY THIS THING?Glad you asked. Cause I could have kept going. For a while longer.
1. So we're at last back at the beginning. Navigate to the location of the first
Master of Combat Scenario,
Black Fang's Dungeon.
Sandpoint Hinterlands
https://akbattlegrounds.net/w/multivers ... a13440b5e82. Follow the link in the scenario description to the new
Master of Combat forum to create the team thread, or join a team if a thread has already been created.
For inaugurating the new forum with its first post, the thread starter will get a very special bonus that's sure to delight him and excite others' envy.
This map also inaugurates the Battlegrounds Overworld Music playlist with its first featured track, "Black Dragon" by Phil Rey Gibbons (the Alien tracks haven't been incorporated yet because they haven't been finalized):
https://www.youtube.com/playlist?list=P ... Tyq3ByUCfABlack Dragon Theme: Black Dragon
https://www.youtube.com/watch?v=J4xvPjM ... Tyq3ByUCfAThis is overworld music. Overworld music must be evocative but relaxed, chilled, laid back almost. In-game music must be much more impactful. Overworld music is meant to merely suggest the epic, or the tragic, dramatic, etc. In-game music is meant to BE epic, tragic, dramatic, and more. Don't worry, I know music.
Alex Kierkegaard's Battlegrounds will be the ultimate musical-interactive experience, and I have prepared a terrific aural journey for the players who will undertake the
Black Fang scenario. With a little luck I might also get to debut my TPK sequence!
On the subject of the map, which finally introduces the Pathfinder section of the overworld with
James Jacobs's beloved Sandpoint and the launching point of the Pathfinder setting, the reason the map is empty is because the date is 6 months before the goblin raid on the Swallowtail Festival, so 6 months before the start of
Battlegrounds. Most of the characters in the Sandpoint Crew weren't even in the region at that time, except recoil's character, Til, who hadn't yet taken up the adventuring life (the raid was the catalyst that spurred him to adventure). He still worked in his father's weapons shop, so he won't be featuring in this scenario or the interim at all. And we'll be playing out the interim with
Master of Heroes rules.
This means that, after the conclusion of the
Black Fang scenario, any surviving heroes (no refunds if you die, sorry) will have SIX WHOLE MONTHS to play
Master of Heroes (I mean in-game months, not irl, so basically a weekend or two) before they catch up to the current timeline, which is 180 turns! You can accomplish a lot in 180 turns! A Standard
Civ6 run btw is 500 turns (though I would never play Standard, I'd play Marathon which is 1500. And I wouldn't play
Civ6.)
When/if a team is formed (and note that multiple attempts to form a team can be made in multiple threads simultaneously, and whichever team forms first gets the scenario), I will start a rules thread to explain the basics, and also a rules discussion thread to discuss them.
Don't be fooled by the "introductory" nature of the "Beginner Box" scenario. First off, it's tough! Read the review-quotes! Second, the scenarios ratchet up quickly in complexity as you level up to the late-game multiteam ones that I'd still be raving about if you hadn't so rudely interrupted me. This is peak squad-based tactics, peak SRPG even without the integration into
Battlegrounds, let alone with it, and IT ALL STARTS RIGHT HERE, with a 1st-level scenario. Doing well here sets you up for further success down the line. So if you want a leg up in the strategy layer, grab a slot in this team!
"What are the rules for those 180 turns?"
That's the next section,
Master of Heroes, aka Dungeons & Dragons 2. And whatever you may imagine about it, let me tell you, you aren't ready for it.
TO BE CONTINUED IN PART D. ADVENTURE-STRATEGY LAYER AKA "MASTER OF HEROES"...