Is there even any good horror rpgs?making a good horror CRPG is not easy.
good horror rpgs?
survival mechanics.
good horror rpgs?
I don't know. Ravenloft : Strahd possession and Stone Prophet are good, but is are not horror games. 2018 had a game self intitled rpg called "Call of Cthulhu" but is more like "light rpg elements". What we have is few horror segments in few RPGs like in VtMB ocean house and "death mask productions"
survival mechanics.
That is something which I really miss on both Dark Sun games. Survival should be harsh in a Dark Sun setting.
In a Icewind dale too. Sources of heat should be rare.
If they're hiring a sci fi artist it's Iron Gods, Starfinder was a huge flop (with good reason) and doesn't have the built in audience that a Pathfinder CRPG does.
I chose Hell's Rebels.
But really, anything except Rise of the Runelords.
Yeah the title has a nice ring to it, but ffs it was like the defacto beginning adventure for a lot of groups, and even used as the basis for the Pathfinder digital card game. There are more interesting APs that don't feel so overexposed.
tarfinder was a huge flop (with good reason)
Iron Gods once they realize they've got "Blackwater, the game".
I doubt they will go for a low level AP after wrath, at least level 20 near the end game.
Survival mechanics are impossible in a non-sandbox RPG, since the most important factor required for an actual challenge is randomness of events which challenge said survival.
Harsher rest requirements, little consumables but you want them, harder to get onto good loot, more skills and using them would be enough.
And of course, a time limit
First chapter of wrath was actually fine - i bought and used healing potions. Second chapter is pew-pew already.Harsher rest requirements, little consumables but you want them, harder to get onto good loot, more skills and using them would be enough.
And of course, a time limit
I chose Hell's Rebels.
But really, anything except Rise of the Runelords.
Yeah the title has a nice ring to it, but ffs it was like the defacto beginning adventure for a lot of groups, and even used as the basis for the Pathfinder digital card game. There are more interesting APs that don't feel so overexposed.
I would actually say Rise of the Runelords tends to be the most fun in PNP
They need to do one that's more focused and has a more clear final enemy/endgame. Wrath really struggles with this after you get through Chapter 2 and it's a big drag on the narrative aspect as well as the gameplay aspect of "what to do next"
I would actually say Rise of the Runelords tends to be the most fun in PNP
Interesting. How Rise of the runelords is? And why is so fun?
BTW, Rise of the Runelords is a lv 1~15 adventure, right? Seems like start with a goblin genocide which is one of the best ways to start a adventure.
RotRL is anything but easy. There are many encounters that can easily be a TPK if you play them out to their fullest potential.
One of the DMs that I was a player for violently hates PB for some reason and for that game ability scores were assigned 2d6+6, which almost certainly creates characters on par or a little stronger than 20PB. The other DM used 15 PB, but that was the group with 5 players (forgot about that initially). When I DM'd it I used 15 PB, and players didn't have too much trouble (iirc there were 3 deaths total?), but they were fairly experienced players.Slightly overleveled changes a lot. Also, did you run with the standard 15 PB or like most people who say it's easy with 20+?