I’ve
commented before that one of the things I really like about Paizo’s
approach to Pathfinder is their willingness to do something
different. Of course,
the usual stuff is
still there, too. In the hardcover rulebook line, the Advanced Player’s Guide,
Ultimate Magic,
and Ultimate Combat
all serve to provide players with their fix of new classes,
archetypes, feats, and spells. For gamemasters, there’s the
plethora of Bestiaries with Bestiary 4 now announced for this
fall. But amidst those, there are also books like the GameMastery Guide and the NPC Codex, all of which take
a break from the usual style and offer up something new or a twist on
something old. Even those books I mentioned as delivering the usual
stuff still have a number of new options in them. Archetypes, for
example, while appearing everywhere now, were new in the Advanced
Player’s Guide.
The
latest hardcover rulebook from Paizo is Ultimate Campaign, a book
dedicated to an aspect of roleplaying that most books completely
gloss over, something some people even gloss over in actual play:
non-adventuring time. The vast majority of the rules in Pathfinder
(and indeed, most roleplaying games) cover adventuring—fighting
monsters, disarming traps, casting spells, travelling through
dungeons and wilderness, etc.—and pay very little attention, if
any, to what players’ characters get up to between adventures. But
for many people, downtime is as much part of the game as the
adventuring side is. Where do these characters live? What do they do
when they’re not adventuring? What happens if characters try to run
a business? What about ruling a nation? How about their families and
other relationships? The answers to these questions and more help to
define fully fleshed-out and believable characters. They add an
additional dimension to the game and provide character motivations
beyond just loot. Ultimate Campaign
helps players provide answers to these questions and more. Is it a
necessary book? No, of course not—no book is really necessary other
than the Core Rulebook
and maybe the first Bestiary—but
it is a very different and useful book. It’s also a very good book
and has quickly catapulted itself to one of my favourite books in the
hardcover line.
There
are only four chapters in Ultimate Campaign,
but don’t let this fool you into thinking there’s not much in the
book. There is a lot of material packed into those four chapters,
providing Pathfinder players and GMs a wealth of options for their
games. It’s actually quite impressive that Paizo fit as much as
they did into the book’s 256 pages. This book is practically
bursting at the seams with material.
Of
course, not all of that material is going to be appropriate for every
game. This is a book of optional rules, and like most such books, few
people will use everything from it. I have my own personal
preferences—things that I like more than other things, or things
that I feel just don’t work with my own campaigns—and other
people will have theirs. But while I can say that I won’t use
everything from this book, what I do use will likely see considerably
more use than material from books like Ultimate Magic
and Ultimate Combat.
Not that those books aren’t any good; it’s just that when there
are hundreds of feats and spells already in the game, there’s a
limit to how often new ones can see use.
There
are no new classes, prestige classes, or archetypes in Ultimate
Campaign,
no new spells or racial abilities. There are a few new feats, but all
of them are of a specific new kind of feat (story feats). There is
also an expanded selection of traits (an optional system first
introduced in the Pathfinder
Adventure Paths and
later added to the rulebook line in the Advanced
Player’s Guide).
Beyond that, everything in this book is on material almost entirely
ignored by other books.
Chapter
One is on “Character Background”. It provides advice on how to
come up with the details of your character’s life before he or she
began adventuring. It even contains random background generating
tables. Roleplayers have a strange love affair with random tables.
This is something that’s always intrigued me as I really like them
too, even though I never actually use them (or rather never roll on
them). And that’s the bizarre part really. I’d be curious to know
how many people actually roll on these tables as opposed to just
choosing something from them that they like. Still, these tables
serve a very useful purpose in providing ideas for people stuck for
them. Developing backgrounds for my characters, PCs and NPCs alike,
has never been a problem for me. But for some people, this can be a
difficult task. Some people get stuck in a rut with all their
characters being a variation on just one or two basic templates and
have difficulty coming up with something that breaks the mould. These
tables offer new options that people might not have thought of
before, whether you roll them randomly or just choose them. And of
course, it’s always fun to roll on the tables just to see what you
come up with and what bizarre mixtures result. It’s even possible
for your character to die during background generation. Long-time
gamers may be familiar with the old science fiction rpg, Traveller.
That game’s character creation system involved random background
generation and one possibility was that your character died, at which
point you would have to start over. The inclusion of “Died” on
the Major Childhood Event table in Ultimate
Campaign
is very likely a nod to the Traveller game. The difference here,
however, is your character is assumed to have been raised following
this traumatic event and you don’t need to start your character
over again.
Following the random background
tables, the chapter presents an expanded selection of traits. One
interesting optional addition, however, is that if you use the
background tables, the various events that form your character’s
history are what provide you with access to the various traits. When
you choose your two starting traits, they come from the ones your
background has provided you access to. I kind of like this addition,
as it reinforces the original idea of traits—things that flesh out
your background while giving a minor mechanical ability. I find that
too many people treat traits the same way they treat feats. They
choose them for the mechanical benefits and not for the background
they impart to the character.
This section also introduces
drawbacks, essentially the opposite of traits. They provide minor
penalties for your character. Taking a drawback allows you to take an
additional trait that you have access to. I must admit, I’ve always
been wary of systems that use drawbacks (or flaws or whatever the
particular system happens to call them). They provide additional
opportunities for players to “min/max”. While they are generally
intended as ways to flesh out characters with more roleplaying
options, they can end up backfiring and actually achieving the
opposite, with characters who are walking masses of contradictions
whilst simultaneously being ridiculously powerful. Still, the list of
drawbacks here is small and the addition of a single extra trait for
taking a drawback doesn’t increase character power a great deal, so
they might work well for some games. I don’t think I’ll use them
for my own games, but I can understand why some people would want to.
Chapter
One concludes with the introduction of story feats. The idea of these
feats first appeared in the Legacy of Fire Player’s Guide,
where they were called achievement feats. Achievement feats required
that specific game events (such as dying and coming back to life)
occurred before you could select them. The big problem with
achievement feats was that working towards them put a constraint on
the character before you actually gained any benefit from them. Story
feats are a revision and improvement on this idea. Story feats
contain a prerequisite event or condition from your character’s
background, but also come with a goal. When you select the feat, you
gain a standard benefit immediately, but if you later complete the
goal of the feat, the feat’s benefit increases. Story feats allow
you to gain something right away while still saving the full reward
for completion, making them more attractive than achievement feats
were. There’s also a somewhat larger selection of story feats than
there were achievement feats (since no other book since the Legacy
of Fire Player’s Guide
has ever used or made mention of them).
While
adventuring is the focus of the game, characters do have lives beyond
their adventures. The backgrounds of Chapter One help define what
they did before they started adventuring. Chapter Two helps with what
they do between
adventures. This chapter presents a detailed system for handling
“Downtime” activities, including gaining capital, running a
business, buying goods and handling workers, and so on. Of course,
Pathfinder (and the Dungeons and Dragons game it developed from) has
never had a very realistic economic system. In fact, it has always
had an incredibly unrealistic
system. Prices have always been balanced with adventurers in mind,
with little care or attention paid to whether or not the rest of the
world economy made any sense. The downtime system in Ultimate
Campaign
has to necessarily work around this fact. It needs to make it
possible for character to actually make a little money while not
making so much that their adventuring careers become overshadowed to
the point where nobody wants to adventure anymore because they can
become rich staying at home. And the system does this remarkably
well. Of course, I (and other people) will have to play games using
the system for a while before I can truly say how well it works, but
on an initial read-through, I’m rather impressed.
It
works by introducing capital to the game. There are four kinds of
capital: goods, influence, labour, and magic. Capital can be gained
either by purchasing it, earning it, or a combination of the two. You
can use capital to accomplish various activities or tasks during
downtime, which is split up into four phases per day: upkeep,
activity, income, and event. After describing the phases, the bulk of
the chapter provides detailed stats for the specific things you can
do during downtime, from building buildings to running businesses and
organizations to the unexpected events that can happen during the
event phase. There are even random tables to roll on to determine
these events!
While
overall, I like what I see of the downtime system, I can see one
significant drawback: it adds a fair amount of paperwork to the game,
something that some players may not want. Keeping track of character
abilities already requires a lot of bookkeeping and the idea of
adding more in order to keep track of off hours is not the most
appealing thing. Page 130 of the book contains a Downtime Tracking
Sheet, and I can see a lot of players baulking at the idea of adding
yet another page to character sheets that are already several pages
long. On top of that, groups that already play out their characters
downtime activities but are used to just winging it (such as my own
games) may have a hard time adjusting to having to add codified rules
to something that previously didn’t have any. In an odd sort of
way, I suspect that the downtime rules will work better with groups
who previously have always skipped over downtime but would now like
to add it in rather than groups who already cover that aspect of
their characters’ lives.
Chapter
Three, on “Campaign Systems”, is probably my favourite chapter of
the book, even though there are a number of things in it I know I
won’t be using. It contains many small additions for
campaigns—little things that augment specific aspects of play.
Whereas Chapter Two contained one large system that is pretty much an
all-or-nothing deal, Chapter Three’s rules can be mixed and matched
as gamemasters desire. Each one works alone and can be used or
discarded as desired.
The
chapter opens with a discussion of alignment, looking at each of the
nine alignments more closely than the Core
Rulebook
does. This more in-depth look isn’t likely to end the many
passionate arguments on how to define alignments, but it does do an
excellent job of showing the variety of characters still possible
with each alignment, demonstrating how not all lawful good characters
are alike, for example. There is then a method for handling alignment
change. Each alignment axis has a 9-point scale on which to keep
track of characters’ current standings. Various actions can move
characters in either direction on this scale. To be honest, I think
alignment is an out-of-date relic that I would love to see removed
from future editions (although I doubt it will be). In my view, this
system puts too much importance on a pair of words written on the
character sheet. After nicely demonstrating the variety possible in a
single alignment, it then reinforces the old idea that not behaving
in a very specific way moves you out of your alignment. It doesn’t
go as far as the old 1st AD&D method of docking experience points
for out-of-alignment actions, but it does impart temporary mechanical
penalties for fully shifting to a new alignment, and I don’t like
that one bit. There should never be mechanical penalties for
developing a character’s personality (and people really do change
over time). People don’t become less competent simply because they
have a new outlook on life, especially when alignment shifts in this
system are gradual. This system feels like a major step backwards for
the game, and it’s not something I will be using or recommending.
Other
things in Chapter Three include rules for bargaining, acquiring
and managing
contacts, making investments, and paying taxes. The section on
companions (covering animal companions, bonded mounts, familiars,
eidolons, followers and cohorts) takes a somewhat different approach
to who controls the companions (players or GMs) than I have generally
used. In fact, it’s almost completely opposite (I allow players
complete control of animal companions and familiars, but take control
of other sentient companions like followers and cohorts), so it makes
for an interesting read. Obviously, I don’t fully agree with the
reasoning given, but I do understand it. Some people can have a hard
time remembering their companions are there until they need them for
something, so this section also contains some tips on how not to
forget the companions are around.
Several
of the systems in Chapter Three are adapted from rules that
originally appeared in various other supplements. The rules on
exploration (which originally appeared in the Kingmaker
adventure path) provide a useful method for handling travel through
uncharted wilderness. It’s even possible to use this system when
even the gamemaster doesn’t have a map of the wilderness by using
the random map generation tables—yes, more random tables to roll
on! The honour rules are based on the reputation system from Lands of the Linnorm Kings,
but expanded to cover multiple kinds of honour (not just
viking-style) from the chivalric code to samurai and even to criminal
honour. In campaigns set in areas where honour is important, these
rules add a wonderful extra dimension to the game without adding
excessive bookkeeping. The reputation and fame system is very similar
to the honour system and allows characters to earn prestige points
with which they can “buy” awards, which include various kinds of
favours and minor abilities.
The
relationship rules from the Jade
Regent
adventure path also make an appearance in this book. In my review of
The Brinewall Legacy,
I mentioned that groups that already roleplay relationships will
likely find these rules too constraining. Since writing that review,
I have attempted to use the rules in a play-by-post Jade
Regent
game and have confirmed my suspicions. They are very constraining and
can result in very unrealistic character development. Again, they’ll
probably work well with groups who don’t normally roleplay these
kinds of details, but for others, they have little use. The rules
have not been noticeably changed or revised for Ultimate
Campaign
apart from the addition of several example relationship types
(parent, sibling, childhood rival, and spouse).
There’s
a very useful section on magic item creation. This section mostly
just clarifies the existing rules from the Core
Rulebook rather
than adding new ones (although it does add one new thing). It
discusses pricing new items, cooperative casting, and upgrading,
recharging, and altering items. It also talks about how item creation
feats (particularly Craft Wondrous Item) interact with the Wealth by
Level rules. For players and gamemasters who don’t like the
abstract method of item creation in the core rules and would prefer
to actually know what kinds of ingredients they are using to make
their magic items, this section includes “talismanic components”.
These are things like dragon bone, elemental spirit, ethereal
essence, and vampire dust. Talismanic components can be found as part
of treasures, as the rewards of quests, or sometimes bought. They
have gold-piece values that count towards the price of making magic
items in the core rules. I’m very intrigued by talismanic
components as they add a flavour to magic that has mostly been
missing in D&D and Pathfinder without adding any great complexity
to the game. The system is just a minor adaptation of the core magic
item creation system and GMs can adjudicate it quite easily.
Chapter
Three also contains rules for retraining, something that can be a bit
of a contentious add-on. I have to admit, I’ve always been wary of
systems that allow characters to drop a previously acquired ability
and acquire a new one in its place. It’s not that I find it
particularly unrealistic. Real people are quite capable of letting
skills atrophy while learning new ones. It’s more that it’s often
easy for players to abuse these systems. Still, in principle, I like
the idea that characters have the option to change one or more of
their skills or abilities. It just shouldn’t be too easy to do. And
thankfully, in this system, it’s not all that easy. It takes an
investment of time and money, and if you retrain something that is a
prerequisite for other things, you also lose those other things until
you can retrain them as well. It’s possible to retrain just about
every aspect of your character, from ability score increases to feats
to hit points. You can even retrain entire class levels. Overall, I
doubt these retraining rules will see a lot of use in my games, but
I’m willing to give them a try once in a while.
Many
fantasy stories involve child characters and heroes, but until now,
it has been difficult to include such characters in a Pathfinder game
as the core rules have all characters starting at adulthood. In the
past, I have used the young template in the Bestiary
to create child characters in the rare occasions that I’ve needed
stats for them as NPCs, but the template isn’t really good enough
to make a child PC from. The final section of Chapter Three contains
rules for young characters. They’re simple and straight-forward and
work better than the young template. At first, I was a bit
disappointed that the rules only allow young characters to start as
NPC classes. They can only progress to PC classes by ageing to
adulthood or by GM reward—but at least the PC option is there.
Indeed, it makes a certain sense really. Young characters haven’t
had the opportunity to learn as much as adult characters, and in
concert with the retraining rules, you have the opportunity to have
young characters grow and learn and eventually convert their NPC
class levels into PC class levels. The one downside to the rules for
young characters, however, is the large discrepancy in the length of
childhood for different races. A group of young characters of
different races will have some characters “advancing” to
adulthood much sooner. Of course, since the GM does have the option
to allow young characters to gain PC classes anyway, this problem can
be easily worked around.
Many
fantasy stories have their protagonists rise up to become rulers of
entire nations, and many players like to play out similar stories for
their characters. Chapter Four, “Kingdoms and War”, allows
players to accomplish just this and possibly even go to war against
other countries. The chapter incorporates the kingdom building and
mass combat rules that originally appeared in the Kingmaker
adventure
path, revising and expanding on those rules. There is some overlap
between the downtime system and the kingdom building rules
(particularly when it comes to building buildings), and the two
systems conflict a little in this regard. A sidebar in Chapter Two
addresses this fact. Despite the small conflict, it is still quite
possible to use both systems in the same campaign.
Mass
combat rules have been sorely lacking in the game. Although it’s
rare that games will involve battles between opposing armies, it can
happen sometimes and it’s nice to have a way to resolve such
battles without either an arbitrary decision or the ridiculous route
of rolling for hundreds, maybe thousands, of individual combatants.
I’m glad to see the mass combat rules here. What I like most about
these rules is their simplicity. They are quick and easy to use. They
allow for a certain amount of strategic and tactical planning without
bogging the game down with long stat blocks and endless die rolls.
They do sacrifice some realism in favour of simplicity, which some
people may be less pleased with, but I feel the sacrifices are in the
right places. Combats between armies should be dramatic when they
occur, and spending too much time dealing with every minute detail
robs the battle of its drama. These are rules that I will definitely
be using the next time armies go to war in my game.
Overall,
Ultimate
Campaign
is a remarkable book. It manages to take an area of the game
that most books so often ignore and flesh that area out in new and
exciting ways. Not everything in the book is great, but there’s
something in there for all players and gamemasters who want to give
their characters lives beyond their adventurers, and make them into
fully realized individuals with histories, families, friends, hopes,
and goals. In this way, it’s very different from other Ultimate
books. But in many ways, it deserves the Ultimate
name more than Ultimate
Combat or
Ultimate Magic,
in that it really does present gamers with a selection of options to
make the ultimate campaign experience.
I had this book in my hands yesterday and decided to put it down. We tend to play adventure paths almost exclusively and I just wasn't sure this book would add much to those. I'll see if anyone in my gaming group picked it up and maybe give it a good read. Seems like it might be useful after all.
ReplyDeleteSome of the adventure paths don't have a lot of available downtime, it's true. However, the amount of use you could get out of Ultimate Campaign with an AP depends on the AP. I'd love to make use of the downtime and revised kingdom building rules in a Kingmaker game one day, for example. The downtime rules could also really help flesh out a Council of Thieves game, allowing the PCs to develop their characters' lives in the city.
DeleteFor APs with less available downtime (for example, Reign of Winter so far has had virtually none at all), there's definitely less use for this book. Still, some of the systems in Chapter Three could prove useful. The fame and reputation system, for example, could be used in just about any AP (except maybe Reign of Winter, which just doesn't stick around in any one location long enough to gain any reputation).
In the end, you need to make the decision based on your campaign's needs.
I can't see us playing through either Kingmaker or CoT again. We're currently working our way through RotRL AE. Lots of traveling in this one although we keep finding ourselves heading back to Sandpoint. Not so much downtime either. We're about half way through book 5 so because everything takes so long at high levels we're probably good until the end of the year. We tend to rotate GMs so its hard to say who will take over and what we'll be playing. If its me it will likely be CotCT or Way of the Wicked if people want to go evil again (which always seems to happen when I'm the GM).
ReplyDeleteCurrently using this in RotRL, have to say the background generator has really bought out the details in the characters and REALLY helps people to get into the head space of the PC's. Plus we got one of the pc's who generated a paranoid inquisitor which has lead to no end of amusement on its own. All in all , if you are interested in role playing this book is great, if you prefer a minature combat game then this is really not for you.
ReplyDeleteI love this book, for me this and the DMG are the Biz. But, it really depends on your DM style. I tend to sand box in the Elder Scroll style, or I like to say open old First Edt DND style. I also find simple & effective character builds for backgrounds a good allround thing to do and helps GMs find possible plug in points for side quests.
ReplyDeleteI like reading through a post that can make people think. Also, thanks for permitting me to comment! 온라인카지노
ReplyDelete