Despite
the fact that the science fiction and fantasy genres are often
grouped together and share the same fans, many people react quite
negatively to mixing the two in any way. The exact lines between the
two are somewhat blurred, but there do appear to be a few main points
of delineation: guns and any devices that use any technology more
advanced than the simplest clockwork. The moment any of these show
up, it's no longer fantasy. Of course, even that line is blurred. No
one bats an eye at the presence of guns in Pirates of the
Caribbean, which is clearly
fantasy, but put a gun in a sword-and-sorcery piece (like a
Pathfinder game) and suddenly, it's ruining the fantasy.
To
be fair, maybe it is. With both science fiction and fantasy, there
need to be certain rules that are followed that keep things
consistent. Just because there is magic in the world doesn't mean
that literally anything can happen. That magic still operates (or
should operate) under its own rules, even though those rules are
different from the rules of the real world. Suspension of disbelief
only goes so far, and will break if there isn't a minimum level of
consistency to how things work. So, a gun in a fantasy world may well
break its verisimilitude, depending on just what the rules of that
fantasy world are (and those rules can be physical laws, magical
laws, social, cultural, and so on).
In
a Pathfinder game, the game rules themselves (on a meta-level) form a
significant part of how the in-world rules work. Characters can
manage incredible feats and take punishment well beyond what anyone
in the real world can take, but this becomes an accepted and
consistent part of the world. The
rules of the game do include rules for guns (although not in the Core Rulebook, but added on
later) that work alongside the rules for other weapons and combat.
The Golarion world is something of a “kitchen sink” setting,
meaning it throws in a little bit of just about everything. If you
can think of something that has any kind of fantastical connotation,
then you can probably find it somewhere on Golarion or the wider
Pathfinder Campaign Setting that it is part of. This approach is not
without potential peril. Throwing in a little bit of everything can
lead to problems with consistency that can break suspension of
disbelief. Yet, while there are certainly inconsistencies in the
Pathfinder Campaign Setting, for the most part, there is enough
consistency to maintain it. Yes, there are guns and androids and
spaceships, but the setting was built from the ground up to contain
those things and so they do fit pretty well.
Of
course, personal preference plays a huge role in all this. Some
people just don't like technology in their fantasy games regardless
of any other consideration, and that's fine. I, personally, have
always enjoyed mixing genres and playing against expectations, so I'm
probably easier to convince that androids in a sword-and-sorcery
setting work.
Heck, I'm a fan of Doctor Who,
which frequently throws the whole consistency thing out the window
(Rules? Who needs rules?), so who am I to talk, really?
I
state all this as a preamble to discussing Fires of Creation, the first
part of the Iron Gods
Adventure Path, which fully embraces the guns, androids, and
spaceships part of the campaign setting. This is not the first
appearance of such elements (The Frozen Stars from
Reign of Winter takes
place on another planet, for example),
but it is the first to make them a significant focus. As such, it's
not an adventure path that will necessarily appeal to people who
don't like to mix science fiction and fantasy. However, for those who
do, or for those willing to give it a try, Fires of
Creation makes a great starting
point. It's a somewhat “sandboxy” adventure that introduces
standard fantasy player characters to a wider world of technology and
science fiction.
Fires
of Creation is not an adventure
that has PCs zipping around outer space and off to other planets.
Instead, it is grounded quite firmly on Golarion in the nation of
Numeria,
the land where, long ago, a spaceship crashed, and people have been
slowly stealing its technological secrets. At first glance, this may
seem like the perfect opportunity
for players to create android and alien characters. However, while
it's certainly possible to play the
adventure with such
characters, it will likely work much better with characters of the
standard Core Rulebook
races, allowing for characters who are encountering things like
androids and aliens for the first time. Some people, looking
for an opportunity to create characters using the races in People of the Stars (review of
that book coming soon), may be a bit disappointed by this.
Nevertheless, I think there's a great deal more fun to be had with
the standard fantasy races in this adventure.
The
adventure begins with the PCs arriving in Torch, a town in Numeria
built around a mysterious violet flame that burns endlessly atop a
hill. That flame has recently gone out, and as the flame was the
town's source of prosperity, the town is not surprisingly in trouble.
Fires of Creation is
one of those adventures where the initial hook events have already
happened off-screen before the PCs arrive on the scene. In many of my
reviews, I have spoken out in favour of adventures that have the hook
as the initial event that starts the adventure, so that the PCs have
an immediate motivation and cause to become involved that goes beyond
just the search for wealth and fame. That said, there can be benefits
to the opposite approach. In this case, it allows for the creation of
backstory to a number of characters in Torch by making the PCs not
the first to investigate the disappearance of the flame. In fact,
four previous groups have tried entering the hill. Only one came
back. Led by local town councillor Khonnir Baine, this
group went back into the hill
after reporting their findings and have not returned since. Now it's
the PCs' turn. Perhaps they can have more success. It may not be the
most exciting opening, but it does allow for greater gains later, as
the PCs put together what happened to the previous groups and
eventually rescue Khonnir Baine, who is still alive. However,
it also means that players will have to create motivations on their
own for their characters to embark on their mission (the campaign
traits in the Iron Gods Player's Guide can help with
this).
The
bulk of the adventure involves the PCs heading into the caves of the
hill that Torch's flame used to burn from. The caves provide eventual
access to the remains of a habitat module that was once part of the
ship, Divinity, that
crashed into Numeria centuries ago. The crew of Divinity
used this habitat module and others like it to study races they
collected from across the galaxy. This particular one contained
kasathas, four-armed humanoids from a far-off world. These kasathas
remain now only as undead zombies. Early on, the displays of
technology are relatively minor. The main habitation portion of the
module is designed to mimic the world the kasathas came from, and the
creatures the PCs encounter are either
natives to Golarion (such as
skulks in the caves leading to the module) or resemble creatures that
could be from Golarion (such as the zombie kasathas). However, as
they move deeper into the module and find their way into the crew
sections, they begin encountering more and more displays of
technology, from mechanical doors to malfunctioning medical robots.
Ultimately,
the PCs will discover that the
flame has gone out due to the interference of an android cleric named
Meyanda. Meyanda serves Hellion, a god the PCs will likely have never
heard of before—Hellion is in fact an AI (artificial intelligence)
that has become semi-divine.
Hellion sent Meyanda to Torch correctly reasoning that the violet
flame is actually the vented fires of a buried nuclear
reactor.
While
most of this adventure is essentially a dungeon crawl through a
buried spaceship, the adventure doesn't assume the PCs go in only
once and stay there until they've completed everything. It assumes
they will need to withdraw back to Torch occasionally to rest and
recuperate. As such, there are also a number of events keyed to
happen in Torch, events that are related to the PCs' adventure in the
habitat module. The timing of these events is left somewhat to the
GM's decision, based in part on when they accomplish certain actions
in the ship (such as rescuing Khonnir Baine and returning him to
town). One of these events
involves tracking down a power relay that Meyanda has set up in town,
allowing her to transmit the power from the nuclear reactor to
Hellion. Overall, I really like how this adventure makes Torch more
than just a base of operations for the PCs. It also has an integral
part in the story of the adventure. At the same time, the adventure
maintains a sandbox-type feel to it, allowing the PCs are great deal
of control over the direction and progress of the adventure.
The
descriptions of these events are spaced out in
the adventure text,
placed between sections of the caves/ship to be roughly analogous to
when they might happen in the adventure. It's a
layout that
creates
a certain narrative
flow that makes reading the adventure mimic how an actual game might
play out. The PCs enter the dungeon/ship, learn a few things, return
to Torch, experience an event there, return to the ship and so on. It
does help make the adventure more interesting to read.
However, in actual play, it's also going to create a lot of page
flipping and searching for
the right section. It
can also create some confusion, giving the mistaken impression that
an event must occur when the PCs reach a designated point in the
caves or ship. Admittedly,
it can be hard to find a good
way to mix the description of timed events with location-based
encounters, but
I think I would have preferred to see the timed events all grouped
together in a single section. This
is a minor point, overall, though, and the adventure is certainly
workable as is.
The
support articles in this volume include a gazetteer of Torch, also
written by Neil Spicer. Although fairly short, this gazetteer
provides a useful companion to the adventure, allowing the GM to more
fully flesh out the town and the events that occur within it. There
is also an article on the “Ecology of the Android”, written by
Russ Taylor. This article looks at the origins of androids on
Golarion (they pretty much all came from the Divinity
originally) and how they have adapted and adjusted to life on
Golarion. As the main villain of the adventure is an android and
androids are likely to feature more in Iron Gods,
this is an invaluable article for GMs. It can also be useful for
fleshing out android PCs, either in this campaign or other campaigns.
Amongst
a robot and other strange creatures, this
month's Bestiary also
contains a selection of alien
animals. I really like seeing the animal type applied in this way.
It's always bothered me a little that the animal type has tended to
be reserved for only real-world animals. Why can't there be fantasy
creatures without magical or other special powers? (Honestly, there
are a number of magical beasts—owlbear, I'm looking at you—that
really ought to be animals as there's nothing “magical”, other
than being not real, about
them.) I'm glad to see this
trend pushed aside in favour of showcasing animals from other worlds.
Overall,
Fires of Creation is a
good adventure and a strong opening for Iron Gods.
Much like the opening of Mummy's Mask
before it, it provides a slow build into the adventure path to come,
providing only small hints of what is to come. I eagerly look forward
to what else this adventure path has to offer.
Really good to see that you are back !
ReplyDeleteThanks for the review, ill be looking eagerly for the part 2 !
Thanks! It's good to be back.
DeleteI hope to have part 2 of Iron Gods up early next week.