![]() It doesn’t make sense for us to limit our players to just one type of alignment.Īvellone: limit role-playing. The initial material was strongly aligned toward good characters like Paladins and Clerics destroying the forces of evil. The biggest thing for us, the changes we’re introducing to the adventure path, is that we’re allowing players to change alignment in this adventure. This time around, we had six campaigns running simultaneously. We played Wrath of the Righteous on the table, each member of the team. GamesBeat: Is there going to be some of the stuff you homebrewed in your own campaigns, Alexander, that you’re bringing to the game?Īlexander Mishulin: Of course. We have to flesh that out in a lot more detail. There’s a lot of stuff to write, whereas a module can get by with two summary paragraphs. Here’s some stats.” But then when we put him in Kingmaker, for example, there’s a lot of work involved to make him a character with a schedule. Here’s two paragraphs on him, and that’s his character. Also, one challenge with the adventure paths as well is, tabletop sessions, when they do modules, sometimes we’ll have things like, “Here’s Jubilost. You’re adapting the material for a computer game.Īvellone: Yeah, it’s like if you had adapted half of a creation that was already made, and then also you’re like, “OK, but also there’s another 50% that we also just make up on our own.” That’s part of the process, too. GamesBeat: In a way, your role is that of a screenwriter. There’s a lot more story going into that, too. ![]() Then also you have the Mythic Path storylines. You have the narrative elements that Owlcat and I are adding. But each of those mythic paths have their own storyline associated, too. “Hey, I’m the hero of the gods.” You get new narrative information based on that, new abilities based on that. Not only can you advance your character up in levels, whatever character class you are, but then also you can gain mythic powers as well, like a Hercules path. And then also there is a new element that the adventure path has, where they introduce this thing called Mythic Paths. There are narrative elements that Owlcat wants to add. We have the companion arcs coming in as well. “Oh, here’s how we can develop Kingmaker based on the tabletop sessions we had.” Wrath of the Righteous is much the same way. One thing I liked about working with the team was that they had played Kingmaker many times with their homebrew campaigns, so they had a lot of stuff in their campaigns that they wanted to put into the computer game. Owlcat was also really good about introducing stuff that they wanted to include. They each have their own character arcs throughout the game. Those weren’t part of the adventure path at all. For Kingmaker, the additional storylines were introduced, one, with the number of companions in the party. We want the players to be able to have an interactive experience. But at the same time, we want to tell stories, too. We wanted to make sure we were upholding that story. ![]() As a writer, what can you do with this when adapting the narrative as a video game?Ĭhris Avellone: Obviously, Paizo turned out the adventure paths, and Kingmaker was very well-received as a storyline. GamesBeat: These are established adventure paths that have already been written. ![]() This is an edited transcript of our interview. In our long-ranging discussion, we talked about how you work material from the existing narrative, sprinkle in your own creations, and make it all work in a satisfying computer game experience. It’s an adaptation of Pathfinder publisher Paizo’s adventure path of the same name, and last month, I interviewed creative director Alexander Mishulin and longtime RPG writer Chris Avellone about adapting it. And in December, Owlcat announced its second game - Pathfinder: Wrath of the Righteous. ![]()
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