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Pathfinder 1e Fantasy

Final Fantasy 8xAlt

GM Darcello · 5/6 players · posts Every few days

From the desperate masses devastated by war, societies grew to protect and support each other. Now they’ve begun to use their combined strength to push back against the world that trampled them and threw them aside. Join the SeeDs and guide their hand to change the world for the better.


This story follows members of the Cogevientos Garden as they inherit a world at constant war, devastation, and corruption. The player characters are members of (or adjacent to) an elite paramilitary group built on the survivors and scavengers of war. They’re no strangers to hunger, nor are they unfamiliar with the methods it takes to survive. But they have a chance to use those skills to change the world for the better. Outside of missions, they’ll be able to recharge, learn, forge bonds, and prepare themselves for the trials ahead.

Much of the game’s inspiration comes from Final Fantasy 8 as well as the rest of the series. However, a large portion also comes from the ages-old tale of Robin Hood as well as many other benevolent criminal fantasies such as Persona 5 (video game) and Leverage (TV series). Add in some secret agent elements and a dash or two of other influences I might’ve forgotten, and that leads to the story of Final Fantasy 8xAlt.

I intend for the game to have a mild focus on RP, with some combat, puzzles, and environment interaction as well. I’ll adjust this balance depending on player interest and preferences. At the start, players will have access to enough of the lore to build their backstories, but much of it will need to be unlocked. Some missions will develop the lore naturally, but players may also wish to socialize with NPCs. Developing relationships with them will not only reveal more information about the NPC and the world around them, but it may also provide certain benefits that accumulate over time. If information on a topic is not available, or if a character is struggling with a puzzle, they may attempt a mental ability roll to find insight. Intelligence rolls may test a character’s memory or make a connection they might not have realized otherwise. Wisdom rolls can adjust a character’s perspective or assess the viability of an action. Charisma rolls can assist with organizing and presenting information, but they can also determine if a character miraculously knows something that they ordinarily wouldn’t. So when in doubt, ask questions and roll the dice. Finally, in some situations, characters will be able to interact with and manipulate the environment. For particularly skilled characters, this may involve a bit of parkour to reach secrets. A stronger character might be able to push a log over a swift stream to create a bridge. A clever character might try to operate platforms mid-battle or cause a machine to overload. In general, keep a keen eye open for things around you that can be manipulated, and keep a creative mind open to find solutions and advantages.

I prefer to operate by the Rule of Cool, within reason: if you have a crazy, fun idea, I’ll see what I can do to make it happen within the confines of the game system. However, it still has to make sense on some level and can’t drastically interfere with the story or the other players’ enjoyment of it. Obviously, this takes place on a case-by-case basis. Sometimes I may declare events happening or mechanical rulings that conflict with the rulebook, but it will hopefully be for the benefit of the story and the players’ enjoyment thereof. I don’t like to dwell too long on the rules, as that can bog down gameplay. Moreover, sometimes I make mistakes in regard to the rules, and I would prefer to have the opportunity to learn from them. I do appreciate the perspective that veterans have with the rules, but sometimes the best course of action is to plow through and remind me later.

My goal isn’t to make players suffer. Sometimes TPKs can be attributed to atrocious luck, but I still consider them a personal failure rather than a goal. I’m willing to give people chances and suggest ways to improve one’s situation. But risks will have consequences, and once I’m confident that the group won’t go down to a swarm of cats I’ll limit the hand-holding. Also, at a certain story point in the game, the difficulty will increase. In general, I’m aiming for average to challenging difficulty. I don’t have an exact level or time frame for when the game will end, but I do have a specific ending in mind.

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