Yesterday we resumed our Pathfinder game. And a great time was had by all. Our party demolished a Purple Worm, several demon hounds, and a major demon. Along the way, we had to contend with demonic bureaucracy, oddly strict rules, and some strange atmosphere. But it was another example of the versatility of the GM and the games overall.
Here’s the thing. My character, Viper, was caught up by a variation of the Deck of Many Things, played in an astral Vegas run by the Githyanki Mob. He is now held hostage and being forced to marry the niece of the Death God. The wedding is taking place at her palace on one of the levels of the Abyss.
So the party has come the Abyss and made their way to the palace. Along the way seeing many vast palatial estates. As this level of the Abyss has apparently become the equivalent of a gated community, where great powers can come and build their vast estates without anyone bothering them.
Reading over that description it is clear that my Pathfinder GM has a very vivid imagination. And is not afraid to turn pretty much anything and everything in the traditional fantasy world on its head. Turning the Deck of Many Things into a casino game. Deciding that the Githyanki were the equivalent of classic Mafia, running protection rackets across the Astral plane. Then deciding that a level of the Abyss was actually not a realm of insane chaos, but instead a playground for the truly powerful beings in the universe.
On my drive to and from Denver for the game, I spent my time listening to the Godsfall Podcast. Which is a really interesting show. And really quite amazing how much work the GM has put into the world. It is very definitely a different take on some of the traditional fantasy tropes. Not with the same modern takes, but still very different.
In my internet browsing, I have come across another web show, Acquisitions Inc. Which is yet another show that takes some of the standard fantasy approaches and tweaks them just a little. And the players clearly have a great time with it.
The point to all of this is that there is no right or wrong way to play these games. One of the beauties of the latest edition of D&D is its versatility. It really comes down to the GM and the group to make the game what they want out of it. If I wanted to create a game where the players were running around with firearms I could. Or I could take the same rules set and go for a really low magic heroic game like Conan. Or I could go full bore magic like an Eberron or the weirdness of a Moorcock universe.
I think that is what I like most about this rules set. It is far more open and versatile than the editions I had played before. There are no bad choices you can make with it if you choose to tinker.