At the same time, I'm no fan of the Adventure Path concept, for reasons I hope I don't have to explain. I think the Pathfinder RPG is a very impressive piece of work, but it's not my cup of tea and I'm only slightly more likely to play it than I am to play D&D IV -- and that's not saying very much. However, "Kingmaker" intrigues me, I must admit. Here's part of what the email I received said:
We're very proud of Kingmaker, as it marks a new kind of Adventure Path for us. As always, there's an underlying story—this one involving a secret villain and a bandit lord and trolls and barbarians and missing villages and superstitious kobolds and drunk thugs and so much more—but how that story unfolds is going to be left in large part up to the players. In each of the six Kingmaker volumes, you'll find several quests for the PCs to complete. And don't be surprised if players make up their own quests as they explore the land!That sounds very much like something I'd enjoy, especially since each of the six volumes that make up the adventure path will include additional support for sandbox play, including "a new system to establish, develop, and expand a living fantasy community" and "streamlined rules to resolve mass combat."
Not only are we tackling a more nonlinear "sandbox" approach to adventure construction (which means that it's very likely your PCs will work through this adventure in a completely unique order), but as the Kingmaker Adventure Path unfolds, your PCs will settle towns, gather followers, raise nations, and fight wars. By the end of Kingmaker, chances are good that one of your PCs will, indeed, be king or queen of his or her own nation!
I have absolutely no idea how easily these rules could be adapted to my preferred versions of D&D nor do I know if any of the volumes' other content would be of use to me. The free, dowloadable Players Guide to the series definitely piques my interest and the hex motif to the layout hits my nostalgia right between the eyes, so I am sorely tempted by this -- but I am also wary. I don't play Pathfinder nor am I likely to do so. I appreciate the virtues of its campaign setting and the way that the Paizo folks have managed to honor D&D's past while at the same time forging ahead with their own vision of things. Is that enough to convince me to plunk down $19.99 for each of the six issues of the adventure path? I really don't know, but this is the first product written for a contemporary rules set that I've considered buying in quite some time, so I may well succumb to temptation.
Anyone else know any more that might help me decide?