I have about eight boxes of Pathfinder pawns, mostly for Pathfinder 1e, the D&D 3.5E version of the game that I loved (you can tell by the stylized cross on the "P"). This was the original world, Golarion, still raw, where demons roamed, slavers preyed on the weak, kingdoms made pacts with devils for power, flesh weavers butchered the innocent in magical experimentation, forgotten empires scattered the world with fallen ruins, and savage monsters terrorized the land.
The new Golarion and Pathfinder 2E, I am not as much of a fan of, since a lot was retconned and removed from the world. The new world is more fantasy-modern cosplay pastiche and less Conan fighting dragons and freeing the world from demonic slavers. They went their own way for a more family-friendly setting, filled with steampunk, cute races, and faux-modern anarchisms, and good for them. They do what they feel they need to do to compete with the D&D audience, and the market has changed.
But this is not the world of stark contrasts and good-versus-evil I fell in love with.
I am still a fan of the original Golarion world. The art, vibe, feeling, and "this is not D&D" mantra of the world, aimed at "the cool gamers," were awesome in the late 2000s and still hold up today. This is where the cool gamers played. D&D lost its savage swords & sorcery mojo with D&D 4E, and it never came back. Pathfinder 1e and its original Golarion setting are one of the last times that a major Conan-style setting in a D&D-like game was published.
So, what do I do with eight boxes of Pathfinder pawns?
Well, I do have a lot of mega-hex tiles from The Fantasy Trip, and these go wonderfully with my pawns. The Fantasy Trip and its mega-hex tiles are like the peanut butter to the chocolate of GURPS, and being able to put together twisting hex-labyrinths is an amazing thing to do on my gaming card table. This is really good gaming, and my Pathfinder pawns and these tiles are incredibly good GURPS gaming, almost like a fantasy wargame (like TFT, but GURPS), and they sing so well together.
So I either play a GURPS-Finder game and rebuild the entire world as a GURPS-style savage sorcery world, or I use the pawns for my own world. Even though the Pathfinder world is a strong one and filled with amazing places and adventures, I am not tied to the Golarion world as strongly these days due to the retconning, and the changes GURPS would bring are dramatic enough that they would alter the role of everything in the world.
I would like a lower-fantasy world where magic is rare and special. There is a realism and grittiness that GURPS does extremely well, where the default high-fantasy D&D 3.5E to 5E puts magic in everything, and magic has this "free" feeling that reduces the importance of normal people in the setting. With GURPS, a 22-minus in blacksmithing makes you an extremely valuable and skilled craftsperson, and that one skill means a lot more than untrustworthy and other-worldly magic.
Magic as an other-worldly and alien force is the key here, and it is almost a Lovecraftian view of spells and casting. All magic has a price, in the physical, corruption (out of GURPS Horror), causing strangeness in the local area, alliance with demonic forces, or having other disadvantages that make the average person very distrustful of the practices of the arcane and those who flaunt their magical prowess.
Similarly, the cost of divine magic should weigh heavily on the faithful. A cleric of one god may not be welcome in communities that worship others, and that suspicion and distrust would run deep in a world where faith equals direct power. Imagine if organized religion in this world had access to magic powers and the ability to cure diseases and restore life? They would be the government, or control most of it through their influence. What would the wealthy give to practically live forever? What would the faiths ask of them?
Also, the war between arcane casters and the divine would be one over true and societal power. Some faiths may declare arcane casters heretics just out of "who controls magic" and send out inquisitors and launch crusades on lands where arcane casters are welcome.
Think seriously about consequences, and you will find a lot of cool things to put in your games. The original Golarion conveniently forgets about most of this cause-and-effect due to needing to implement the 3.5E modern fantasy model. Part of the reason I call out the modern fantasy genre is its default assumptions, and stripping back those assumptions gives us much more to build compelling stories with.
Don't assume everything in the OSR, 5E, Pathfinder, or BX is some absolute truth about the fantasy genre. Most of it is derivative of older, far superior works: the Iliad, the Bible, mid 20th-century epic fantasy, and pulp fantasy fiction.
What is true in fantasy comes from inside you. What interests you? Where can you tell your best stories? What does the genre mean to you? Too many games, movies, and media tell you how you should think or what something means.
Meaning comes from you.
It should reflect something within you that you would love to explore and connect more deeply with.
If you feel magic is extra-worldly and should cause corruption or divine consequences, like out of GURPS Horror, then this is what magic should be in your setting. For divine magic, I could start picking disadvantages like vows and duties, being hunted by demons, getting an angelic halo that has drawbacks, auras that cause others to react differently to my character, or other similar changes. Growing wings like an angel could be a combination of an advantage and a disadvantage, but there is always a cost.
This is what magic means to me.
Not spell slots, spell rolls, or a simple fatigue cost.
But the magic in my world helps tell a story that means something to me.
Once you shed the "D&D mindset," you can worldbuild more creatively and craft compelling drama and conflict, which the D&D model tends to diminish. D&D requires "any party to be able to co-exist," so the company can sell you more "dungeon adventures." With GURPS, I can clear out the corporate assumptions and layer in all sorts of conflict and drama that a D&D world isn't designed to handle.
D&D and the modern fantasy mindset do not want intra-societal conflicts across any race, class, or background. This creates intra-party conflict, trouble at the table, and reduces the company's ability to sell "generic adventure" books. In 3.5E, we still had some of the classic nods, the half-orcs, the half-elves, the alignment system, and hold-overs from the OSR style of play.
The inner conflicts in the rules were swept away as the fantasy genre modernized. It is a sad thing to see, since I love the classics, and I don't like the edge being dulled off fantasy.
We are losing fantasy, and it is becoming a modern allegory.
And what I was talking about is just the conflict between the divine and arcane. Introduce the devil-blooded Tieflings and blood-of-dragons Dragonborn into a world, and you will have even more conflicts. Would a kingdom of humans see the Dragonborn as "secret allies" of the dragons and their humanoid barbarian hordes? That suspicion is a powerful thing, something to fight against constantly, and a great story conflict. The same could be said between demons, devils, and Tieflings. The deep-rooted distrust that they are "agents of Hell" would run strong, making for a great conflict in storytelling.
I am tempted to rebuild Golarion, but it may be too big a project for me, and I would be happier with my own small world, using the Pathfinder pawns and looks.
Still, a GURPS-ified Golarion sounds cool if I start small. This version of the world will have hex-dungeons, though, because hexes are cool.
The best thing about GURPS is that I can take any setting and make it mine.












