I liked: - Realtime (with pause) combat --- like in Baldurs Gate. If it wasn't there and instead fx turn based it would take an eternity (like real tabletop). - The Scope. Starting from the bottom where everything is deadly to higher levels where the encounter levels swing from walk-in-park to how-do-I-beat-this?? - The Lore. The first world and gnome bleaching in particular. I already knew bits and pieces about Golarion lore but this helped me get more invested in the world. Will definetly GM my next campaign in Golarion. - The Length. It could always have been longer (maybe an even longer time before I get my baronny?) But the episodic feel it gets because of the chapters does give it a feeling of a grand campaign. I understand: - Why they had to make things harder than in tabletop. In this game you can load and prebuff. - Why they didn't have spells like Fly, Teleport and Suggestion. In particular Fly would change the complexity (and confusion) of the combat - Why didn't have grapple etc.. I grapple and tie up the enemy... now that enemy needs a dialogue tree too. Now for their next game I have some (big) wishes: - Simple AI designer for Companions (like BG-series had) - Stronger AI for enemies. I'd like to see more tactics from even a barbarian than from an owlbear - Destructable environment - Toolset. Like Neverwinter Nights make a toolset so players can make their own adventure... - ... then make it multiplayer like Neverwinter Nights