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This thread might have some hints:
https://steamcommunity.com/app/1184370/discussions/0/5406000785158453409/#c5406000785162239504
This is one of the earlier threads with the same topic...
https://steamcommunity.com/app/1184370/discussions/0/3044984779775499086/
I think it sums up to how the game is guided by the dungeon master, mostly.
Though it seems easy for those who pre ordered/backed to check it since they got the original adventure path with their buy.
I happen to agree with you, I am a purist and for someone like myself who doesnt have masses of time want these pathfinder games to be as close as possible to the original story. I appreciate owlcat for doing the modules but want to experience the original as closely as possible.
Not to mention other shortcomings.... ie if the queen tried to demote the players in the middle of a dungeon with just a couple of guards and my group were power hungry evil doers or not the most loyal people in mendev they ll probably murder her there and then...
The dragon arc for example would never stand in a tabletop.... I would love to see how you would manage to escape a group of level 11 adventurers that can literally teleport all over goladrion in a whim....
As for nura and some of the other npcs... (minago, staunton, and so on) I highly doubt they would survive to become a reappearing villian in a tabletop
Not to mention almost all tactics of the game are based on fighting on the ground..... vascnators ie in lepers end... the whole group would litterally just swoop down the canyon on top of the queen.
And all those puzzles in the abyss that you have to solve to walk around.... yeah well fly spell, wind walk, levitate, floating disc, conjure mount ( it also flies and we calculated its speed on level 14 it actually hits mach 1)
Of course you can always ban teleports, fly and things like that... but then the players would just rather play the video game.