paizo.com Recent Reviews of Starfinder Society Scenario #1-05: The First Mandatepaizo.com Recent Reviews of Starfinder Society Scenario #1-05: The First Mandate2023-10-25T00:31:07Z2023-10-25T00:31:07ZStarfinder Society Scenario #1-05: The First Mandate: More Please! (5 stars)Hrothdanehttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2019-03-10T01:28:36Z<p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>Influence scenarios are my favorite, both to play and to run, and this one has it all. I absolutely adored playing this adventure and I would happily do so again without credit, if possible. This scenario showcases all the things I come to tabletop for.</p><p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>Influence scenarios are my favorite, both to play and to run, and this one has it all. I absolutely adored playing this adventure and I would happily do so again without credit, if possible. This scenario showcases all the things I come to tabletop for.</p>Hrothdane2019-03-10T01:28:36ZStarfinder Society Scenario #1-05: The First Mandate (4 stars)Jessica Catalanhttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2019-01-31T17:55:39Z<p>This scenario was a lot of fun to play, but very heavy on the roleplaying (which is great for some of us, and can be boring for others). It introduces six really important NPCs, all of which are fun to interact with. Despite the premise of this adventure, it doesn’t all come down to social skills. There’s plenty of combat to go around and the NPCs varied interests mean that even the most awkward characters have a chance of impressing someone. The NPCs represent a wide variety of races, which was really refreshing. The social encounters themselves are a lot of fun, and the rules introduced to measure the players success aren’t overly complicated. In addition to the intangible benefits of impressing the dignitaries, there’s also visible, mechanical benefits that occur in the scenario, which are sure to make players pleased. </p>
<p>I felt that the investigation part of this scenario was really well done. The clues were subtle, and it didn’t beat you over the head with details, which was refreshing. The final battle allowed for multiple different approaches, methods and tactics, which is nice.</p><p>This scenario was a lot of fun to play, but very heavy on the roleplaying (which is great for some of us, and can be boring for others). It introduces six really important NPCs, all of which are fun to interact with. Despite the premise of this adventure, it doesn’t all come down to social skills. There’s plenty of combat to go around and the NPCs varied interests mean that even the most awkward characters have a chance of impressing someone. The NPCs represent a wide variety of races, which was really refreshing. The social encounters themselves are a lot of fun, and the rules introduced to measure the players success aren’t overly complicated. In addition to the intangible benefits of impressing the dignitaries, there’s also visible, mechanical benefits that occur in the scenario, which are sure to make players pleased. </p>
<p>I felt that the investigation part of this scenario was really well done. The clues were subtle, and it didn’t beat you over the head with details, which was refreshing. The final battle allowed for multiple different approaches, methods and tactics, which is nice.</p>Jessica Catalan2019-01-31T17:55:39ZStarfinder Society Scenario #1-05: The First Mandate: Exposition and short (3 stars)NgoDraconemhttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2018-04-14T04:07:48Z<p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>Playing this scenario gave a lot of exposition but our party was able to complete this within 90 minutes.</p><p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>Playing this scenario gave a lot of exposition but our party was able to complete this within 90 minutes.</p>NgoDraconem2018-04-14T04:07:48ZStarfinder Society Scenario #1-05: The First Mandate: Short but sweet (3 stars)NiTessinehttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2018-03-23T12:26:41Z<p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>We clocked this at two hours, playing Tier 1-2.</p>
<p>It's a fun scenario, but structurally unbalanced. Around half the content is in an extended role-play scene that, if the GM or the players don't feel like giving the proper dedication, can be run through in about 20 minutes with complete success. Since the GM has to juggle six NPCs simultaneously, I wouldn't be able to even blame them for it. This is hard. Even dedicating proper time to the interactions will make the scenario run short.</p>
<p>However, they are interesting NPCs and taking the time to bring them to life is well worth it – especially since one of them is showing up later in what promises to be one of the standout scenarios of the season. The social influence subsystem is fairly involved, but functional. This is not a scenario that can be run cold.</p>
<p>Another noteworthy aspect of the scenario is the finale, which is properly difficult but may also have a few too many moving parts. How the scene works is not entirely intuitive and the villain's skittishness and ease of escape doesn't leave a great deal of margin of error. This latter part, for the record, is not a problem in my book and I enjoy scenarios that allow the PCs to fail without killing them.</p>
<p>In conclusion, I think <i>The First Mandate's</i> major issue is that it's too short. On the other hand, its structure is sleek and functional and I'm not entirely sure where it could have been beefed up with another encounter.</p><p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>We clocked this at two hours, playing Tier 1-2.</p>
<p>It's a fun scenario, but structurally unbalanced. Around half the content is in an extended role-play scene that, if the GM or the players don't feel like giving the proper dedication, can be run through in about 20 minutes with complete success. Since the GM has to juggle six NPCs simultaneously, I wouldn't be able to even blame them for it. This is hard. Even dedicating proper time to the interactions will make the scenario run short.</p>
<p>However, they are interesting NPCs and taking the time to bring them to life is well worth it – especially since one of them is showing up later in what promises to be one of the standout scenarios of the season. The social influence subsystem is fairly involved, but functional. This is not a scenario that can be run cold.</p>
<p>Another noteworthy aspect of the scenario is the finale, which is properly difficult but may also have a few too many moving parts. How the scene works is not entirely intuitive and the villain's skittishness and ease of escape doesn't leave a great deal of margin of error. This latter part, for the record, is not a problem in my book and I enjoy scenarios that allow the PCs to fail without killing them.</p>
<p>In conclusion, I think <i>The First Mandate's</i> major issue is that it's too short. On the other hand, its structure is sleek and functional and I'm not entirely sure where it could have been beefed up with another encounter.</p>NiTessine2018-03-23T12:26:41ZStarfinder Society Scenario #1-05: The First Mandate: A Gala goes a little off course (3 stars)Cellionhttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2018-02-19T19:30:58Z<p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p><span class=messageboard-ooc>EDIT: Updated to include GMing impressions.</span>
<br />
<Played and GM'd this one at low-tier in PbP></p>
<p>The First Mandate revolves around a gala event celebrating the successes of the Starfinder Society in the wake of the Scoured Stars event. The PCs are invited to take part and help impress the visitors, and of course, things at the gala take a turn for the worse. All in all its a tight concept with some fun interlinking parts, such as the way the people you manage to influence in turn have an effect on later parts of the scenario. This is very cute, and satisfying from a player angle. </p>
<p>On the other hand, this scenario really is a test for the GM. If the GM is either not into roleplaying their NPCs, or not capable of handling 5+ different unique personalities simultaneously, a large portion of this scenario can come off as hollow and unimpressive. The write-up provides a lot of useful detail to help the GM, but it really comes down to their RP chops.</p>
<p>Furthermore, the latter parts of the scenario are... wonky at best. The events as described don't make much sense and require the group to accept some illogical stuff in order for (cool and dramatic) things to happen as written. Its awkward to execute from the GM's side, and can feel weird and nonsensical from the players' side.</p>
<p>[Spoiler omitted]
<br />
[Spoiler omitted]</p><p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p><span class=messageboard-ooc>EDIT: Updated to include GMing impressions.</span>
<br />
<Played and GM'd this one at low-tier in PbP></p>
<p>The First Mandate revolves around a gala event celebrating the successes of the Starfinder Society in the wake of the Scoured Stars event. The PCs are invited to take part and help impress the visitors, and of course, things at the gala take a turn for the worse. All in all its a tight concept with some fun interlinking parts, such as the way the people you manage to influence in turn have an effect on later parts of the scenario. This is very cute, and satisfying from a player angle. </p>
<p>On the other hand, this scenario really is a test for the GM. If the GM is either not into roleplaying their NPCs, or not capable of handling 5+ different unique personalities simultaneously, a large portion of this scenario can come off as hollow and unimpressive. The write-up provides a lot of useful detail to help the GM, but it really comes down to their RP chops.</p>
<p>Furthermore, the latter parts of the scenario are... wonky at best. The events as described don't make much sense and require the group to accept some illogical stuff in order for (cool and dramatic) things to happen as written. Its awkward to execute from the GM's side, and can feel weird and nonsensical from the players' side.</p>
<p>[Spoiler omitted]
<br />
[Spoiler omitted]</p>Cellion2018-02-19T19:30:58ZStarfinder Society Scenario #1-05: The First Mandate: For the RP Enthusiasts (4 stars)Jhaemanhttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2018-02-05T10:47:13Z<p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>Note: I originally hand-wrote this review during a really boring meeting! It's probably a bit rough, but the essential theme should be there. I ran this scenario at low tier using the four-player adjustment.</p>
<p>NO SPOILERS</p>
<p>The First Mandate is a great scenario for Starfinder players who are looking for a role-play heavy experience. It's perfect for skill monkeys, with combat taking a backseat. There are some great, well-fleshed out NPCs, though admittedly the plot is pretty basic. I'd recommend it as an opportunity for non-combat oriented characters to shine.</p>
<p>SPOILERS</p>
<p>The centrepiece of The First Mandate is a major gala at Starfinder Society headquarters. First Seeker Luwazi Elsebo has invited several guests with powerful connections to hear a major announcement about the future direction of the organization. The PCs are asked to persuade some of these major players to lend their support (both moral and financial) to the SFS. In game terms, this takes the form of an RP-heavy skills challenge, where the PCs are given a set number of opportunities to influence five different NPCs. Each of the NPCs has an interesting and memorable personality with their own interests and ways of being persuaded. It's not all Diplomacy, as skills as diverse as Acrobatics to Medicine can be used to impress certain NPCs. (I appreciated the full-colour artwork of the NPCs, and recommend GMs use the pictures to help the players remember who they're interacting with each round.) I thought this "social encounter" was a really clever way to get everyone involved in the teamwork necessary for success, and it's always fun to role-play a fancy, formal gala when most PCs are going to be hulking vesks or carrying an armory's worth of weaponry. The coolest thing is that the particular NPCs that are influenced take part in events later in the scenario.</p>
<p>After this RP-intensive encounter, the PCs are approached by Radaszam, head of the Acquisitives faction, with news that a potential assassin has been traced to a warehouse in the Sparks neighborhood of Absalom Station. The PCs, of course, are sent to raid the warehouse. They won't find an assassin, but (after probably setting off a nasty trap) will do battle against a pair of creatures called "electrovores" and then find clues that point to the assassin being a shapechanger who plans to set explosives to kill Luwazi Elsebo! It's not the most creative encounter (the electrovores are kinda run-of-the-mill and are present more because combats are expected in scenarios), but it does advance the plot.</p>
<p>After the PCs rush back to the gala, a really fun and tense encounter begins. The PCs can play it safe by having Radaszam's mercenary outfit take care of finding/defusing the bombs or the PCs can take the riskier (but more impressive to the dignitaries) strategy of handling both the bombs and the assassin at the same time. It's a delicate balance, because one misstep leads to the assassin pressing that detonator button, and it would be quite easy for the PCs to fail magnificently. The group I ran this for succeeded as much through luck as strategy.</p>
<p>Assuming the PCs are successful in stopping the bombs and the assassin, the end of the scenario is a bit of a let-down. There's no explanation as to why Luwazi was targeted, whether the assassin was hired or acting alone, etc. And more, Luwazi's big announcement (that she's going to try to solve the "Scoured Stars" problem and recover the lost Starfinders) isn't exactly a big surprise. It comes off as anti-climactic given all the work put into supporting the effort and saving Luwazi's life.</p>
<p>All in all, though, I thought The First Mandate was a solid scenario. It's a nice change of pace, with a great social encounter and an original encounter combining skills and combat. It's not a scenario that will find great favour with the "combat combat combat" crowd, but for most others it should be a satisfying experience.</p><p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>Note: I originally hand-wrote this review during a really boring meeting! It's probably a bit rough, but the essential theme should be there. I ran this scenario at low tier using the four-player adjustment.</p>
<p>NO SPOILERS</p>
<p>The First Mandate is a great scenario for Starfinder players who are looking for a role-play heavy experience. It's perfect for skill monkeys, with combat taking a backseat. There are some great, well-fleshed out NPCs, though admittedly the plot is pretty basic. I'd recommend it as an opportunity for non-combat oriented characters to shine.</p>
<p>SPOILERS</p>
<p>The centrepiece of The First Mandate is a major gala at Starfinder Society headquarters. First Seeker Luwazi Elsebo has invited several guests with powerful connections to hear a major announcement about the future direction of the organization. The PCs are asked to persuade some of these major players to lend their support (both moral and financial) to the SFS. In game terms, this takes the form of an RP-heavy skills challenge, where the PCs are given a set number of opportunities to influence five different NPCs. Each of the NPCs has an interesting and memorable personality with their own interests and ways of being persuaded. It's not all Diplomacy, as skills as diverse as Acrobatics to Medicine can be used to impress certain NPCs. (I appreciated the full-colour artwork of the NPCs, and recommend GMs use the pictures to help the players remember who they're interacting with each round.) I thought this "social encounter" was a really clever way to get everyone involved in the teamwork necessary for success, and it's always fun to role-play a fancy, formal gala when most PCs are going to be hulking vesks or carrying an armory's worth of weaponry. The coolest thing is that the particular NPCs that are influenced take part in events later in the scenario.</p>
<p>After this RP-intensive encounter, the PCs are approached by Radaszam, head of the Acquisitives faction, with news that a potential assassin has been traced to a warehouse in the Sparks neighborhood of Absalom Station. The PCs, of course, are sent to raid the warehouse. They won't find an assassin, but (after probably setting off a nasty trap) will do battle against a pair of creatures called "electrovores" and then find clues that point to the assassin being a shapechanger who plans to set explosives to kill Luwazi Elsebo! It's not the most creative encounter (the electrovores are kinda run-of-the-mill and are present more because combats are expected in scenarios), but it does advance the plot.</p>
<p>After the PCs rush back to the gala, a really fun and tense encounter begins. The PCs can play it safe by having Radaszam's mercenary outfit take care of finding/defusing the bombs or the PCs can take the riskier (but more impressive to the dignitaries) strategy of handling both the bombs and the assassin at the same time. It's a delicate balance, because one misstep leads to the assassin pressing that detonator button, and it would be quite easy for the PCs to fail magnificently. The group I ran this for succeeded as much through luck as strategy.</p>
<p>Assuming the PCs are successful in stopping the bombs and the assassin, the end of the scenario is a bit of a let-down. There's no explanation as to why Luwazi was targeted, whether the assassin was hired or acting alone, etc. And more, Luwazi's big announcement (that she's going to try to solve the "Scoured Stars" problem and recover the lost Starfinders) isn't exactly a big surprise. It comes off as anti-climactic given all the work put into supporting the effort and saving Luwazi's life.</p>
<p>All in all, though, I thought The First Mandate was a solid scenario. It's a nice change of pace, with a great social encounter and an original encounter combining skills and combat. It's not a scenario that will find great favour with the "combat combat combat" crowd, but for most others it should be a satisfying experience.</p>Jhaeman2018-02-05T10:47:13ZStarfinder Society Scenario #1-05: The First Mandate: Top Notch concept, execution has opportunities for improvement (3 stars)LMondouxhttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2018-02-03T15:50:32Z<p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>A fun adventure with excellent NPCs and story. The danger is overtuned for first level characters, who risk dying before initiative is rolled for the first time in the module. The first combat could result in a total team kill at first level.</p>
<p>Action economy on the role-playing encounter could have used some improvement, and small teams can have a very hard time achieving the objective.</p>
<p>Ideally: have six players, all of different classes, at second level, then the adventure will be fun, and you won't have a 25% chance of dying in the first combat encounter.</p><p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>A fun adventure with excellent NPCs and story. The danger is overtuned for first level characters, who risk dying before initiative is rolled for the first time in the module. The first combat could result in a total team kill at first level.</p>
<p>Action economy on the role-playing encounter could have used some improvement, and small teams can have a very hard time achieving the objective.</p>
<p>Ideally: have six players, all of different classes, at second level, then the adventure will be fun, and you won't have a 25% chance of dying in the first combat encounter.</p>LMondoux2018-02-03T15:50:32ZStarfinder Society Scenario #1-05: The First Mandate: Space Sleuths (5 stars)Eric Collins - Francehttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2018-01-11T21:02:52Z<p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>Another great Starfinder scenario, that - like most of the others - picks up on other scenarios, and hints to others to come.</p>
<p>A very nice general multi-PC/NPC interaction, followed by investigation and a race against time fight.
<br />
Things to do for all.</p>
<p>Lots of fun!</p><p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>Another great Starfinder scenario, that - like most of the others - picks up on other scenarios, and hints to others to come.</p>
<p>A very nice general multi-PC/NPC interaction, followed by investigation and a race against time fight.
<br />
Things to do for all.</p>
<p>Lots of fun!</p>Eric Collins - France2018-01-11T21:02:52ZStarfinder Society Scenario #1-05: The First Mandate: A Strong Set-up, But a Weak Follow-through (4 stars)Kaushal Avan Spellfirehttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2018-01-04T07:16:32Z<p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>I ran this scenario for SFS this evening and it was, overall, a fun experience. However, despite the scenario's strong opening scene and creative role-play opportunities, it falls flat in Acts II and III with awkward pacing, opaque motivations, and a confusing combat set-up.</p>
<p>Let me disclose, first of all, that I love party scenes. It lets me fill a room with interesting people and turn the PCs loose in a role-play interaction sandbox to learn all about the quirks and personalities of the guests. The gala scene in The First Mandate was no different, and the five NPCs the PCs had to influence were distinct and entertaining enough that each interaction felt memorable. The players certainly came up with unique ways to leverage their skills in conversations with the guests, from discussions of the ethical and geopolitical implications of First Contact events to pitching mining opportunities to an Aspis Consortium representative. Unfortunately, because we were playing with 3 players + 1 GMPC, the two sets of social rounds dragged out a little bit, but that may be more of a symptom of our table than the scenario.</p>
<p>After the PCs are called away from the gala is when the scenario's pacing seems to break down. First, asking the PCs to leave a party they have just finished winning friends at seems very strange. Their friends will wonder where they've gone, why they've gone, and what it is they could possibly be doing that's more important. Not only that, it seems a little strange to send the agents you're supposed to be showing-off to follow-up on a lead. You've got other agents who can handle that, these guys are assigned to the party.</p>
<p>Of course, the investigation scene is technically proficient and well-constructed. It is your typical obstacle-discovery set-up, with a great a-ha moment for the players who paid attention to the fluff text. I do wish one of the rewards weren't so hidden, and I worry other groups might miss the opportunity to collect it.</p>
<p>The weakest scene in the scenario is, sadly, the conclusion. While I did like that the NPCs mentioned in the first scene are made relevant again in the third scene (and can contribute meaningfully to its resolution), the entire organization and pacing of the whole event is, quite frankly, a mess. In fairness, most scenes involving a split party are, but that's no excuse. The scene should have decided whether it wanted to be a technical scene or a combat scene, but not both at the same time, especially with such a high CR enemy (I would've been in favor of combining the CRs of the enemy and the skill challenge if both are to play out at the same time).</p>
<p>Perhaps what frustrates me most about this scenario is that it goes about its script too closely. The plot unfolds not because of the actions of the PCs or their guests, but because it's what's supposed to happen next. Key characters say things because they need to same them, not because it necessarily makes sense. This makes the story feel forced, and threatens the sense of accomplishment the PCs are supposed to achieve from their successes.
<br />
[Spoiler omitted]</p>
<p>In conclusion, The First Mandate is a fun scenario with a strong opening that is hampered by a weak middle and end. The scenario should have tried harder to keep events closer together, in such a way that the important NPCs the PCs spent nearly an hour interacting with remained relevant throughout, instead of only Acts I and III. That said, this is another scenario really had good ideas, and with some additional polish and editing, could've been a slam-dunk way to kick off the next round of SFS missions.</p>
<p>As something of a post-script, I really did appreciate the way the scenario dropped hints about upcoming scenarios. It was a clever detail, and one that went a long way to making the story of Season 1 feel more coherent.</p><p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>I ran this scenario for SFS this evening and it was, overall, a fun experience. However, despite the scenario's strong opening scene and creative role-play opportunities, it falls flat in Acts II and III with awkward pacing, opaque motivations, and a confusing combat set-up.</p>
<p>Let me disclose, first of all, that I love party scenes. It lets me fill a room with interesting people and turn the PCs loose in a role-play interaction sandbox to learn all about the quirks and personalities of the guests. The gala scene in The First Mandate was no different, and the five NPCs the PCs had to influence were distinct and entertaining enough that each interaction felt memorable. The players certainly came up with unique ways to leverage their skills in conversations with the guests, from discussions of the ethical and geopolitical implications of First Contact events to pitching mining opportunities to an Aspis Consortium representative. Unfortunately, because we were playing with 3 players + 1 GMPC, the two sets of social rounds dragged out a little bit, but that may be more of a symptom of our table than the scenario.</p>
<p>After the PCs are called away from the gala is when the scenario's pacing seems to break down. First, asking the PCs to leave a party they have just finished winning friends at seems very strange. Their friends will wonder where they've gone, why they've gone, and what it is they could possibly be doing that's more important. Not only that, it seems a little strange to send the agents you're supposed to be showing-off to follow-up on a lead. You've got other agents who can handle that, these guys are assigned to the party.</p>
<p>Of course, the investigation scene is technically proficient and well-constructed. It is your typical obstacle-discovery set-up, with a great a-ha moment for the players who paid attention to the fluff text. I do wish one of the rewards weren't so hidden, and I worry other groups might miss the opportunity to collect it.</p>
<p>The weakest scene in the scenario is, sadly, the conclusion. While I did like that the NPCs mentioned in the first scene are made relevant again in the third scene (and can contribute meaningfully to its resolution), the entire organization and pacing of the whole event is, quite frankly, a mess. In fairness, most scenes involving a split party are, but that's no excuse. The scene should have decided whether it wanted to be a technical scene or a combat scene, but not both at the same time, especially with such a high CR enemy (I would've been in favor of combining the CRs of the enemy and the skill challenge if both are to play out at the same time).</p>
<p>Perhaps what frustrates me most about this scenario is that it goes about its script too closely. The plot unfolds not because of the actions of the PCs or their guests, but because it's what's supposed to happen next. Key characters say things because they need to same them, not because it necessarily makes sense. This makes the story feel forced, and threatens the sense of accomplishment the PCs are supposed to achieve from their successes.
<br />
[Spoiler omitted]</p>
<p>In conclusion, The First Mandate is a fun scenario with a strong opening that is hampered by a weak middle and end. The scenario should have tried harder to keep events closer together, in such a way that the important NPCs the PCs spent nearly an hour interacting with remained relevant throughout, instead of only Acts I and III. That said, this is another scenario really had good ideas, and with some additional polish and editing, could've been a slam-dunk way to kick off the next round of SFS missions.</p>
<p>As something of a post-script, I really did appreciate the way the scenario dropped hints about upcoming scenarios. It was a clever detail, and one that went a long way to making the story of Season 1 feel more coherent.</p>Kaushal Avan Spellfire2018-01-04T07:16:32ZStarfinder Society Scenario #1-05: The First Mandate: Simply Fantastic (5 stars)AFlashInTimehttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2017-12-22T06:05:03Z<p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>Based on my experience running this at my local gaming store...</p>
<p>This starfinder society scenario really hits the mark! It has something for everybody (except maybe the dedicated starship pilot due to the lack of space combat - not necessarily a bad thing!), gives each type of PC their time to shine, and is vital to the megaplot of the starfinder society during season 1. </p>
<p>Do you want (mostly) social challenges with a variety of memorable NPCs? Check! Do you want combat against unusual or challenging opponents? Check! A little bit of investigation and puzzle solving? Check! A thrilling final encounter with just the right mix of social, technical, and stealthy skills required, not to mention combat: it's all here!</p>
<p>If I were advising a GM which scenario to run after The Commencement to give a new group of players the real flavor of the Starfinder Society, I would tell them to start prepping this scenario.</p><p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>Based on my experience running this at my local gaming store...</p>
<p>This starfinder society scenario really hits the mark! It has something for everybody (except maybe the dedicated starship pilot due to the lack of space combat - not necessarily a bad thing!), gives each type of PC their time to shine, and is vital to the megaplot of the starfinder society during season 1. </p>
<p>Do you want (mostly) social challenges with a variety of memorable NPCs? Check! Do you want combat against unusual or challenging opponents? Check! A little bit of investigation and puzzle solving? Check! A thrilling final encounter with just the right mix of social, technical, and stealthy skills required, not to mention combat: it's all here!</p>
<p>If I were advising a GM which scenario to run after The Commencement to give a new group of players the real flavor of the Starfinder Society, I would tell them to start prepping this scenario.</p>AFlashInTime2017-12-22T06:05:03ZStarfinder Society Scenario #1-05: The First Mandate: Just, an all around great scenario (5 stars)VampByDayhttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2017-11-01T03:24:46Z<p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>I love this scenario. It might just have been our GM getting into the spirit and acting out all the little details (like making Zo! out to be a cheesy used car salesman) but it was just super fun to have my Icon Envoy schmooze it up with all sorts of hoity-toity dignitaries. There is a dignitary for almost any kind of person to engage with.</p>
<p>A sleezy media moagul for all the people who are interested in fame and fortune.
<br />
A scholar for the PCs that like to discuss heady subjects.
<br />
A garrulous dealmaker for those who are looking to forge alliances
<br />
A stoic no-nonsense fellow starfinder
<br />
And a straight up gossipy entrepeneur. </p>
<p>A couple of the characters at the table didn't want to talk much, but even they found success with the no-nonsense starfinder and were able to do work with her.</p>
<p>There's a minor little hiccup in the scenario where the plot expects the PCs to do the very dangerous and potentially deadly thing because it will make the Starfinders 'look good,' even though it's very stupid, but since it was set up from the begining of the scenario, I let it slide.</p>
<p>I'm not saying I want all scenarios to be like this, but this was a great one that was super fun to do, and a great break from the dungeon crawls and straight up combats of the previous scenarios. Lots of great RP potential.</p><p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>I love this scenario. It might just have been our GM getting into the spirit and acting out all the little details (like making Zo! out to be a cheesy used car salesman) but it was just super fun to have my Icon Envoy schmooze it up with all sorts of hoity-toity dignitaries. There is a dignitary for almost any kind of person to engage with.</p>
<p>A sleezy media moagul for all the people who are interested in fame and fortune.
<br />
A scholar for the PCs that like to discuss heady subjects.
<br />
A garrulous dealmaker for those who are looking to forge alliances
<br />
A stoic no-nonsense fellow starfinder
<br />
And a straight up gossipy entrepeneur. </p>
<p>A couple of the characters at the table didn't want to talk much, but even they found success with the no-nonsense starfinder and were able to do work with her.</p>
<p>There's a minor little hiccup in the scenario where the plot expects the PCs to do the very dangerous and potentially deadly thing because it will make the Starfinders 'look good,' even though it's very stupid, but since it was set up from the begining of the scenario, I let it slide.</p>
<p>I'm not saying I want all scenarios to be like this, but this was a great one that was super fun to do, and a great break from the dungeon crawls and straight up combats of the previous scenarios. Lots of great RP potential.</p>VampByDay2017-11-01T03:24:46ZStarfinder Society Scenario #1-05: The First Mandate: Sneak Peak (5 stars)Saashaahttps://paizo.com/products/btpy9wet?Starfinder-Society-Scenario-105-The-First-Mandate2017-10-31T08:03:59Z<p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>This scenario was phenomenal by its lonesome with the diplomatic nature. It also included some great intrigue, investigation and combats. Most of all, the 5th star comes from the alluding to multiple future scenarios.</p>
<p>Great writing! 5 stars!</p><p><b>Starfinder Society Scenario #1-05: The First Mandate</b></p><p>This scenario was phenomenal by its lonesome with the diplomatic nature. It also included some great intrigue, investigation and combats. Most of all, the 5th star comes from the alluding to multiple future scenarios.</p>
<p>Great writing! 5 stars!</p>Saashaa2017-10-31T08:03:59Z