New GM - How to sculpt my campaign to my players?


Advice


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(First post here. I've been looking around Paizo for a GM-Specific forum but there doesn't appear to be one? Please let me know if there's a more appropriate thread for this post.)

Hey folks,

I've never really played or led any form of tabletop RPG before. I always loved the concept, though, so I thought I'd try and get into it this summer with some of my friends.

I've been spending a lot of time reviewing my module (Crypt of the Everflame) and I think once my players finish building their characters, I'll be able to lead it pretty well.

I had a question, though:

So, one of my players decided she wanted to be a "Roof Runner" (UC) Rogue. Another one of my players has pretty much gone all in in Diplomacy. The module I'm using (Crypt of the Everflame) barely has any opportunities for my players to stretch their characters, as most of the encounters feature undead or otherwise unintelligent npcs (though they do start in a town). I'm considering paying more attention to the rooftops of Kassen so my Rogue will have something to do, but I can't think of a great way to include that in the module as it exists now.

I was wondering if any of you might have any suggestions for me. :)

Thanks!


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The way I see it, you have two options.

1) You tell you characters immediately that their builds will be highly situational due to the nature of the module. You don't need to give them story specific spoilers - but you should for instance, tell your Diplomancer the module is filled with undead and mostly mindless NPCs.

At this point your players will either rework their characters, or they'll accept that they're going into this adventure where their strengths are not usable commonly. (note you should tell them ASAP)

2) You switch campaigns to something that features urban environments commonly or predominantly. This will mean a lot more reading for you, but less working on the core of the module itself (which is good since you're new). Your players won't have to rework any of their character concepts either. Overall in the short run this means more work for you, but less in the long run, and depending on how attached to their current characters your players are, their appreciation for you.


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If it is your first time to playing, both for the PCs and the DM (you) then I highly implore you to use the pregenerated characters in the back of the module. If you have more players than pregens then use duplicates. Two Valeros or two Kyra work fantastically, just assume the name is not the same.
The point is that each module is built with the idea that the provided characters should be able to overcome it without much issue.
On top of that the Fighter/Cleric/Rogue/Wizard setup ensures that not only is every single skill covered but that all of the "bases" are covered as well.
With more advanced modules and APs the characters change because of how Paizo is creating new characters to be iconic of the classes they are portraying.

Crypt of Everflame is very unforgiving for under prepared parties. A party of 6 PCs tackled it at my home game, and people died pretty often--partially from my dice randomly deciding to roll really well, and partially because they tended to make horrible choices at time. Hell, they ran into the first room and were ambushed, but instead of pulling back or seeking fortifiable positions like competent adventurers they decided to fight it out in a mass melee which the Skeletons won. It didn't hurt that they didn't have a cleric.--

However, you can also offer the Iconics in the back as "backup" characters in the event that their current characters die horribly. A PC dies or the party dies, and the Iconics take their places.

This is Pathfinder. Adventuring is dangerous, and adventurers die pretty often. The system is in the favor of the players since monsters are, on the whole, weaker than they are, but a lucky hit or crit can still instantly kill people until mid levels and even beyond depending on class.

Shadow Lodge

I wouldn't necessarily advise your players to play pre-generated characters, because for many making their own character is part of the fun. You should however as CommandoDude said advise them that the module is not suited to their current concepts. You might suggest that characters like clerics, paladins, or undead-hunting rangers are better suited.

Player experience does make a big difference. Inexperienced players make worse tactical decisions. For example, the new player in my current group is figuring out things like readied actions, holding the charge of a touch spell, and most importantly, hiding behind the meat shields. Players working outside of their comfort zone have the same problem, like the guy playing his first caster after three martials, who needs to be reminded that undead are immune to mind-affecting spells. On the other hand, the more experienced players know how to use cover, set up ambushes, and so on.

But even if more experienced players would survive the module, they might not have as much fun. If they want to play a roof runner and a diplomat, it's probably because they want to run on some roofs and be diplomatic. So either different characters or a different module are probably in order.


If this is their first time playing as well, then I would also endorse the idea of pre-generated characters. Do not force it, but put the idea out there. When I was first introduced to the game it was with the Basic Game in 2004. None of us had played the game before, except my brother who GM'd, so we stuck with the pregen characters that came with the set. I did not feel like I was missing out, and in fact it was great because we were able to jump right into the game with everyone getting the character they wanted. I still remember the Halfling Rogue that I played and it was such a fun time! So, do not think that pre-generated characters sap the fun out. However, it should be their choice.

As the others said, I would make it clear to the two players that their focuses will not see a lot of spotlight. The diplomat could still attempt to interact with the NPC in the crypt, but otherwise there is not much to speak to once the adventure begins. If they are okay with this, then bank on the fact that you can send them anywhere after the adventure that would be more suitable.


As a poster(s) before me ha(s/ve) said; advise them about the nature of what they're getting into. It for reasons like this that the large published adventures come with player guides; playing a Sailing Pirate in Carrion Crown wouldn't be so much fun as in Skull and Shackles.

If they persist; that's when it falls on you to make your own ideas; perhaps some of the mindless NPCS are not merely mindless, but instead highly resistant to people, and your diplomacy guy will have a shot against them.

For the roof running, decrepit towns, and claustrophobic dungeons don't have much in common, but they have enough; areas that are dangerous, areas where enemies hide, etc. So, consider rewriting some of the adventure. And, if any of it comes off as off, or clunky, remind the players that you're trying to match their Squares pieces to your game's round holes.

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