Starting a new campaign with new players


Advice


Pathfinder Rulebook Subscriber

So a friend of mine wants to get into pathfinder. He's heard me tell tales of what happens at the games I currently play and he's interested to the point where he's trying to convince me to start up a new campaign. My only concern is that I've only been a player really once (for 2 years) and a GM once (for almost a year now).

My worry is that I've only run for players who have played before. With the new run, it's more likely that most, if not all, of the players will be new people, and interest in skull and shackles (the only ap I've run so far) is kind of low.

So I'm trying to figure out what to run. So far the interest is in Reign of Winter, though I haven't pitched much other than that and Skull and Shackles, because I don't know anything else. Suggestions?


Well, if you're working with someone new I strongly suggest taking an hour or two to flesh out his character with them. This includes helping them make a backstory so they feel included in the world

Module wise I really enjoyed Flight of the Red Raven, though it is a level four module and leveling character with beginners may be overwhelming to start off with. Most of the time though I make up my own campaigns and worlds, so due to bias I think that'd be really cool to do if you were up to it.

Also, if you wish here's my advice I just gave on a different thread for for helping new players move along in combat. You didn't ask for it, but I feel it could pertain.

Other Thread Combat Advice:
When it comes to combat I strongly suggest having your new players make combat notes. They take the time to write out all dice they roll, so like "To swing longsword: Roll a 1d20+5 on hit roll 1d8+3," etcetera etcetera. There is a space for this on their character sheet, but some people do get taken back by all the information on the sheet.


Don't start with an AP. Especially for new players. Run something you made, a single module, or what can actually work very well is a few PFS scenarios. They are simple, short, and detailed. Easy on the GM and get new people a decent taste of what the system is like.


If you have players who are pretty sure that they are committed to a campaign and have a pretty good concept for a character that they will like, and you think will mechanically work, I'd say go ahead and go for an AP. I think all of them have strengths and weaknesses and without knowing more it is hard to recommend one for your group, but Rise of the Runelords is still considered great and a lot of people really like Kingmaker.

If though you have players that aren't sure, playing a few one-off modules to let them try different things and see if they like the game isn't a bad idea.


Pathfinder Rulebook Subscriber

Well as it turns out only one is new, so we may actually be ok.

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