Thirdhorseman |
Hello all. I need some suggestions
I do have experience GMing, but not in PFS, and i'm toying with starting an event at a local store, but it would be the first time there, so I have no way to know who may or may not show up.
so my question is this, what scenario would be good for an inexperienced PFS gm (but who has gmed in a home game for a while) and also good for potentially all new players.
Thank you all for your suggestions!
BigNorseWolf |
First steps. Confirmation.
I don't like wounded wisp, its got a weird "riddle" thats not a riddle at all, its a skill check.
I would really, really try to get in a game or two somewhere either in person or online, because there's a LOT that you won't notice in the guide until you actually see it done.
Where are you? There are games in surprisingly weird locations, and finding a group can be a little tricky.
LazarX |
Hello all. I need some suggestions
I do have experience GMing, but not in PFS, and i'm toying with starting an event at a local store, but it would be the first time there, so I have no way to know who may or may not show up.
so my question is this, what scenario would be good for an inexperienced PFS gm (but who has gmed in a home game for a while) and also good for potentially all new players.
Thank you all for your suggestions!
All first time players? The best choice is Confirmation. Do make sure you download the Campaign Guidelines from this site.
BretI Venture-Lieutenant, Minnesota—Minneapolis |
I agree that the single best choice for a beginning adventure is The Confirmation. I would suggest that since not everyone knows, you explain what a Featherstep potion does. It can have a big impact on the final battle.
I don't mind Wounded Wisp, but I can understand why others don't like it. Doing the two one after another does provide some very good options for new players.
Finding a third replayable that allows you to play your own character is a little tougher. First Steps: In Service to Lore can go badly if the tactics (which are meant to reduce the difficulty of the fight) are not followed. I haven't played Master of the Fallen Fortress, opinions seem to vary on that one. Might want to just go with a regular 1-5 adventure for your third adventure.
EricMcG |
I would recommend First Steps, it has lots of role play and a couple of fights. It doesn't have a lot of advanced rules for you or your players to know and it makes a certain amount of sense to have newly minted Pathfinders doing some joe jobs before the real work begins.
Confirmation is also a good choice for the same reasons, but I find it works best after the first chronicle is had. The 2PP Wand of Saved My Life (aka wand of Cure Light Wounds) is more likely to be needed. Although The Thing That Will Kill You is far more obvious than in First Steps.
Master of the Fallen Fortress is a straight up dungeon crawl and definitely requires the CLW wand. The big problem is the Total Party Kill (TPK) trap that goes off about half the times the scenario is run.
Since you don't know who will show up, you might want to bring a couple of Quests. They are much faster than a full scenario, but don't provide significant loot. They are a good intro to the game though.
Also, bring a half dozen PFS ID numbers with you to give to your players. They need to activate them online to register their characters and you need them to complete the paperwork of reporting the game.
Good luck and let us know how it goes.
BretI Venture-Lieutenant, Minnesota—Minneapolis |
Confirmation is also a good choice for the same reasons, but I find it works best after the first chronicle is had. The 2PP Wand of Saved My Life (aka wand of Cure Light Wounds) is more likely to be needed. Although The Thing That Will Kill You is far more obvious than in First Steps.
I find that you don't need the wand because of how things are set up in the scenario.
Andreas Forster Venture-Captain, Germany—Hamburg |
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While "Masters of the Fallen Fortress" gives a nice in-game reason for the characters to join the Society, it has a lot of combats, which can get quite boring (and you'll need lots of healing), giving you only 1 PP in the process, which means players don't have the option of buying a Wand of CLW if it is their first scenario.
"First Steps Part 1" has the downside of featuring outdated metaplot. The First Steps series was used to introduce players to the 10 factions that were available at the time. Basically, First Steps was a bunch of faction missions with a big fight at the end. It was a nice series that showed the different kinds of scenario one could expect in PFS (city, dungeon, overland travel/wilderness), but since part 2 & 3 are retired, part 1 is just a bunch of out-of-context errands.
"The Confirmation" is a fine choice as it shows the players some basic concepts of the Pathfinder Society, like working together and keeping notes. Also, for players who play it the first time, the chronicle gives them something for free, and players like free stuff.
"The Wounded Wisp" is equally nice as it gives the players some basic knowledge about Absalom. Also, it has some great roleplaying opportunities.
Jack Amy |
If you are familiar with 3.5 and comfortable converting to Pathfinder, Silent Tide was a great introduction when we started PFS at out lodge. Players left feeling appropriately epic, and it can be beaten comfortably by pregens if people don't have their own characters. Otherwise, I hear the Confirmation is solid intro to the campaign.
Also check out the GM shared prep forum, as there is a lot of great stuff there that will make your life easier.
Finally, good luck and let us know how it goes.
Preston Hudson Venture-Captain, Washington—Spokane |
I would go Masters of the Fallen Fortress, The Confirmation, then Wounded Wisp. Masters of the Fallen Fortress provides an in game reason to join the Society. The Confirmation starts providing the lore of the Society. The Wounded Wisp builds upon that lore and continues introductions of key players in the Pathfinder Society.
The Great Rinaldo! |
I agree with starting on First Steps and/or Fallen Fortress. Confirmation is better for a third adventure, because part of the point is about why your character is a Pathfinder, and checking out his gear. That's more appropriate after the players have had a chance to play a bit, explore their characters, and learn a little about the game world and the in-game Society.
I like Mists of Mwangi as a fairly straightforward early adventure for both the players and the GM.