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Meraki wrote:

Have you considered running a few modules first to get a feel for how the group plays? They're shorter adventures that are usually the equivalent of about 1/2-1 book of an adventure path, depending on the particular module (the newer ones tend to be longer).

I would definitely be interested if anyone had suggestions of good modules to start with (I'd be less invested in specific settings for a module suggestion).

Tormsskull wrote:
With the specific requirements you want, it would seem homebrew would be the best way to go. Do you not want to do homebrew because you feel the task is too daunting?

Absolutely too daunting, yes. Not that I don't think it would be a blast, and my players (all creative folk, bless them) would have fun helping me build the world, but in the interest of actually completing all of my current coursework...


Thank you to everyone for your suggestions and advice! I think I have a much better idea of where to start now.
I actually was looking at the D20 modern systems earlier, I might buy a sourcebook and use it for some inspiration. I'll talk some more with my players and get an idea of which one of these campaigns sounds best for us!


My friends and I have been wanting to play a tabletop game together for a long time now, and the humble bundle pathfinder sale gave us the excuse to finally start putting it into action. As the only person who actually has experience playing tabletop games (I've played a few one-shots (3.5 D&D, some homebrew stuff) and I'm now ~6 months into a long term campaign (3.5 D&D)), I was elected our GM.

Right now, I'm spending my week off to read through the rulebooks and familiarize myself with Pathfinder. I know I don't want to try to make a homebrew campaign for my first game with them, so I was hoping to see if anyone knew of any good campaigns for what we want to play (either sold by pathfinder, somewhere else, or if anyone has any homebrews available).

This is a little difficult because we have a few specific needs:

More social/diplomacy based than combat based, plot that gives lots of opportunities for roleplaying

Players hate dark and gritty storylines- I can obviously omit or cut out single occurances but nothing where the overall plot relies on plot twists into the needlessly violent or depressing

Not neccesarily /required/, but would prefer an urban fantasy setting, and one where there isn't a masquerade in effect trying to hide the supernatural from the mundane. At least, no plots which revolve completely around maintaining the masquerade.