migellito |
I think all the ideas pertaining to box contents are great :) Here's a couple ideas related to books and rules, based on my own experience.
1- Put spells in their own little booklet. Casters will sing your praises for years to come, and so will GMs. Although an option, I don't think multiple copies of a Spells booklet are necessary. It's easy for players to share a book, with the main problems occurring when players and the GM both need to look in the same book at the same time.
2- Don't include feats at all. I can hear the outcry now "but the characters won't be able to do anything!" Au contraire mon ami. They will be able to do plenty. I would say that skills are optional for inclusion, but they form a nicely limited number of pretty general abilities that will get new players used to the idea of how to use the mechanic (without simply learning to rely on it.) Feats should be mentioned as being a part of the full-blown Pathfinder game, with the statement that players will be adding them to their character if they move into that game.
3- Respect your own efforts to their fullest. Don't sell the intro game short as being either inferior or impossible to use after a certain point is reached. Although it might boost sales of the big Pathfinder book slightly if you did, I think that not only can the big book stand on its own merits, but that new players will be eager to dig down into Paizo's library of adventures to support the intro game itself.
Best of luck with this cool direction! :)