Newbie Help - Serpent's Skull


Serpent's Skull


Hello all.
I haven't gamed in many years. D&D, Gamma World, Marvel back in the 80s. I have two son's 12 and 13, who became interested in rpgs, so I started looking around, found Pathfider, which I like because of the adventure paths. Ordered core book, gm screen, and subscription to Serpents Skull. Adventure looks awesome.

Questions:
1.Probably won't have but 2 or 3 players. Do I just need to run more NPCs, or scale back the adventure (unfortunately most of their friends are to into video games but maybe they can recruit a few)

2. Do you think we should start off with a one off module, so they can get a feel for the game? If so, does anyone have any recommendations?

3. Any other advice for a newbie playing with younger adventurers?

Thanks,
Shepard

Sovereign Court

1. If you have 2, i'd gestalt it up. LINK. If you have 3, let them have a 25 point buy build or just make the encounters a little easier. Remember the baseline is 4 characters on a 15 point buy (unless the AP's assume a 20 point buy these days- anyone know for sure?.

2. I would recommend a one off module for new players, definitely. Unfortunately I have barely looked at PF modules so i'm not much help there.

3. Keep things simple. Don't worry too much about attacks of oppootunity and complex rules, just keep the game flowing, Don't actively nag them to RP, the NPC's are your friends. Initiatie conversation from them whenever possible, asking questions about the characters past etc.

Edit: Man, sorry for all the typos. My wireless keyboard is going nuts.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

I'd suggest starting with a module first. Crypt of the Everflame is made for introduction and is started during the characters' adulthood ceremont, something that might appeal to teenagers. It also has two subsequent modules linked to it (MAsks of the Living God and City of Golden Death). I'd suggest playing through that trilogy first as an Adventure Path is a pretty significant commitment.

As for running with fewer players, I'd tend to scale the opposition back. You've got enough to do as a GM without trying to run half the party. Plus you want as much attention on the players' characters as possible so they enjoy it more. Reducing numbers or hit points works quite well. And if they seem to be losing, don't be afraid to drop the hit points on the fly so their frantic last blow kills the bad guy.

Another thing to bear in mind is that APs tend to be PG13 rated. You may have to edit some of the content for appropriateness. This applies to all areas of 'adult themes': sex and sexuality, drugs, slavery, racism and horror. It shouldn't be much, but you will have to watch for it, depending on your children's (and your) tolerance for that sort of thing.

Good luck.


GMing people new to the hobby is always a blast. If you have the time and think your boys would enjoy it, make new characters. Guide them through the process and maybe print out the pregen pathfinder characters for examples.

Explain only the basic rules and fill in the rest as they come up in play. So teach them the basic mechanic d20 + modifier versus target number and show how that relates to AC, skills, savings throws, and attacks. Then teach what you can do on your turn during combat. Point out how feats and class features can add to the dice roll, but leave them to read the details. Then play!

When other things come up during play, like attacks of opportunity, teach about them as they happen. Allow rewinds during this time. It is actually a learning method, if the player sees that walking next to the goblin is a bad idea and then walks around them to avoid the attack of opportunity the rule is learned in a real way.

As far as modifying the adventure, it will probably be necessary. I like simple stuff that can be accomplished on the fly: reduce hit points, subtract 1 from attack, AC, savings throw values.

Finally, you can download Hollow's Last Hope a free introductory module here: http://paizo.com/store/paizoExclusives/v5748btpy82qz. It uses the 23.5 rules, but that shouldn't be a big deal.


maybe you could even make your own short adventure if you wanted, but the Hollow's Last Hope looks pretty good too, having the Bestiary will help as well, as sometimes they will reference a monster and give it's HP, CR and XP, but won't put in which attacks it has and such, and the bestiary is worth the 40 bucks :)


Id go with one of the short modules like "Hollow's Last Hope" and temporarily increase XP advancement track to long. This way you can stay low level (level 1 or 2 max) and start Smuggler's Shiv right after.
You may have to scale back some encounters if you only have 2 players, or play an extra NPC. Use one of the Iconics for Hollow, then a castaway for Smugglers. :)

Liberty's Edge

masshysteria wrote:
It uses the 23.5 rules,

Wow I seem to have missed a couple of rule sets, were there beta testings? :)

I would let them make characters and run through Hollow's Last Hope, see how that goes then take those characters into the AP. They will be higher level and have a few goodies, but erring on the over powered side will not hurt you here. New players and fewer than recommended sounds like a little cushion is just what you need.


Thanks guys for all the help and suggestions. They made some characters, and I think I am going to try out Hollows Last Hope on them. I hope I am still as good a DM as I thought I used to be in the 80s :-)

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