Best module for new players?


Pathfinder Society

Sovereign Court

Spoilers Alert! Don't come in if you're going to play the PFS.

Well, I'm planning on running one of the four modules for my home game of PFS, and it's entirely possible I'll be having quite a few new players involved. With that in mind, I'd like a good module for new players, one that won't overwhelm them too much. Of course, it'd be good if I had an idea for a module to keep till last in this run of four, so the players can get to second level before starting.

Feel free to spoil me with details, I've played in all four modules.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
Uzzy wrote:

Spoilers Alert! Don't come in if you're going to play the PFS.

Well, I'm planning on running one of the four modules for my home game of PFS, and it's entirely possible I'll be having quite a few new players involved. With that in mind, I'd like a good module for new players, one that won't overwhelm them too much. Of course, it'd be good if I had an idea for a module to keep till last in this run of four, so the players can get to second level before starting.

Feel free to spoil me with details, I've played in all four modules.

My sense is that you should avoid the modules that make extensive use of complicated, rarely used or known rules. This means the stuff like underwater fighting and the effects of heat. That argues against two. The other two have the possibility of some odd rules like movement on difficult terrain or cold exposure, but they're much more manageable.

The other generally-applicable bits of advice I'd offer are to keep your mind open to unconventional approaches,and conversly, to be aware that what might seem obvious to you might not be to others. Depending on how well your newbies know the standard fantasy tropes, they might not react as you expect, so stay flexible.

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