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With two seasons of modules available and the beginning of a third "second" season, we have a fair number of modules to pick from to introduce new players to the game.
What do you think are the "best" modules for introducing new players? I'm not talking best overall module, I'm talking best intro into Pathfinder Society.
My votes are for:
The City of Strangers Part 1: The Shadow Gambit
Normally I frown a little on the easier modules, but when it comes to introducing new players the last thing I want to risk is a TPK. The module also has a lot of roleplaying opportunities as well as some fun characters and themes.
The Silent Tide
I've stated on multiple occasions why this is my favorite Society Module so far. It has a little of everything, and if you play it right, it can showcase a lot of the new rules.
There are plenty of other ones I really like, but those really shine for me.
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What I did at our first PFS event down here was run the RPG Gameday scenario "Master of the Fallen Fortress". It actually acts as a lead-in to gaining your Pathfinder membership (in Game). I immediately followed that up with "Silent Tide" for the same reasons you listed. It is a great introductory scenario because it gives players a chance to try many of the new rule changes unique to Pathfinder.
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With two seasons of modules available and the beginning of a third "second" season, we have a fair number of modules to pick from to introduce new players to the game.
What do you think are the "best" modules for introducing new players? I'm not talking best overall module, I'm talking best intro into Pathfinder Society.
My votes are for:
The City of Strangers Part 1: The Shadow Gambit
Normally I frown a little on the easier modules, but when it comes to introducing new players the last thing I want to risk is a TPK. The module also has a lot of roleplaying opportunities as well as some fun characters and themes.The Silent Tide
I've stated on multiple occasions why this is my favorite Society Module so far. It has a little of everything, and if you play it right, it can showcase a lot of the new rules.There are plenty of other ones I really like, but those really shine for me.
Big props for Silent Tide. As a big plus getting players to know Grandmaster Torch early makes other scenarios memorable.
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I also liked the Silent Tide and Master of the Fallen Fortress. Among the Living and Among the Dead run back to back are pretty good as well. The Mists of Mwangi and Voice in the Void are another good pair. Delirium's Tangle had a good final fight. Those are the one's I can think of off the top of my head.
| rom90125 |
I will be running 'Mists of Mwangi' and 'Voice in the Void' as back-to-back sessions for our newly formed PFS group. While Mists is a bit straight-forward and obvious, I like that it is a shorter scenario and will allow me time to review the PC sheets for errors before we begin the first session.
With all the love 'Silent Tide' is getting in this thread, I will roll this scenario out after completing 'Voice in the Void'.
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I'm now partial to the first two adventures in Season 2:
Before the Dawn, Part I: The Bloodcove Disguise
Before the Dawn, Part II: Rescue at Azlant Ridge
Ran 'em both at GENCON and for my groups at home. Much fun. Epic adventure. Rescue the Damsel (she's not really a damsel, heck, she'd probably deck you if you called her one). Lots of fun!
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I'm now partial to the first two adventures in Season 2:
Before the Dawn, Part I: The Bloodcove Disguise
Before the Dawn, Part II: Rescue at Azlant RidgeRan 'em both at GENCON and for my groups at home. Much fun. Epic adventure. Rescue the Damsel (she's not really a damsel, heck, she'd probably deck you if you called her one). Lots of fun!
Aah, she's only a girl, they can't hit hard. :)
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I'm now partial to the first two adventures in Season 2:
Before the Dawn, Part I: The Bloodcove Disguise
Before the Dawn, Part II: Rescue at Azlant RidgeRan 'em both at GENCON and for my groups at home. Much fun. Epic adventure. Rescue the Damsel (she's not really a damsel, heck, she'd probably deck you if you called her one). Lots of fun!
Totally agree with this one. Will be running these two back to back at our next monthly game day.
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Remember, the question at hand isn't "what are awesome modules", but rather "what are the best modules to introduce players to Pathfinder Society?"
I love Before the Dawn Part I and Part II, but I don't feel they convey the feel of society as well as some other modules do. Yes they showcase some of the new stuff in society, but personally, I'd rather my "first" adventures be set in the centerpiece of Society Play - Absalom.
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Remember, the question at hand isn't "what are awesome modules", but rather "what are the best modules to introduce players to Pathfinder Society?"
I love Before the Dawn Part I and Part II, but I don't feel they convey the feel of society as well as some other modules do. Yes they showcase some of the new stuff in society, but personally, I'd rather my "first" adventures be set in the centerpiece of Society Play - Absalom.
+1
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Yes they showcase some of the new stuff in society, but personally, I'd rather my "first" adventures be set in the centerpiece of Society Play - Absalom.
I've only read it in prep for running next week, but so far I love Delirum's Tangle! OMFG how could it be so awesome? Although...
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Remember, the question at hand isn't "what are awesome modules", but rather "what are the best modules to introduce players to Pathfinder Society?"
I love Before the Dawn Part I and Part II, but I don't feel they convey the feel of society as well as some other modules do. Yes they showcase some of the new stuff in society, but personally, I'd rather my "first" adventures be set in the centerpiece of Society Play - Absalom.
Really good point. These mods, while totally awesome, may not be the best to introduce newbies to.
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MisterSlanky wrote:Yes they showcase some of the new stuff in society, but personally, I'd rather my "first" adventures be set in the centerpiece of Society Play - Absalom.I've only read it in prep for running next week, but so far I love Delirum's Tangle! OMFG how could it be so awesome? Although...
** spoiler omitted **
I love that Scenario too, but I'd hold off on running it until after Silent Tide.
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Herald wrote:Agreed 100% for exactly the same reason, Herald just beat me to the punch.I love that Scenario too, but I'd hold off on running it until after Silent Tide.
** spoiler omitted **
I've often thought that I should plan a party of new players to go throught the entire arch of that NPC's scenarios with just a few things thrown in to get the biggiest effect of that person.
My favorite NPC by far.
Maybe I need to do up a costume for Gen Con. I have the fig.
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I was rethinking my original responses based on my latest thoughts that Absalom based adventures are best for new characters. Introduce them to the world of the society rather than a far-off adventure where the Pathfinders lie in the background. Again these are not "the best" society modules, they are the modules that really introduce players to society best. Great modules with strong introduction to themes present in society play. This is why I removed The City of Secrets series from my original picks; great module, but a poor introduction to Absalom.
The Silent Tide
I still say Silent Tide is a great choice. I think the module introduces an awesome NPC and is of a good difficulty level. I've also (for reasons mentioned before) think it's just a good well-rounded module. It is also extremely easy to convert from Season 0.
The Frozen Fingers of Midnight
Another great starter module and one that was noted by several local players when I asked them. The module features you doing something directly for the Pathfinders and their allies and shows the cosmopolitan nature of play. It has an interesting Macguffin and fun characters. It's also a little faster than most, which makes the first-time going over of characters easier.
The Mists of Mwangi
Another module mentioned by several people in my neighborhood. While I think it's advantageous to give them time before introducing them to the follow-up adventure, Mists also lies a nice backdrop of Absalom and the kinds of things they should expect in society play. Like Frozen Fingers, it's also a little faster than most, which makes the first-time going over of characters easier.
The Devil You Know: Part 1 - Shipyard Rats
A little tougher than any of the above, this is also a very strong module that also plays well into the follow-up adventure should you be running back-to-back scenarios. I think the previous three are better, but this has the advantage of being Season 1.
Honorable Mention
The Black Waters
I do not think this is a good intro module, but it was the #1 pick when I asked my gaming group which one they thought was a great intro. I had no idea honestly. I thought the module was easily one of the most thematic and cool I've played, and while it does provide a really nice backdrop of part of Absalom, I guess I didn't think it was that strong in encounters. I also thought a lot was lost in the translation to Season 1. According to my gaming group's choices, I was wrong.