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I recently decided to start running PFS scenarios in my home game (mostly because they're short enough to actually finish), and I have a few questions. I hope they aren't too stupid, and I did try my best to find the answers before posting... :)
1) Is there any "in-game" explanation of why the modules take place all over the Inner Sea? The descriptions of the PFS led me to believe most Pathfinders operate out of "lodges", with at least loosely defined areas.
2) In the interest of providing some continuity, is there a map anywhere of where the different mods are located? I found one for the full adventure modules, but not for the PFS mods.
3) Are the multi-part mods designed to be played back-to-back, or should I fit in a few different mods between?
4) It was my understanding from the guide that the mods are written for parties of 4, but the reviews seem to take issue that the mods are too easy for parties of 7. Am I missing something?
5) Since how challenging is it to play a Pathfinder Paladin? One of my players loves them, but several mod descriptions seem to imply the players will be operating... beyond... the law, or at least covertly.
Any other tips for running PFS in a home setting (rather than a convention) would also be greatly appreciated.

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1) Is there any "in-game" explanation of why the modules take place all over the Inner Sea? The descriptions of the PFS led me to believe most Pathfinders operate out of "lodges", with at least loosely defined areas.
2) In the interest of providing some continuity, is there a map anywhere of where the different mods are located? I found one for the full adventure modules, but not for the PFS mods.
3) Are the multi-part mods designed to be played back-to-back, or should I fit in a few different mods between?
4) It was my understanding from the guide that the mods are written for parties of 4, but the reviews seem to take issue that the mods are too easy for parties of 7. Am I missing something?
5) Since how challenging is it to play a Pathfinder Paladin? One of my players loves them, but several mod descriptions seem to imply the players will be operating... beyond... the law, or at least covertly.
Any other tips for running PFS in a home setting (rather than a convention) would also be greatly appreciated.
1) the society runs out of lodges all over the inner sea, they pay for the transportation from one lodge to another, they also fund expeditions to collect artifacts
2)there isn't a map yet, but the wiki has a page with the locations figured out.
3)the multi-part senarios can be run back to back, or with other adventures put in between, I wouldn't set them more than a level or 2 apart
4)this is an issue with organized play as a system, when many groups are too large for a table of four, but too small for two tables of 4
5)If you plan on using the faction missions, there are some that a roleplaying paladin would refuse to do, most of the actual missions arn't bad enough for a paladin to flat out refuse.

Enevhar Aldarion |

1) Is there any "in-game" explanation of why the modules take place all over the Inner Sea? The descriptions of the PFS led me to believe most Pathfinders operate out of "lodges", with at least loosely defined areas.
There is no true passage of time in the Pathfinder Society, at least not for in between scenarios. You also do not have to account for traveling time, nor is there a limit on how many you can play in a real year, unlike some other organized groups. So you can play in one day scenarios that are set on the opposite sides of the Inner Sea if you wanted to.
3) Are the multi-part mods designed to be played back-to-back, or should I fit in a few different mods between?
You can do it either way, but try to not let too much real time pass in between parts or you may forget what was done already. Also, you should try and have the same character do all parts of a multi-part arc even though there is not a rule that says you are required to do that.
4) It was my understanding from the guide that the mods are written for parties of 4, but the reviews seem to take issue that the mods are too easy for parties of 7. Am I missing something?
The best party size is probably 5 players, though you can play with as few as four or as many as seven. Actually, if you only have three players, the GM is allowed to run one of the pregens as a fourth to make the table legal. Also, if you have six or seven players you are supposed to increase the Average Party Level by one because having more players makes things easier.