Triga |
I am going to run one of the adventure paths, but am unsure which one to purchase. This will be my first time running Pathfinder. I am completely new to the game, as will be the players I run the game with.
I was wondering which if any of the adventure paths focus more on combat encounters or are more structured.
Which one if any, would be better off for a new GM, and new players?
Steel_Wind |
None of the above, imo.
I would not start off as a GM with an Adventure Path. They take a fair bit of exeprience to pull off. This is also view which is shared by James Jacobs on the latest episode of Chronicles: Pathfinder Podcast, I might add.
I would start with a smaller story arc. The Price of Immortality Trilogy is ideal. That module trilogy is Crypt of the Everflame, Masks of the Living God, and City of Golden Death. We cover it in episodes #01, #02 and #03 of the podcast. (The review of the module is reasonably informative, but please ignore the balance of episode #01 of our noob podcast please-and-thank-you :))
Sunderstone |
Starting from the Council of Thieves AP (as the rest are 3.5E and you would have to do conversions), Id say the Council of Thieves for a first time GM of Pathfinder.
Kingmaker is excellent but rules heavy if you go with all the kingdom-building.
Serpent Skull is a 2nd choice, but GM'ing and juggling 5 different NPC regulars constantly, and the recordkeeping in the first module (climate, base camps, NPC reactions,etc) might be abit much for you in the beginning as well.
Whichever one you choose, check some threads out in their specific forums here @ Paizo. Theres some great tips/advice in them.
hogarth |
I am going to run one of the adventure paths, but am unsure which one to purchase. This will be my first time running Pathfinder. I am completely new to the game, as will be the players I run the game with.
I was wondering which if any of the adventure paths focus more on combat encounters or are more structured.
Which one if any, would be better off for a new GM, and new players?
Just to clarify -- you've never played Pathfinder but you have played/DMed D&D?
Stephan |
Council of Thieves is meh. It's not as bad as Second Darkness, but it's light years behind the other APs.
Second Darkness is the worst AP yet. Council of Thieves has - at least - one of the best modules in it: The Sixfold Trial.
I would recommend Serpent´s Skull. Not my favourite AP, but it´s straightforward and seems to be fun.
cibet44 |
None of the above, imo.
I would not start off as a GM with an Adventure Path. They take a fair bit of experience to pull off.
I could not agree with this more. I have DMd Savage Tide and Runelords to completion, and now I am running Crimson Throne. I would definitely start out with a module or two first.
However, once you have that under your belt I would strongly suggest doing Rise of the Runelords. This AP has many hooks in it that are picked up in later APs. Just as an example, without spoiling too much, Rise of the Runelords introduces an NPC that is featured in the upcoming Jade Regent AP.
Whatever AP you decide on make sure you have ALL of it in your possession and have read it through multiple times before you start your campaign.
hogarth |
If the original poster has no experience in DMing any system, ever, then I would agree that an adventure path is a bad place to start.
If he has experience in DMing 3.5E D&D, I'd recommend buying Shackled City, on the grounds that it's dead cheap for the amount of ideas it provides. Then the group can ease its way into playing Pathfinder (from 3.5E D&D) by making a few changes at a time.