
Barricade |
19 people marked this as FAQ candidate. Staff response: no reply required. 3 people marked this as a favorite. |
Hi all,
Although I have played around with the idea of playing a table-top rpg a number of times I've never really gotten into it. However, as I saw the videos of Blue Table Painting starting a Pathfinder campaign, I got excited to get into this as well.
So... now I find myself on this website for the second day in a row trying to wrap my mind around what I need to get a group started and can't figure out what it is that would be best to get, being a new player. I hope you guys can help me out.
Neither me, nor any of the people I would want to play this with, have ever played any table-top RPG so we are all new to this. So what is best for me to get? From the looks of things I understand that in order to play I would need to get:
* A core rulebook (50 US)
* A Bestiary (40 US)
* A Campaign setting, Adventure path or Module (price varies)
* A collection of different sided dice
This combined totals for up 250-300 US just to get started as an initial investment, for something non of us are sure we want to continue with, unless we buy the PDF's, of course, which read less comfortable than a book and which we can't have with us on the table... And that while 'the worlds oldest rpg' has a starter set for 20 US =\
My questions are:
- Is my above assumption of base requirements correct and/ or what do you as experienced players suggest I should get? (Should I get a Rulebook+ Bestiary+ Adventure path, or should I go for just the Rulebook+ Bestiary+ Module?).
- Do I need anything else other than the above to get started?
- Isn't there something like a starter kit which makes it easier for new people like myself to get into the game, with less of a steep initial investment?
I really hope someone can give some insight. Don't get me wrong on the cost part either, I don't mind making the (steep) initial investment, as long as I know I'm getting the correct items for a beginner so neither me or my group will get frustrated simply because we got the wrong stuff.

DaveMage |

Paizo is releasing its own "Beginner Box" later this year (November?).
However, if you want to get started now, I'd recommend buying the core rulebook in PDF ($9.99) only and read through that first to decide if the game grabs you.
There are also some free online tools (such as the Pathfinder PRD under the "Links" section to the left) which cover a lot of material.
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Barricade |
Paizo is releasing its own "Beginner Box" later this year (November?).
However, if you want to get started now, I'd recommend buying the core rulebook in PDF ($9.99) only and read through that first to decide if the game grabs you.
There are also some free online tools (such as the Pathfinder PRD under the "Links" section to the left) which cover a lot of material.
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Hi Dave,
thanks a lot for your quick response! Very much appreciated.
I think November is a little (2 months) late when I'm on the edge of starting as soon as I/ we can. Would the Core Rulebook be enough to play? What I mean is, if I'm going to be the GM I could use some help in the form of a prewritten adventure that slowly introduces various aspects of the game/ the adventure to me and the players. I sort of understood from reading these forums that Modules are kind of like that, but I'm not sure if I understood this correctly.

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You can start fairly cheaply with PDFs.
Also you don't have to buy the entire adventure path at once.
And yes this hobby was expensive in the old days too.
The Core Rulebook is definitely enough to play. (after all that's all us players had in the beginning :)

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You can start fairly cheaply with PDFs.
Also you don't have to buy the entire adventure path at once.
And yes this hobby was expensive in the old days too.
The Core Rulebook is definitely enough to play. (after all that's all us players had in the beginning :)
I'd agree with the PDFs suggestion. Also, rather than go for an AP you could start with a series of three linked modules (Crypt of the Everflame, Masks of the Livign God and City of Golden Death) which is far cheaper and easier to manage than an entire AP.
The PRD gives access to all the rules, but obviously you'd need internet access while using it (or purchase some of the apps that duplicate the PRD).
The Bestiary would also be reallty helpful if you're going to GM. The PRD has the stats, but the pictures make describing just what's chewing on the player's leg much easier. Also available as a PDF for $9.99

Barricade |
1 person marked this as FAQ candidate. |
Also, I just have to say ... the more I think about it the more amazed I am by the fact that the main webpage does not have a 'how to get started' section, or even a forum sticky detailing the things new players would need to get into the game. I've checked out the PRD 'getting started' but that is more on how to get started on an actual adventure, not on getting started as in what a new players needs to invest in.
If I hadn't done my research on the internet and found that Pathfinder is generally considered the better of the two systems (between Pathfinder and D&D4.0) I'd just het a 20 US starter kit from them.
(PS: To clarify, this is not a response to everyone so kind to help me out by replying. Nor is it meant to bash Paizo. I merely expressed my thoughts in the hopes that Paizo takes them into consideration when thinking of ways to attract new players to their game!)

Feegle |
1 person marked this as a favorite. |

I think November is a little (2 months) late when I'm on the edge of starting as soon as I/ we can. Would the Core Rulebook be enough to play? What I mean is, if I'm going to be the GM I could use some help in the form of a prewritten adventure that slowly introduces various aspects of the game/ the adventure to me and the players. I sort of understood from reading these forums that Modules are kind of like that, but I'm not sure if I understood this correctly.
Welcome to the community!
What you need to play the game is a copy of the Core Rulebook and the Bestiary, though as DaveMage said all of the stuff that's in there is available for free through the PRD links. If you have a wireless laptop at the table, you can get away with neither, though it is nice to have a copy of the core rulebook to pass around and flip through.
You also need dice, of course.
You are absolutely correct about the modules: A module is a self-contained adventure, all planned out and ready to go. The module is ready, that is - most people will tell you (quite correctly, in my opinion) that the GM (Gamemaster) will need to spend a little time beforehand reading it through in order to be familiar with it beforehand. In particular, they should look up all the special abilities that monsters have and know what they do - that way, you're not stopping all the time during combat to look stuff up.
I would actually make an alternate suggestion, depending on where in the world you're located - I would see if there is a public Pathfinder Society (PFS) game happening near you and see about taking a group of your friends to that night. PFS is an organized play system that Paizo supports, where you can play a single short adventure in a four-hour block. I have found the people who GM at PFS events to be extremely welcoming, patient, and friendly, as they are trying to share their love for a game. All of the GMs that I've met would be happy to show you the basics of play, and you don't even have to take a character with you - most PFS GMs have a stock of a few different characters that you can just pick up and play.
To find out if there is a public game near you, you can click on the Pathfinder Society logo on the left of the screen, near the top of the page, and from there you can search for nearby games.
All the best!

thejeff |
You can get started with just the Core Rulebook. In fact you could probably start without it. The basic rules are available on line at www.d20pfsrd.com. If you're new to role-playing entirely, the book adds a lot of information and advice.
Modules or APs provide a written adventure, but do not necessarily slowly introduce things to you. Starting out with one is probably still a good idea. You wouldn't need a whole AP to start. The first adventure of any path will be enough to get you going.
Edit: ninja'd.
I'd add that it looks to me like the 4E starter pack is more of a teaser or demo. You will very quickly need to buy the core books to continue. Caveat: This is just my impression from things I've seen on line. I don't own it.

HaraldKlak |

If I was you, I might just buy the core book, and download Hollows Last Hope Module, which is free in the pdf version.
You can use the prd or d20pfsrd.com for your bestiary needs until you now for sure that you and the others are going to play more than once or twice.
This way your initial expenditure is kept relatively low, although you are going go need dice as well.
You could also buy the core book in pdf, but since you are all new to pathfinder and table top rpg, then I expect having a book at the table is going to be easier (and probably a better experience).

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The module Crypt of the Everflame came out before the Bestiary was released, and therefore it contains the necessary stats for all of the monsters/NPCs in the adventure. The only other thing you need to run it is the core rulebook (either in hard copy or PDF). It's also written for a novice GM, with advice in sidebars, so might be just what you need.
If you find that it's right up your street, you could continue by getting the Bestiary and the modules Masks of the Living God and City of Golden Death, which form a loose trilogy with Crypt of the Everflame.

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I don't think there is anyway for money not to be spent if your going to buy books for Pathfnder. Rpgs are imo an expensive hobby. As long as you have the core book, Bestirary and Inner Sea Campaign guide along with dice imo you have all you need. You can wait for the beginner box yet I would if moeny is an issue go with the PDFs.

forbinproject |

Well, if you wanted to try it out with $0 investment you could use the PFSRD for the Core Rulebook and the Bestiary (they're also available as very cheap apps for the iPhone) and try out the three FREE PFS adventures for season three.
In terms of what you need to play; I'd say just the core rulebook. You could also do a lot worse that start out with the PFS adventures - many of them are really great and very cheap. Alternatively, starting with one of the 1st-level Modules is also cool.
Crypt of the Everflame is specifically designed to start people off on PF rules, and it has two excellent sequels.

Feegle |

I don't think there is anyway for money not to be spent if your going to buy books for Pathfnder. Rpgs are imo an expensive hobby. As long as you have the core book, Bestirary and Inner Sea Campaign guide along with dice imo you have all you need. You can wait for the beginner box yet I would if moeny is an issue go with the PDFs.
I'll respectfully disagree with the Inner Sea World Guide as being on the "need" list, especially if Barricade is concerned about dropping a lot of money at once.
Don't get me wrong, it's a beautiful book, and I wouldn't part with my copy for a gazillion dollars. (Well, okay, maybe for a gazillion dollars.) But Campaign Setting information, as helpful as it can be to some players, is never NECESSARY to play the game.

DaveMage |

Also, I just have to say ... the more I think about it the more amazed I am by the fact that the main webpage does not have a 'how to get started' section, or even a forum sticky detailing the things new players would need to get into the game. I've checked out the PRD 'getting started' but that is more on how to get started on an actual adventure, not on getting started as in what a new players needs to invest in.
If I hadn't done my research on the internet and found that Pathfinder is generally considered the better of the two systems (between Pathfinder and D&D4.0) I'd just het a 20 US starter kit from them.
(PS: To clarify, this is not a response to everyone so kind to help me out by replying. Nor is it meant to bash Paizo. I merely expressed my thoughts in the hopes that Paizo takes them into consideration when thinking of ways to attract new players to their game!)
I agree - there should definitely be some sort of online guide for new players such as yourself.

Barricade |
Wow guys... Just wow. I'm more amazed by the kind and helpful feedback than I am with the lack of guidance on the main webpage! And that says something ;)
@ Feegle:
Thanks a lot for all the ideas. I will definitely see if their is a public event coming up close to me.
I also understand the GM is required to familiarize oneself with the adventure beforehand, but thank you for noting this just in case :) Would you then recommend starting with a Module or an AP?
@Paz:
Wow, thank you so much! That sounds SO awesome. I will get a PDF version of the rulebook after finishing this post and download that Module as well. Kind of strange Paizo does not have a beginners section with just this kind of information in there. Maybe, if I enjoy playing this game, I will write up an article for on the forums and hope for a sticky.
@Everyone else:
Thanks a lot for all the responses. It really helped to get me on the way to what I'm hoping will be great adventures!
As a last question, how many dice (and with how many sides) should I need to get started?

Feegle |

Wow guys... Just wow. I'm more amazed by the kind and helpful feedback than I am with the lack of guidance on the main webpage! And that says something ;)
@ Feegle:
Thanks a lot for all the ideas. I will definitely see if their is a public event coming up close to me.I also understand the GM is required to familiarize oneself with the adventure beforehand, but thank you for noting this just in case :) Would you then recommend starting with a Module or an AP?
As a last question, how many dice (and with how many sides) should I need to get started?
If you're not sure that you're really going to enjoy it, then a Module is a better bet. It's a shorter adventure, generally, than even one volume of an AP.
You need dice with 4-, 6-, 8-, 10-, 12-, and 20- sides. This is a standard package of gamers dice. (And because I'm a math teacher I feel the need to describe them as "All the platonic solids plus a decahedron.")

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Wow guys... Just wow. I'm more amazed by the kind and helpful feedback than I am with the lack of guidance on the main webpage! And that says something ;)
@ Feegle:
Thanks a lot for all the ideas. I will definitely see if their is a public event coming up close to me.I also understand the GM is required to familiarize oneself with the adventure beforehand, but thank you for noting this just in case :) Would you then recommend starting with a Module or an AP?
@Paz:
Wow, thank you so much! That sounds SO awesome. I will get a PDF version of the rulebook after finishing this post and download that Module as well. Kind of strange Paizo does not have a beginners section with just this kind of information in there. Maybe, if I enjoy playing this game, I will write up an article for on the forums and hope for a sticky.@Everyone else:
Thanks a lot for all the responses. It really helped to get me on the way to what I'm hoping will be great adventures!As a last question, how many dice (and with how many sides) should I need to get started?
Bare minimum: 1 20 sided, 1 12sided, 2 ten sided in different colours ( for percentile rolls), 1 8 sided, 1 6 sided and 1 4 sided, but you'll be rerolling a LOT. You'll probably want to double that, and quadruple the 6-sided ones so you're covered for most things. There'll still be a lot of rerolling. Get your players to buy the same sort of volumes.

mike smith 853 |

Well one thing you could do is look at the SRD (Standard Reference Document)
http://www.d20pfsrd.com/
It's not as fun as a book, and can be a little intimidating on where to go, but you can look at classes, monster stats, spells, and everything else.
Then you could get an Adventure (module or path) and use the SRD to figure out what the premade characters from the adventure can do and sort of test run the system to see if you like it.
And get some dice. D4, D6, D8, D10, D12, D20 (as many of each as you want) Generally the only one you will need more than one are D6 and maybe D20.
Have fun.

Barricade |
Oh and one last thing at people affirming that this is a hobby that costs money: I am well aware of the fact that almost any (new) hobby requires a big initial investment, and that any hobby that you actually get addicted to will continue to cost money. Usually, this is the part that hurts and also gives great joy. I play Warhammer and Warmachine/ Hordes, both games required a decent initial investment as well and continue to cost money as I like to collect new minis and expand my collection of books. I also do kite surfing, for which I had to spend a close to 2000 euro's to get started. I'm also getting my motor license, etc ... but with all those hobbies it was rather easy to find what I needed at minimum just to get started, and in all situations the companies actually provide a means to ease into the hobby, instead of just smashing products in your face and leaving you wondering what you really need and what you can get at a later time ;)
Just saying ... And yeah, if I only half enjoy playing this game (wow that PDF looks awesome! :D) I'll write up something for new players to get started! :)

Feegle |

Some smart cookie tagged the first post in this thread as a FAQ candidate. I would respectfully suggest that others do so as well; Barricade has made an excellent point as to the fact that there are a LOT of products here and for non Roleplayers it may be an intimidating list that leaves one confused about where to begin.

Barricade |
Great people here, and great help ... I can't stress this enough. I just looked at www.d20pfsrd.com as well and this, combined with the Rulebook should makes things manageable, if not easy! I'll now be reading through the rules, although I have to say I wouldn't mind getting the actual hardback since it seems to be a gorgeous book. Guess I'll not be here for a good few hours to come... Thanks again!

Nukruh |

Master of the Fallen Fortress is a really short, 7 pages of actual adventure content, 1st level adventure which is available as a free pdf download.

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Welcome to the hobby!
-Some of my starving postgraduate student friends just buy the Bestiary pdf and print the monsters sheets they need before a session. That's one way to avoid purchasing another hardcover.
-The core rulebook, dice, and some sort of wipeable battle mat with tokens/figures are pretty much essential imho.
-Your local Pathfinder Society games will have GMs that can get you straight into the game easily and show you what a good session is like. This could be useful if you've read the core rulebook and need to actually experience it to see how it all works.

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1 person marked this as a favorite. |

A font of wisdom for GMing. If nothing else, read these two articles.

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Starting expenses can be a hurdle, maybe not for a particular individual, but for a whole set of people it can cause some people to be wary.
If people in the group want a wait and see approach, then for free they could:
www.d20pfsrd.com - Use this with a laptop at the table. It gives all the rules, plus is all hyperlinked so it's easy to move around.
With a laptop you could also roll dice at lots of places, such as: http://www.wizards.com/dnd/dice/dice.htm
For having a grid to use miniatures you could just print out some 1" grids on a few sheets of paper to pull off some encounters. You can get pdfs of various scales of graph paper here. In terms of figures, anything can be used.
Having at least the core book laying around would be helpful, but everyone could pull off playing the game with those links above and not spending any real money.
If you want to stay on the cheap still and not get invested in an expensive AP to start then you could check out the Pathfinder Society scenarios. They are only $4 a piece and you could buy them one at a time. They are designed to be played in one 5 hour session, so you know exactly how much time you have to commit to a given adventure.
Now, you might be worried that if you are playing Pathfinder Society modules that you have to be super offical with how they are treated. You don't have to worry about that. No one from the Pathfinder community is going to be scrutinizing how you're using the module, so you could treat them as just any other adventure module, or if you do follow the guidelines on PFS play, then you and the players would have the option of taking those characters to a local PFS event and using them there also.
Lastly, if you really want to stay cheap... with the PFS scenarios you can download THREE scenarios that are FREE and are specifically designed for introducing players to the Pathfinder Society, and also will help flesh out the Golarion world setting a bit. You can find these three intro scenarios here.
Hope that helps!

Frogboy |

Hopefully I don't get in trouble for this but if you are indeed a brand new group of players to table top RPGs, I think you might be better off starting with a different, lighter system than Pathfinder. Pathfinder is a fairly complex game with a lot rules and nuances. I don't know if a cold start with it when no one else is familiar with the rules or even how a table top RPG works or generally plays out is the best option.
I would try out one our both of these first ...
Dragon Age RPG seems like a nice light game that might be perfect for getting started. The rules are simple; everything follows a unified mechanic; and you only need a handfull of d6s to play. Better yet, the Players Guide, GMs Guide, dice (if you want to share), campaign setting, map and starting adventure all come packaged in a box for $30 or less depending on where you buy it from. This game was practically made for people in your situation. The downside is that this starter box only advances you to level 5 (out of 20). If you want to continue on with it, you'll have to keep plunking down money to pick up each 5 level increment when they come out. I think it would be a great, inexpensive way to learn the lbasics either way, though.
Another one that you may want to check out is Castles and Crusaders. It's based on the same system as Pathfinder (d20) but is a little more rules-light. It might be easier to digest and would offer a nearly seamless transition to Pathfinder when the time comes.
The reason I suggest this is because I started out playing D&D about 11 years ago and I was lost when I began playing. Everyone else knew the rules (sort of, 3.0 just came out) and they helped me out but you guys don't have that and that complicates things when you're just starting out. The amount of options and abilities make Pathfinder a great game, my favorite in fact, but also makes it confusing to start out with.
Now if and when you find that you want more crunch (options and customisations) and are more accustomed to this kind of gaming, I would definitely recommend coming back to Pathfinder. It's fantastic.

DeathQuaker RPG Superstar 2015 Top 8 |

Great people here, and great help ... I can't stress this enough. I just looked at www.d20pfsrd.com as well and this, combined with the Rulebook should makes things manageable, if not easy!
You may also wish to bookmark Paizo's Pathfinder Reference Document, which are the basic, setting-stripped away, core rules and central supplementary rules and guidelines from the Advanced Player's Guide (marked as "advanced"), GameMasteryGuide (not marked as anything, but it's all setting stuff like "hazards" and "the planes"), and Ultimate Magic (all marked "ultimate magic) (I imagine Ultimate Combat's additions will be added shortly).
The reason I point this out even d20pfsrd.com has these things as well is that d20pfsrd.com has the shiny double-edged blade of having EVERY thing supplementary that is covered by the Open Game License, including tons of Adventure Path and setting based materials---making their database utterly HUGE and possibly overwhelming to a newcomer, who may neither need nor want all of this extra material (of course, they might). The way it's indexed, you don't necessarily see what is core and what is supplementary in the indexes (I'm not sure about the databases)--though to d20pfsrd.com's credit, when you click on a given entry, they do clearly mark what is core and what is supplementary, but it's just a lot of stuff--it's a great site, I just want to point out the difference in content and make sure you're aware of it.

Evil Lincoln |

You'll need to buy dice.
You can buy as much setting as you want, or make your own. If you choose the latter, I recommend the Game Mastery Guide.
The books are absolutely worth owning, even though the rules are free. They are lavishly illustrated and a joy to read.
Welcome to Pathfinder!

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I think, no one mentioned the three part beginners adventure for pathfinder society (bottom page here. I haven't run it yet, but it reads as if it would be an amazing start for new players (just ignore the bits meant for organized play).
I would recommend delving into the game in the following order:
1) Buy the Core Rulebook, either hardcover or pdf.
2) Get one of the free modules
- Horror at Dagger Rock
- Hollow's Last Hope (You will need to add Combat Maneuver Ratings and streamline some skills for adversaries, but that isn't too hard, even for a beginner)
- Master of the Fallen Fortress
, the aforementioned free pathfinder society adevntures or purchase the excellent Crypt of the Everflame.
3) Visit the PRD to look up and print out the stats of monsters, that are not included in the adventures (or of all monsters in case of Hollow's last hope)
4) Play the adventure(s)
5) If Interest persists, buy the Bestiary and the Gamemasters Guide (really helpful for beginners)
6) At this point you should be quite sure if you will want to run games in Golarion, hence boy the Inner Sea World Guide, and if you want to continue wit more or less self contained modules or start a longer campaign, aka Adventure Path, there are lots to chose from either way.

Nukruh |

If a computer is available at the table I would suggest, Combat Manager if running a Windows compatible system, as the go to source over an online reference site such as those mentioned earlier.
It includes:
- Rules database
- Feats database
- Spell database with ability to create/customize
- Monster database with ability to create/customize
- Treasure database with a random generator
- Combat Tracker
- Dice Roller

Dire Mongoose |

One thing I'll throw out -- even if you're planning to run for a group of your friends, you might want to try a game or two of Pathfinder Society or some other local game if possible.
I don't think the game, overall, is that complicated once you've experienced it being played but if you never have I think it can be harder to see how everything fits together. I feel like the quickest way to really understand the game is to see it in action.

Stalwart |

Here's another idea I haven't seen mentioned yet: come up with your own adventure.
Don't get me wrong, Paizo and other companies write some darn fine adventures, but you're in a position of little to no expectations, and a universe of possibilities. Have fun with that.
Read as much of the rules as you can. Study the bestiary and the Challenge Rating guidelines. Then, throw some monsters at your friends' characters. It doesn't have to be an elaborate plot with twists and turns. It can be, "go into the abandoned crypt, fight the undead guardians, and claim the prize."
As you and your friends develop a better understanding of the rules, you can experiment more and more. But remember, a lot of us got started with just a rules book and a monster manual. The story, we took care of ourselves.
I enjoy the APs, but every now and again, I want to meet up in a tavern and take the quest from the old man in the corner.

thejeff |
1 person marked this as a favorite. |
Highly seconded.
It's not a bad idea to start with a module or too, just to get a feeling for play without having to worry too much about designing the adventure, but a lot of the fun of the game, especially as a GM, comes from creating the world and the plots and watching the PCs interact with what you've designed for them.
The overwhelming majority of games I've played in 25 years of role-playing have not used published modules.
Gaming can be an expensive hobby if you try to keep up with all the new rulebooks and buy all the modules and adventures, but there's no real need to. You can play for years with nothing but the Core rules, some monsters and your imagination. All the splat books and rules expansions may add options, but they don't necessarily add fun.

Liz Courts Contributor |

Also, I just have to say ... the more I think about it the more amazed I am by the fact that the main webpage does not have a 'how to get started' section, or even a forum sticky detailing the things new players would need to get into the game.
This is a great idea, and I'm going to poke some people about it, seeing as how it's going to be very relevant when the Beginner Box comes out. :)

Barricade |
Hi Liz,
please have a read in the other things I wrote as well. It's just common sense that when you offer such a complicated product which prospects have to invest a lot of time, energy and money in before being able to play your game, that you need to ease people into it. By reducing the time and energy prospects need to invest, they will not mind investing lots of money as much either, simply because the experienced total costs (investment) isn't as steep. This does not even have anything to do with the Beginners Box _at_all. If anything, offering such a box requires all of the above even less, because new players will be able to find the beginners box in the store - unlike right now.
If I had not done my research beforehand and/ or if you did not have such a great community I would have been long, long gone and settled for another game system that does at least leave a minimal impression of caring about the players. When I got here (I don't mean the forums, but the webpage) all I encountered were products slammed in my face "get this, get that" all aimed at people knowing what is up. I don't even want to imagine the amount of people having gotten here and leaving literally within minutes. Poor web design is one thing, not thinking about marketing is another. The one reason I'm still looking into this system is the community I encountered here on the forums.
I'd love to share some thoughts on improving the approach of new player through email or via skype. Regardless I'll write up a post with all of the most useful information I got here today.
Take care!

Evil Lincoln |

The one reason I'm still looking into this system is the community I encountered here on the forums.
Hey thanks dude!
If you think this was a good community response, you should try GMing an adventure path sometime... I swear the community here has doubled the value of the adventures I've run. Having an army of GMs who have played through the same campaign can be an incredible boon.
Yeah, the Paizo front page can be daunting, partly because they don't just sell their own products. Once you sink your teeth in, though, I'm sure you'll see the appeal of Pathfinder.

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if you did not have such a great community I would have been long, long gone and settled for another game system that does at least leave a minimal impression of caring about the players.
I think if you hang around here long enough you'll discover the irony of that statement.
The last thing I would accuse the Paizo staff of is not caring. I think the issue here is that most Pathfinder players (staff included) are simply not used to having to learn the basics of the game and therefore such an idea probably never occurred to them.
I wish I had the link, but the 3.5 Private Sanctuary Podcast recorded a lot of the seminars at PaizoCon, and in one of the seminars the team went in depth about how so many of the facets of Roleplaying that we old timers take for granted are almost completely alien to new players.
I think your thread is on to something here, and I wouldn't be surprised if you see something along the lines of what you were looking for appear within the next few weeks.
As an aside: The beginner box (though it will be too late for you) is not just a collection of "what you need to play" but is also designed to help new players and a new GM slide into the game without feeling overwhelmed. Even if you dive in feet first now, it may still be a huge help to consider it for a future purchase.

Barricade |
Hey Lincoln,
I'm actually really stoked about the whole game ;) No worries there. I'm glad I decided to post here for help.
I'm hoping to return the favor to the community between now and a few days with a detailed article on how to get started and where to go from there. Of course I'll post it here so you can all have a good look at it and see if I missed anything.

Barricade |
Thanks Matthew, I might just do that... I'll keep you guys posted on how things go on this end and let you know if the adventure becomes a success or not ;)
Man you guys reply so fast I don't even have time to reply to you all and try and read the rules at the same time! I actually think it'll be quite manageable now that I've read a bit and have been handed tools and ideas through the forums.
As said before, I'd love to write something up just for new players. You might think it would be better suited to be written by someone with more experience, but trust me I'm quite good at this stuff ;)
Will post it here when its done between now and a few days so you guys can have a look at it and point out things that are missing!

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One thing I'll throw out -- even if you're planning to run for a group of your friends, you might want to try a game or two of Pathfinder Society or some other local game if possible.
I don't think the game, overall, is that complicated once you've experienced it being played but if you never have I think it can be harder to see how everything fits together. I feel like the quickest way to really understand the game is to see it in action.
Welcome aboard.
Dire Mongoose offers good advice here. You won't just be playing, you'll be DMing for your friends.
If you can, try to find a game somewhere where you can test it once or twice, it should help you a lot afterwards.
Oh, and don't worry about getting things right the first time. As long as you have fun with your pals, you're doing well.

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Oh, and don't worry about getting things right the first time. As long as you have fun with your pals, you're doing well.
This, this, a million times this. I really think this is the most important piece of advice you can take into your learning experience with you, especially since you are the one to be GMing.
When you are first starting out, try to familiarize yourself as much as you can with the rules obviously, but if you are unsure of how to resolve something, and cant figure it out exactly, run with something that makes sense! Using the basics and skeletons of the rules and improvising on some of the more complicated stuff in the name of learning and having fun is paramount to this, IMO. In other words, don't be concerned with playing exactly to the letter of the law your first time out, play within the skeleton frame work of the rules as you understand them. The rules are designed to be guidelines anyway. Even for those of us who are familiar with the rules, we change things up all the time to better suit our needs and personal tastes!
As far as what you will need, there have been a lot of solid recommendations, so Ill just chime in with my personal opinion.
1) One of the free modules or PFS scenarios will give you a solid starting adventure to get going with. Plus the free ones are usually designed with newer players in mind anyway, so they might not be as complex or use obscure rules as AP books or other modules might do.
2) Core rulebook pdf, book, and PFSRD. About the book, I don't suggest everyone get one, but you might consider having everyone interested in learning throw in on purchasing one copy of the core rulebook to share at sessions. That way you have one hard copy for play, and can use cheaper pdfs/ srd when not there to help learn the rules.
3) Don't be afraid to ask questions here on the forums! As you said, the community here is, overall, a solid and extremely helpful one. There are instances of snark and bickering over silly/non-silly things, but if there is one thing that is a hallmark of the community on a whole, its their willingness of being helpful to new players. Once you get to be a grizzled old veteran you can take park in discussions on if metemagic is broken or not, or if <insert anything here> is evil or not ;)
4) Repeating what I said earlier. The first few times you play, dont worry about getting the rules 100% correct. Worry about playing the game the way you understand it, and learning the rules as you go along. Dont be afraid to wing something if you dont understand the rules. The number one priority of this hobby is to have fun, that makes rule number one to be "have fun".
With all that said, welcome to the community and hopefully this is something that at least some in your group will enjoy and want to stick around with!

Barricade |
Hi Stereo and Kabump,
thank you for the advice. I'm actually just reading through the first part of the Pathfinder Society First Steps, Part 1 right now. It seems manageable... What I will probably do is what Stalwart recommended; come up with my own adventure the first time. Something really, really small and basic, before moving on to First Steps, Part 1.
Even though the group and I are all new to table-top RPGs at least me and one of them have some experience in table top wargames (Warhammer/ Hordes and Warmachine). Initially, before we had enough painted models, we would invent half wargame, half role play scenario's in order to only use our painted models. We added extra rules and events and tied small games into bigger campaigns to still fill an evening.
What I think I'll do for Pathfinder is thoroughly read the rules myself (I have quite a good memory when it comes to this kind of stuff), then limit the players' initial class types (I noticed some classes might be harder to work with than others, for example classes with pets add a dimension I'd like to do without on the first few games) and have them read the most important things on the website (basics, provide them with some links) and sit down to explain the game and create the characters one night. Then on another night have our first adventure, which will be something like our old school warhammer scenario's: I'll just have the players explore an area in search of an item and have them return it to complete the quest. Nothing to fancy; just move some models around, roll some dice and have a beer, just to see how things work. Depending on how this goes we can either do a session like that again, or I can try and play them through First Steps, Part 1.
I'm not to worried on getting things right the first time, that'll just be impossible. Instead I'm aiming to create an awesome role playing experience so they want to play again the next week. As we get more comfortable with the aspects we do understand and work with, we can slowly implement more and more.

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Barricade wrote:Also, I just have to say ... the more I think about it the more amazed I am by the fact that the main webpage does not have a 'how to get started' section, or even a forum sticky detailing the things new players would need to get into the game.This is a great idea, and I'm going to poke some people about it, seeing as how it's going to be very relevant when the Beginner Box comes out. :)
When you come to our site and click on the Pathfinder Roleplaying Game logo (or navigate to the main Pathfinder RPG page by any of several other ways), one of the very first things you see is a brief explanation of the Pathfinder RPG, which includes the following:
Players need only the single 576-page Pathfinder RPG Core Rulebook to play, while the Game Master who controls the action will also want the Pathfinder RPG Bestiary, a massive tome containing more than 350 fantastic foes for your adventurers to face.
That's where you should start. (And yes, there are free sources for the rules online, but we think that the Core Rulebook itself, whether in print or PDF, presents a much more approachable way to learn the game, so we point you to those first.)
There are a number of reasons that we don't tell you where to go from there in that summary. First, we don't want to overload you with options before you've begun (though we apparently managed to do that with you). Also, as you've seen from the multitude of answers you've received in this thread, there are many ways to go from there: Modules, Adventure Paths, Pathfinder Society, homebrew campaigns, third-party products, and more. Further, the Core Rulebook itself gives you some explanation of where to go from there—and by the time you've digested it, you'll hopefully have a better idea of what you and your gaming group might want to do, and thus which of those many directions is right for you. In short, you need to go there before you need to know where to go from there.
The Beginner Box will change the equation a lot—not only does it give you all the tools you need to start, but it also covers where to go from there; when it comes out, we'll be revising our message significantly: If you're new to the game, start with the Beginner Box. If you're an experienced gamer (or you just enjoy learning complex game systems), you might want to start with the Core Rulebook and the Bestiary instead.
(We probably should update our RPG FAQ to cover some more of your questions, though.)

gbonehead Owner - House of Books and Games LLC |

Some late recommendations here, partly because I disagree with some of the earlier recommendations, and partly because I have some recommendations of my own.
First off, do not start with Hollow's Last Hope. It's not a Pathfinder module, it's a 3.5e module (D&D 3.5e is the game that became Pathfinder, and there are rules differences between the two), and frankly I don't really think it's all that great for an intro group - it's got some pretty tough elements in it and it is pretty sandboxy for an intro group.
("Sandbox" adventures, if you don't know the term, refers to adventures that are open-ended, meaning that there's no clear path to follow, which can be frustrating for inexperienced groups.)
A better choice is probably Master of the Fallen Fortress - like all the free RPG modules. Note that you won't want to use the pregenerated characters in that module - they are all special new classes from an additional book, the Advanced Player's Guide. But that's okay, you can download any number of pregenerated characters from the Paizo web site.
I also do not recommend We Be Goblins! as that is meant to be an interesting variant for people who have played a lot, not an intro to the game. Nor do I recommend any of the PFS modules - PFS modules are written with a different goal in mind than ordinary modules (fitting into a 4-hour play window at a convention and making use of lots of power factions), making them less fitting for what you want to do.
To keep playing after that first module, I'd say go with the Carrion Crown adventure path; the first part of that is one of the best adventures I've ever read.
Also, while the Bestiary is useful, it's not mandatory. It will save you a pile of cash to just go to the PFSRD or d20pfsrd.com and print out the monster or two you need.
Another thing to consider is the SORD, not available here, but available on other web sites (I think rpgnow.com is the place to get it - yes, it's here). It consolidates a lot of the rules in a smaller, better organized manner but doesn't include classes or spells.
Finally, I recommend getting a blank flip mat and something to use as miniatures. While you can get away without them, it's a lot easier to deal with combats with them. If someone has a HeroScape set, those work okay, if not, you can pick up singles or boxes at Paizo or other sites like trollandtoad.com or even eBay. No need to obsess about matching miniatures exactly, virtually nobody does even though it's obviously nicer.

Liz Courts Contributor |

I'd also like to point out the very affordable Pathfinder Paper Minis to start off your mini collection. :)