Running a module with six players


Advice


I'm about to start running a campaign with six players and before I jump into a campaign I want to run through a module so they can all get the hang of things. Would it work out to run a module that's supposed to be for players a level higher than them so that things balance out? Or should I just use a module designed for their level and just add to each encounter in it?


All brand new players, I'd suggest a short module for their level, Then figure things out from there. Odds are the lack of optimization will likely come close to breaking even. If they are steamrolling things and getting by too easy, it never hurts to just add a couple more enemies, Module says 2 weak guys at the villains side, make it 3-4 guys assisting the villain, and say add 25% more HP to the villain himself or give them a cleric. Modules don't have to be run to the letter, you can always estimate what would be a meaningful fight for the players, and adjust as needed.

Shadow Lodge

I agree with Onishi, assuming the players are in fact new to RPGs, and not just to this particular system. But if they are novices then there's no harm in leading them through a cake walk for the first few sessions. You'll be scaling your difficulty later on to match your party anyway, so why not err on the side of caution?

Now, if they're RPG vets, I'd definitely hit them hard right out of the gate. Set the tone, and all that.

I guess I'm less of a nurturer after you've earned your stripes. :)


Only two of them are really new players, only one of them has played pathfinder, but most have experience with 3.5. I'll probably just throw a higher level module at 'em and see how it goes.


Sohex wrote:
I'm about to start running a campaign with six players and before I jump into a campaign I want to run through a module so they can all get the hang of things. Would it work out to run a module that's supposed to be for players a level higher than them so that things balance out? Or should I just use a module designed for their level and just add to each encounter in it?

The balance might be less rest between battles so it is a game of managing resources over time. It also depends on party classes, if you have a bunch of heavy hitters it might be a problem, but through in a few classes that are less combat oriented and it could work well.


I agree with everyone who says play it as written and add a few extra flunkies to balance the battle.

Keep the extras weak enough that they don't make too much af a tactical advantage to the bad guys...and it gives the new players a chance to kick some butt without upsetting the game balance.

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