UndeadDan
|
Howdy all,
I am currently working with my FLGS to start up local PFS play. At the latest this will be held on Free RPG day but it may be sooner.
I will have 2 slots available (11a-3p and 4p-8p). Ideally, I would like to run the entire First Steps series but that isn't really possible given those constraints.
What I was wondering was this:
Based on your personal experiences with starting local groups should I...
a)... just run First Steps 1 & 2 since they are simple and easily approachable for new players.
b)... run First Steps 1 two times to allow more people to experience PFS play.
c)... run another PFS module two times (I'm thinking Frostfur Captives because exploding goblins = fun)
d)... run two different standard PFS modules (Frostfur and something else)
e)... do something different that cannot be defined by the above choices.
(Note: I have read Mark Garringer's post about playing certain PFS adventures in a specific order for maximum fun and immersion and I will be taking that info to heart before making my final decision)
|
I think that first steps (although I've never had the pleasure of playing through them) would be a good way to introduce the setting and the feel of PFS without a lot of talking before hand. Also, are you going to have the same group at 11 and at 4? If they're the same, then do part 2 imo. If they're different, then run part 1 again to get more people hooked. When you get to doing non First Steps scenarios, Frostfur Captives is a great one to start with. I've enjoyed it the several times I've seen it played/helped run it.
|
My suggestion would be to do option A
First Steps is an absolutely wonderful way to bring in new players. I would suggest doing Part I, then II, and if you can get some time (they can run short) try to fit in Part III. Most people who play in the first slot will want to play in the second and they won't want to start a new character. Any of the three parts is good for a new player.
If you get a large response beforehand, and you have the GMing/room, you can add other normal scenarios if you see the need.
That being said you could also get some help from a nearby Venture-Captain. They might have fliers already available, or a network of GMs that can come and help. Past that they might even have a Warhorn or local website for sign-ups and probably some good Facebook/Meetup connections to advertise your game.
Hope this helps!
|
I second Frostfur Captives. First Steps 1&2 back-to-back make people feel they have to "stick it out" and play both; it's better to leave them wanting more. Your GMing can really shine with Frostfur Captives, and that will hook a lot more players than the continuity of First Steps might. Running a second PFS scenario allows for some folks to continue, but if the goal is to grow PFS you probably want to let more people have a good experience rather than a few have a longer one.
I'd say run Frostfur twice, and give everyone a card with your contact info so they can schedule a follow-up game day soon.
Good luck!
Scott
|
Howdy all,
I am currently working with my FLGS to start up local PFS play. At the latest this will be held on Free RPG day but it may be sooner.
I will have 2 slots available (11a-3p and 4p-8p). Ideally, I would like to run the entire First Steps series but that isn't really possible given those constraints.
What I was wondering was this:
Based on your personal experiences with starting local groups should I...
a)... just run First Steps 1 & 2 since they are simple and easily approachable for new players.
b)... run First Steps 1 two times to allow more people to experience PFS play.
c)... run another PFS module two times (I'm thinking Frostfur Captives because exploding goblins = fun)
d)... run two different standard PFS modules (Frostfur and something else)
e)... do something different that cannot be defined by the above choices.(Note: I have read Mark Garringer's post about playing certain PFS adventures in a specific order for maximum fun and immersion and I will be taking that info to heart before making my final decision)
I'd prep all of the above so you have some options with those first groups. Depending on player taste, First steps might not be the best option, but if you do end up with 2 different groups it may still get played. I think the story linked scenarios (First Steps included if you can get away with it) have a good hook if you end up with a single group playing both sessions.
I'd also plan a lot more time before and between slots of the first event. People will want to make their own characters, but won't be ready and will need revision time. You will have to re-explain the changes to Heirloom Weapon at least 3 times. Newbie paperwork takes forever at the end of the scenario as well. If time is hard constraint, you might want to drop to a single session.
I was lucky and knew or had advice on play tastes of all my first players, and was able to hand pick scenarios they would enjoy more. As much as I LOVE First steps 1, I had 2 roll-players in the group who would have been bored, caused trouble, and maybe never come back. I was able to pick 2 more action oriented modules and introduce the danger and adventure aspects while describing the society and factions on my own. Everyone had a good time, and PFS was requested (off schedule) the next weekend.
What went wrong was timing. We started rolling dice at 2 instead of scheduled Noon due to character building (grumblecuss Heirloom Weapon) and some Computer issues. After the first session, explaining Chronicle sheets, fame/prestige, xp, and why they couldn't keep the loot but were getting the cash took a long time. Then between scenarios, I had a few players swap in and out, then had to re-explain the whole world all over again starting with factions and Heirloom Weapon. By the time the second session ended, it was midnight instead of a scheduled 10, and the original players were exhausted.