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If you're new, avoid season 0. Those were written for 3.5, before Pathfinder was a separate game, so I've heard some of the stats and stuff need to be converted before running. Never having played 3.5, and not knowing the conversions, I've avoided them myself.
As for scenarios from season 1 and 2 to buy while they're on sale, I agree that City of Strangers and The Penumbral Accords were fun. I liked Assault on the Kingdom of the Impossible, too.
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Murder on the Throaty Mermaid is one of my faves, but don't run it until you've done some of the others - it's a tricky one to run.
I also have a soft spot for Delirium's Tangle.
I know you're looking for seasons 0-3, but I'll still mention Frostfur Captives and Haunting of Hinojai by Jim Groves. Loved both of them.
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If you are just starting out with a new group my advice would be to pick up "The Godsmouth Heresy", a module that will cost you about twice the cost of a scenario but will easily fill two sessions worth of time. It is a level 1 module.
I would combine this with City of Strangers parts I & II and take your time figuring out the best way to combine them such that for the first 4-5 sessions of your PFS campaign, the PCs remain in Kaer Maga. You could supplement the experience by picking up the City of Srangers supplement for the city itself.
I would probably start the characters off with part I, sending them from Absalom on their very first mission for the PF Society. After part I, do Godsmouth Heresy while they are still level 1. After Godsmouth Heresy, they should have 4XP and be level 2 for part II of City of Strangers. (Assuming you are doing this for PFS organized play.)
I suggest this approach because Kaer Maga is a memorable setting and it allows you to delve more into it all at once.
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Whiskey Jack had excellent ideas. A module is a good way to start. If you're open to using modules, "The Crypt of the Everflame" was also a really nice way to start a PFS campaign.
If you want scenarios from seasons 0-2 exclusively and you're a new GM to PFS, I would select the following 5 scenarios:
1) Silent Tide (season 0) (Absalom city)
2) Mists of Mwangi (season 0) (Absalom city)
3) The Infernal Vault (season 1) (Absalom city)
4) Citadel of Flame (season 1) (Qadira desert)
5) Decline of Glory (season 0) (Taldor country)
Not a fan of season 2 scenarios at subtier 1-2 for new GMs.
City of Strangers 1&2
I've always avoided City of Strangers, since the reviews all indicate that you need to read the "City of Strangers" companion to run it properly. If you don't read that book, the scenario is below average. So are the reviews true or should that scenario be run by a new GM?
I personally don't have time to read a book just to prep for a scenario, so I'd like to know if it's truly needed or not. Also, imo there's only so much fluff that a GM can add to a scenario, is any of that covered in the spoiler thread? Thanks.
I was going to run "Shadows Last Stand" at subtier 6-7 for my home game, but I could be convinced to run "City of Strangers". Sorry to go slightly off topic.
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I've always avoided City of Strangers, since the reviews all indicate that you need to read the "City of Strangers" companion to run it properly. If you don't read that book, the scenario is below average. So are the reviews true or should that scenario be run by a new GM?
I didn't read that book before I ran these modules at a convention back to back multiple times. There is plenty in the scenarios that you can build on and expand. Will your vision match what's in the City of Strangers book? Probably not. But will your players care if they have fun (or even realize it's different)? No.
The scenarios are fine, and present plenty of information. They're also pretty fun (and challenging) at tier 6-7. Give them a chance.
[Edit] The GM threads on both modules have a TON of stuff to use, as well. I highly recommend making use of Doug Doug's stuff, particularly.
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If you're new, avoid season 0. Those were written for 3.5, before Pathfinder was a separate game, so I've heard some of the stats and stuff need to be converted before running. Never having played 3.5, and not knowing the conversions, I've avoided them myself.
The only thing to be converted is to add CMB and CMD, along with noting that some skills compressed, so use what's appropriate instead of the old names. No other conversion is required nor allowed.
There is also a post around that those that are still in print are being converted, but not sure what the progress on that is.
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I've always avoided City of Strangers, since the reviews all indicate that you need to read the "City of Strangers" companion to run it properly.
The two City of Strangers scenarios are, pretty much, standard PFS fare. You don't *need* City of Strangers to run them any more than you need additional supplements to run PFS scenarios taking place in other locations (Absalom, Magnimar, Riddleport, etc., etc.).
What I see with the module and the two scenarios is an opportunity for a GM who is doing PFS at home (and thus has the extra time) to go that extra mile and immerse the players in the city they are visiting.
I originally played City of Strangers I & II at conventions and so was oblivious to the larger picture of Kaer Maga... it didn't detract from my enjoyment at the time. Afterwards, after doing some research, I realized how cool that city really could be- it is definitely unusual and flavorful.
If someone is running City of Strangers I & II at a convention, they likely won't have much time to work in extra flavor.