
Mahtobedis |

My older brother and a couple of his friends are interested in learning how to play Pathfinder. They are also interested in doing an adventure path rather than just a couple of one offs.
Which path should I pick for a new group of players? I haven't spoken with them yet, but I have a strong suspicion that they are going to want a fair bit of roleplaying.
Kingmaker is out because I do not have time to prep a sand box style adventure.
Rise of the Runelords is also out because I am hoping for a chance to play that soon.

Stazamos |

Council of Thieves. I really enjoyed the flavor of the campaign, and the city of Westcrown in particular. And, you get to roleplay your characters roleplaying other characters in a challenging play scene that I don't think I'll ever forget. A small part of the whole thing, of course, but there are plenty of spots for roleplaying.
I was a player in that, but it didn't look like a particularly difficult GM gig.

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I wouldn't start with an AP.
I would go with the linked 3 part module set that starts with Crypt of the Everflame. The first part is classic DnD and the second has loads of RP opportunity.
You can introduce the Pathfinder society which is a big part of the campaign setting and 3rd adventure is great finale.
The story won't take as much time commitment to complete but is still far more than a couple of one shots.

Mahtobedis |

I really appreciate the input. Knowing my brother and what I know of his friend I think they are going to want to go more for the Gothic horror than the pirate flavor. I will give them the choice.
I did consider doing a linked 3 part module to start them off, but my brother has already been introduced to Pathfinder that way and he is really hankering for an AP.
I am going to be talking with all the players before we start to make sure what I get for them is what they are ready to commit to. AP are a very long term commitment and I would rather not do it at all if they aren't sure they would want to see it to the end.

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I think Skull and Shackles is a good starter... it has a long time (which can in theory be drawn out by the dm) to learn the game and isn`t to steep to start with ( ihave only played the first part of this so)
I'd advise against Skull & Shackles to begin with. Though it does begin very gradually, and can help new players ease into understanding how everything works, it also has a very frustrating, railroading beginning; it takes nearly the entire first part to get to its open sea sandbox-style non-linearity. If the players can bear with it, it'd work and be fun; if they want friendly NPCs from the get-go without gritty griminess and daily lashings, I'd suggest perhaps Jade Regent. Even better, after that you can do Rise of the Runelords as a sort of inter-adventure continuity flashback, where they can name-drop their other characters. Then there's Shattered Star, which can take place even further than that, with Numerian Pathfinders and Gunslingers and what-have-you.
(Sorry, I got excited for a minute there. I'm in a Jade Regent and have planned way too far ahead)

Mahtobedis |

Fratis_Nox wrote:I think Skull and Shackles is a good starter... it has a long time (which can in theory be drawn out by the dm) to learn the game and isn`t to steep to start with ( ihave only played the first part of this so)I'd advise against Skull & Shackles to begin with. Though it does begin very gradually, and can help new players ease into understanding how everything works, it also has a very frustrating, railroading beginning; it takes nearly the entire first part to get to its open sea sandbox-style non-linearity. If the players can bear with it, it'd work and be fun; if they want friendly NPCs from the get-go without gritty griminess and daily lashings, I'd suggest perhaps Jade Regent. Even better, after that you can do Rise of the Runelords as a sort of inter-adventure continuity flashback, where they can name-drop their other characters. Then there's Shattered Star, which can take place even further than that, with Numerian Pathfinders and Gunslingers and what-have-you.
(Sorry, I got excited for a minute there. I'm in a Jade Regent and have planned way too far ahead)
Soooo maybe I shouldn't offer Skull and Shackles as an option. I really do not have time for a sand-box style adventure.
Runelords is not an option. It has been confirmed that I will be playing in it later this year and I do not want to ruin it for myself.
I'll look into Jade Regent as a second option to offer them.

Biobeast |

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I'd advise against Skull & Shackles to begin with. Though it does begin very gradually, and can help new players ease into understanding how everything works, it also has a very frustrating, railroading beginning; it takes nearly the entire first part to get to its open sea sandbox-style non-linearity. If the players can bear with it, it'd work and be fun; if they want friendly NPCs from the get-go without gritty griminess and daily lashings,
My party loved the opening book mainly because it's really different than anything else they have been through. I thought it was semi-sanbox within the limitations of the ship environment. There were lots of options for them to get into trouble or sneak around, lots of role playing opportunites. Sand box style is not great for all groups I find it works for some and not others. Some groups without a clear direction do nothing at all and find it a bit boring.
Again I would say Carrion Crown would be best for you since you have eliminated Rise of the Runelords.

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My party loved the opening book mainly because it's really different than anything else they have been through. I thought it was semi-sanbox within the limitations of the ship environment. There were lots of options for them to get into trouble or sneak around, lots of role playing opportunites. Sand box style is not great for all groups I find it works for some and not others. Some groups without a clear direction do nothing at all and find it a bit boring.Again I would say Carrion Crown would be best for you since you have eliminated Rise of the Runelords.
My main worry was about new players getting frustrated about lashings or higher-level NPCs having it in for them, or fight-starting players getting mad at attacking people being a bad idea. It's the kind of thing where asking the players together which they'd prefer would be a good idea.

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I've been playing in a monthly Jade Regent AP for a year now. It is definitely a "train". You actually travel with a caravan train most of the time. Our GM really isn't doing the adventure justice, but he is moving us along. We aren't using the Caravan rules and there is hardly any roleplay with the caravan NPCs. Both items could really flesh out the adventure though I think the AP leaves a lot of the NPC relationships for the GM to develop.
We are in the 4th book, but I've only read the first book and peeked at the second.
I'm running a Kingmaker AP and, yes, it is a sandbox, but if you read through each book's adventure fully, before you start running the book, you should be fine. Book 2 has a fun city/kingdom building mechanic, but you can ignore it if you want and develop the kingdom in the background via narration. It does add a lot of work to the adventure for the GM, but it also serves to make the adventure unique and special to the players. Even without the kingdom building mechanic it is a great wilderness (Keep on the Borderlands style) AP.