Creating an introductory module


Advice


So I have found myself in a new place, with no players. I have found a few people whom are willing to learn Pathfinder, but have no experience with any table top RPGs at all. They have asked me to teach them, and I have decided that the best way to do it would be to create a small module with some pre-made characters for them and run them through it.

Folks all start at level 1

The party will be the four "default" classes (Fighter, Wizard, Cleric, Rogue) and will be of my own making (not the iconics)

I plan on using my own setting (it has a lot of standard elements, and doesn't have any huge differences from what is to be expected, it just means that there's no way for my own plotlines to be spoiled by people looking up things on a wiki)

I will be using the official pathfinder standard character sheets

So far I have decided to only fill in their skills, ability scores, and spells (for the wizard and cleric). The cleric and wizard will have their spells pre-memorized so I know what they have. I will give all the players gear before hand so that they don't need to figure that out either.

I plan on getting the players to fill in the stats that are blank for two reasons:
1) it will teach how the stats are calculated
2) my handwriting is terrible

I'm not using the pathfinder starter set because I'd prefer to control everything, and possibly use the outcomes of this module in the main campaign

Questions:

Should I switch the Wizard to a Sorcerer for ease of spell selection explanations?

I'm thinking that a small simple dungeon would be the best way to explain what is going on. What sort of dungeon should I use? Actually does it really matter?

Should I make all the characters human for simplicity? Or should I showcase the benefits of the other races (Fighter is a dwarf, Wizard is an elf, Rogue is a halfling, Cleric is a human)?

Should I introduce a villain that will re-appear when we do a "real" campaign?

Should I kill the pre-generated characters at the end of the module and have the new players make their own characters for a plot line?

Should I attempt to explain Treantmonk's roles of combat?

Should I have them level up at any point?


jonnythm wrote:

Questions:

Should I switch the Wizard to a Sorcerer for ease of spell selection explanations?

Yes

jonnythm wrote:
I'm thinking that a small simple dungeon would be the best way to explain what is going on. What sort of dungeon should I use? Actually does it really matter?

Yes. The story makes a difference to many players, but it can be simple. The bad guys raided the village and kidnapped a family. You PCs go and get them back. They live in a simple cave network.

jonnythm wrote:
Should I make all the characters human for simplicity? Or should I showcase the benefits of the other races (Fighter is a dwarf, Wizard is an elf, Rogue is a halfling, Cleric is a human)?

Playing another race is important to many players, especially any coming from Tolkien interest.

jonnythm wrote:
Should I introduce a villain that will re-appear when we do a "real" campaign?

Not necessary. They may want a complete restart.

jonnythm wrote:
Should I kill the pre-generated characters at the...

No, but you want to set the play style. Meaning, I prefer real character danger for fun. If we're walking through everything, it's no fun to me. If it's impossible, and we can't think a way around the impossibility after an hour of discussion and GM-hints, it's no fun to me. There's a balance in there that is difficult to achieve with noobies. But at least one dramatic death can set the tone but make it meaningful. Not just to show how dangerous a troll is. But to save a kid from the troll.

And spell-check

cheers


wiz vs sorcerer: yes. Being able to cast a couple extra times will be appreciated by the new caster.

which dungeon: doesn't matter. Maybe 10 rooms. Include various elements: a lock on a treasur chest, a (non-lethal) trap, something to climb up or jump over, a secret door, a simple fight like kobolds, a fight with something more durable, some healing potions, a combat where the party could possibly use stealth to get the drop on somebody, some undead, etc. The first time doesn't need to make sense, but should introduce a variety of elements.

humans vs non- totally up to you and the players. Get on the phone or computer and find out what they want before you pre-gen.

recurring villian: nope. Don't bother, make it easy, they will want to start fresh soon enough. Use the time to figure out what they're into.

kill em? No. Let the dice lay where they fall. If one or some die, maybe they will learn something. If they work together and pull through, maybe they will learn something.

roles of combat? No. Keep the theory out of it. Most will not appreciate the fnie points, and people who continue playing do so fo their own reasons, not because they understand how it is "suppoed" to be done.

Level up? If they earn it sure, but otherwise why bother? Chances are they''ll want to make their own character soon enough.

Grand Lodge

Questions wrote:
I'm thinking that a small simple dungeon would be the best way to explain what is going on. What sort of dungeon should I use? Actually does it really matter?

From my limited experience with Pathfinder, along with reading the Beginner Box material, a small simple dungeon is a good idea.

*spoiler*

The Beginner Box uses a set of caves with low-CR monsters with a "boss battle" at the end, with a potential recurring villain.

*end spoiler*

I hope this helps.

-Dover


Alright, I'm going to take the suggestions so far and change it a tiny bit.

four person party

* Dwarf Fighter (Two-handed gimli-axe style)
* Elf rogue (archery style)
* Halfling Sorcerer (Battle field control, with a bloodline with one of those really weak touch attacks)
* Human cleric (Mace and shield)

Plot: goblins attack the town, and make off with a prized treasure for the king. PCs follow them back to a cave and fight them. At the end there's a goblin leader with a magical amulet that raises the dead (Cleric learns about how to channel energy to harm them). Players beat boss and exit cave with treasure.

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