| Wayfaring.Sword |
Hello.
I am a long time tabletop adventurer who has decided that after trying new editions, retro clones, and just about everything else... that Paizo had the best idea all along with Pathfinder. I picked up the Pathfinder Beginner Box when it came out and enjoyed it. My gaming group did not care for it as much since it was the "PF-Lite" rules and it was limited to 5th level. Okay, time to take the plunge.
I recently picked up the PF:CRB, the Bestiary, the GM Screen, Goblins of Golarion, and the We Be Goblins module. I somehow also picked up the Advanced Players Guide but I am not sure if really need it at this point. Basically I am looking at buying the GMG and possibly a few more books in the future, but for now I want to get into the game itself and learn to play/run it for my gaming group.
I was thinking of hunting down a 1st Level Module and using it to start a game but today I saw the Rise of the RuneLords Mega Adventure and thought, why not just use that? Would that be too much for a new GM to the system to handle? Should I set my goals a little lower?
Any thoughts or advice would be appreciated.
Thanks
Wayfaring.Sword
Martin Kauffman 530
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If you are interested in DMing/playing in Pathfinder Society organized play, you and your friends might wish to sign up for Pathfinder Society at the Paizo website. There is a three scenario series of introductory modules which introduce new first level players to the game world and the Pathfinder Society. I think that this is a good way for both the new players and DM to start participating, since it enables players to start at "the beginning" and it is less complicated for a DM to run first level adventures. At the website you can also download the FREE Pathfinder Society rules for the organized play campaign.
| The Rot Grub |
I am running Rise of the Runelords now and am finding the beginning sections an excellent introduction to any long running campaign. The first section does wraps up and doesn't leave much hanging, so you can easily transition to other ideas after the first few levels.
The main challenge is giving life to the town and NPCs. The source material is very vivid and gave me inspiration to add my own spin to it and "make it my own." If you are fine with taking on the challenge of running the town with some interesting NPCs (and it sounds like you have enough experience), then I say most definitely that RotRL is an excellent place to begin. Sandpoint is a great "home base".
| Bellona |
Be aware that most of Pathfinder rules are available on-line, particularly at the PRD (listed in the links on the left side of the page). This helps if you are in doubt about what other books to buy; you can check out the rules material, then decide if you want to make the hardcover investment. (In the long run, I prefer my rulebooks to be actual books.)
Other sites include the d20pfsrd and at least one wiki. They include Golarion-based rules and fluff which is not included in the PRD.
Other possibilities for a "mini-Adventure Path" include the Crypt of the Everflame/Masks of the Living God/City of Golden Death modules.
| The Rot Grub |
Glad to be of help!
Also, judging from what you've bought already it's clear you have an interest in Golarion's version of the goblins! Another reason why RotRL is a great place to start.
Btw, I have a ranger as one of my players whose favored enemy is goblins, and read out to him in front of everyone the "10 Fun Facts about Goblins." I realize that I should've given them to him before so he could become the expert on goblins to the other players in the group.
I'm also thinking of adjusting some of the encounters so that this foreknowledge can be of use for tackling some of them.
Also, one way I'm thinking of handling PC death is by letting them become a goblin who joins the group! That would be an interesting development... :)
| Piccolo |
Well, I myself am in much the same boat, except that I am a mite further along than yourself. If you want, you can PM me with questions all you like.
I am currently running some DCC modules for Pathfinder, and using the 3.5 Forgotten Realms as the gameworld. I have all 3 Bestiaries (sadly necessary so I can simply substitute in beasties for DCC modules and not have to retcon them), the Pathfinder GMG book thingy (great for NPC twits to interact with), the APG (oddly handy for the gear), the Advanced Race Guide (also handy, but not as good as the racial booklets, even though it doesn't duplicate info), the aasimar, tiefling, orcs, and goblins racial booklets, along with the We Be Goblins! adventure.
I plan on getting the Ultimate Equipment book as I have heard good things about it, but will avoid Ultimate Combat (it's mostly for Monks, and has a few cheesy, partially broken Eastern classes like the Ninja) and Ultimate Magic (reputed to be severe power creep).
Now, I have heard that Hackmaster is much improved over the older edition, but I don't like arguing over game rules during play, and HM seems to encourage an adversarial relationship between player and DM.
If you are serious about using Goblins in your game, I have the best ideas for you! Go get yourself the 3 Stooges Ultimate Collection set of dvds (it's actually pretty cheapo) and use that for inspiration. I swear you won't go wrong on that. I don't recommend buying things unless I myself have thoroughly tested them. Great for NPC names as well, sure to get your players laughing. For example, label ALL your found potions "Brighto makes old bodies new" and kick back. Or take the pavilion tent from the APG and paint it like an log cabin.
There ARE huge but subtle differences in Pathfinder as opposed to previous editions of D&D, so be careful. It surprised me to see Clerics with only medium armor prof, for example.