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Howdy guys!
As the title implies, I need some help. First off I should say that GMing advice isn't what I'm looking for (I've got over 15 years of experience running games) but what I am struggling with is understanding the structuring of PFS scenarios/modules.
My group and I are headed to OwlCon 2014 to participate in the PFS games there. I've been cautioned to run a scenario for the group before the con so that my guys don't get steamrolled by the way PFS games are organized. I decided to run the Master of the Fallen Fortress module for this test game (we're playing next Tuesday night). I've read the thing front to back and I think this will be a great first time PFS adventure for my group. However, I don't understand at what point in the adventure am I supposed to call it quits? *SPOILERS* Obviously, I figured it would be after they've defeated the big bad guy but do I allow them time to go back and search any unexplored rooms for treasure or am I suppose to close the scene with their epic victory?
Are there set conditions in other scenarios that define the end? Is it just this module that leaves it up to the GM's interpretation? I want to give my players a good example of organized play that they will see at the convention. So can y'all help a guy out?
Thanks guys!
Nathan

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It really depends on how crunched you are for time. If running at a con, you will typically have a 4-6 hour hard limit for your run. With this in mind, time management becomes critical. Your players shouldn't feel you are rushing them, but you should work to keep them focused.
Typically, when I've run MotFF, parties have simply cleared it from the ground up.
If pressed for time and you know the room is empty, feel free to simply narrate the description of the room and what they noticed, rather than forcing them to carefully move their minis and explain that they are checking for traps or detecting magic and such.
I have blatantly stolen bits of this from Chris Mortika for MotFF:
I start by explaining what the Pathfinder Society is, show a map of the Inner Sea, explain that to join the PFS one has to travel to Absalom, apply, go through grueling tests, and then train for three years. I then tell the players that they have all traveled to apply, but for one reason or another been rejected by the Pathfinder Society.
Game play begins with the PC's seated dejectedly at a nearby bar, recognizing each other from the lobby of the Pathfinder Society. I have each player introduce themselves out of character, describe their characters' appearances, and then provide the in-character brief background that they may tell strangers in a bar as they are introduced.
Once intros are done, I ask each player to invent and tell the table the reason the person to their left was rejected. I make certain that they understand that by the end of the scenario, they will all end up joining, so it can't be due to a heinous crime. Instead it should be the sort of blunder that could ruin an interview. This part can be hilariously fun and really help shape role play for new characters.
Ezran has insulted cleric interviewers by refusing to discuss anything besides the ridiculousness of their faith. Kyra has repeatedly insulted Taldan interviewers. Valeros showed up drunk. Another Valeros got distracted by watching wrestling gladiators and showed up half an hour late.
When this is done, I show them a picture of Drendle Dreng who approaches the party and introduces himself, but doesn't mention he's a Pathfinder. He explains that he saw them come from the lodge and knows they must be washups. He tells them to cheer up, they're free lancers now. He then tells them he knows of a nearby tower which may have some interesting loot he'd be interested in buying. At this point I haggle, with Dreng settling with simply asking to see everything recovered and being able to offer a price for it.
Later, when they rescue Balenar, the Pathfinder, he reveals that Dreng sent him to the tower alone. The players suddenly realize that they were selected to really rescue this guy and cover up Dreng's blunder. This gives them the leverage needed, with Balenar's help, to blackmail Dreng into accepting them as Pathfinders, skipping the testing and training, and slightly better housing at the lodge.
When I give out chronicles, I write on each person's sheet why they were unsuitable to be a pathfinder.
Also, remember that bats are not piranhas. That bat swarm can be something a party of brand new PC's simply can't deal with. Describe them as attempting to leave the building and happen to buzz the party for a round or two.

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Well, first off, welcome to PFS!
Secondly, while MotFF is a decent module, it isn't a PFS scenario that you were cautioned to run. It is legal to play in PFS, yes, but if someone suggested you run a PFS scenario for your group to get them used to PFS I don't think that's what they meant.
Thirdly I'll answer your questions.
They're done when they feel they've done all they want to do. Whether they decide to stop exploring after they kill the BBEG, or they search every room they can with a fine-toothed comb, its up to them. The only real limit on it is whatever time limit the venue places on the game. Most cons have 4 or 5 hour slots, and if they aren't finished in those times, they'll have to be wrapped up.)
In PFS scenarios the PCs are given a mission (usually from a Venture-Captain). The scenario concludes when they return. Most of the time it is right after they've fought the BBEG, but not always. I know of several scenarios that require more exploration after the boss fight in order to get everything they can.
A good introduction scenario (for both players and GMs) is 5-08 - The Confirmation. It is meant to be a Pathfinder's final exam before they're given the title "Pathfinder Field Agent". It also has a lot of common enemies/situations that Pathfinders might run into during their missions.
If you just want to help them get an experience point or two under their belt before they play at a con, MotFF is good to use, but if they're expecting it to be considered a "normal scenario" and look towards it for how scenarios are organized, they'll be sorely disappointed.

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Thanks for the speedy replies guys!
Will- I'm so stealing that Spoiler! Really, that's just a great hook. Love it.
Eric- Aye, I realized that the MotFF wasn't a completely legit PFS scenario after reading through it. Oddly enough it was the scenario that was recommended to me to help teach. Even so, the guys have their hearts set on it and for now its the only thing that I have time to prepare. I'd have picked The Confirmation however it's the first scenario that the guys and I signed up for at the con. It's being run by the author, Adam Daigle and everyone wanted to play through it together so it was off limits at the time of my choosing. For now I'll just explain to them the differences of this module versus a legit scenario.
Question, if MotFF isn't strictly meant to be a PFS scenario is it still designed to be run by 6 characters?

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Story-wise, MotFF will lead into the Confirmation nicely.
For scenarios, everything from last season (Aug 2012) and before is written for 4 players. I believe all of the modules (Free RPG Day and Paizo's regular ones) are also written for four players. You can run them with 6, but they are meant for 4.
Also, Kyle Baird wrote the Confirmation, not Adam Daigle.
The Module will still have a chronicle sheet so you'll get to see how those work. You just won't have to worry about primary or secondary conditions for prestige.

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Question, if MotFF isn't strictly meant to be a PFS scenario is it still designed to be run by 6 characters?
It isn't that it is not designed for Pathfinder Society. It is just that it frankly doesn't follow the same structure that a PFS scenario follows, so possibly not the greatest trial run for PFS. Frankly, it works well as an intro to PFS and the Confirmation works great as a follow up.
It is designed for four characters, but is rather difficult for four. Particularly the final fight. It will be fine for six.