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Try 5-08 The Confirmation instead - it's a single-session intro to the Society, focusing on the Society mission rather than the (now-less-important) factions anyway. Master of the Fallen Fortress is still a good one, since it starts without the PCs even being Pathfinders and lets them join on-screen.
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If you're interested in running these 'just for fun,' Parts 2 and 3 are both available on the retired scenarios page. Just keep in mind that they no long provide credit for Pathfinder Society Organized Play.
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...which in turn means that it would be great to have some replacements for the full 1-2 experience.
You still can get that experience:
5-08 The Confirmation
3-IN First Steps Pt 1
MFF Master of the Fallen Fortress
All are tier 1 or 1-2, meaning they are endlessly replayable with level one characters (and I'd personally recommend them in that order...for reasons!)
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I like starting with First Steps, then have the society send them out for Fallen Fortress, and end with Confirmation. Others prefer doing Fallen Fortress first, then using that as a "why you joined the society" lead in to First Steps. Either way, ending with Confirmation makes the most sense, story-wise.
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I don't like Fallen Fortress first, as it only gives one PP, so no one will have a CLW wand for the second game... and if you have a table of newbies, at least one will get a CLW wand with their first 2 PP...
Also, FF can be played (once) with a 2nd level PC, so if they end up playing in an "extra" game, they can still play it (as their 4th game) with their friends (who missed a game and are still doing the "Training Cycle").
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In my experience as a GM, Fallen Fortress can also be a lot more lethal than First Steps (I haven't had a chance to run 5-08 yet for comparison though).
That is one of the reasons I prefer doing it second, so the party has a chance to purchase some better gear and a healing wand.
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Calybos1 wrote:...which in turn means that it would be great to have some replacements for the full 1-2 experience.
You still can get that experience:
5-08 The Confirmation
3-IN First Steps Pt 1
MFF Master of the Fallen FortressAll are tier 1 or 1-2, meaning they are endlessly replayable with level one characters (and I'd personally recommend them in that order...for reasons!)
Which doesn't seem the same experience to me at all. The experience of playing the three FS scenarios just isn't the same as playing some hodgepodge collection.
I wish they would re-write FSII and III the small amount that would seem to be necessary to make them still usable. The trio gave a good variety of tasks and scenario types, with a city, dungeon, and wilderness adventure, fights and puzzles, and so forth. FSII, in particular, was one of my favorites as a player.
As for The Confirmation, I was very resentful as a player of the ridiculous tactical choice I felt we were forced to make, despite the scenario being well-considered by most. While I am reserving rating it until I get a chance to run it as a GM and see all of the behind the scenes material, it also sure seemed like the scenario took the most problematic part of FSI and amped it up a few notches.
As for order played, one of the boons on The Confirmation is best applied to a zero xp character so it may make sense to have it go first, though I was definitely glad my character had some PP and gp to spend before going through it. But, nosig has a good point about the 2nd-level playability of The Confirmation.
On the other hand, I would say that all of these introductory adventures offer too much player-killing (and even TPK) potential, which has to be one of the worst ways to introduce a new person to the game, possibly even to RPGs. Perhaps it would be better to play some season 0 scenarios, or maybe just play with Pregens for a bit, perhaps through 1st level, since no one gets to attached to a Pregen and they don't 'die' in quite the same way.
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You feel these new ones have too much TPK potential, but you were okay with the blindy sneaky thing in FS2, not to mention being betrayed by the overly protective ghoulfriend? And in FS3 the [redacted] was pretty much designed to kill murderhobos in an environment where they were severely disadvantaged, unless the GM was blatantly ignoring the environmental rules.
In short, I disagree with you.
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out of curiosity, what tactical decision felt forced?
I can really only think of one thing he could be refering to, but inless his GM was doing something odd, I don't see how it could be considered forced.
On the other hand, I would say that all of these introductory adventures offer too much player-killing (and even TPK) potential, which has to be one of the worst ways to introduce a new person to the game, possibly even to RPGs. Perhaps it would be better to play some season 0 scenarios, or maybe just play with Pregens for a bit, perhaps through 1st level, since no one gets to attached to a Pregen and they don't 'die' in quite the same way.
No, that would be way worse. After the first adventure, the PCs get ~3 times the gold they started with. If they played the confirmation, they get a free 500 gp item, doubling that reward again. That means that the average 1.1 character has 7 times the resources of a Pregen. If you are trying to avoid a TPK, cutting the PCs gear down to 1/7th of what it could be is *not* the way to go.
Also, a death or two at first level isn't necessarily a bad thing. It introduces the players to the idea that yeah, PC death happens. It is not a big deal, you pick up and go on with the game. I'd rather have them encounter it then, than after the have played the character for 3 months, but before they have enough prestige for raise dead, and now they suddenly realize that this really is a thing that happens.
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personally, the running order i suggest, story-wise, is:
Ambush in Absalom (Quest)
Fist Steps 1
Master of the Fallen Fortress
The Confirmation
there are a few reasons for this. starting with the quest is great for a couple of reasons - it introduces Karela and Valsin, who both then recur in Fist Steps 1, and it also gives the PC's a boon that they'll likely be able to use by the end of the Confirmation. First Steps 1 is then great because, while there is a certain encounter that can be incredibly challenging, on the whole, it is very very good for brand new starting characters. the other two are a bit better handled by parties with some extra resources not available to characters right away. also, starting with First Steps lets new players not have to worry about a faction immediately, and get a feel for at least a few of the existing factions before having to make a choice.
running Master of the Fallen Fortress second does require a little bit of ad-libbing as to the setup, but that's really the case with any module. i tend to use the standard "pathfinder agent went out to investigate this place, and hasn't returned. go find him." this gives players at least a bit more of an objective than just "explore the place because it's there."
ending with The Confirmation then wraps up first level for the PC's. they've had some small assignments that could reasonably be assigned to non-agents or students on the verge of their confirmation, and by this point, they've had a chance to get some resources that will help them survive a bit more easily in the challenge that awaits them.