Best Starter for New Players / GM


Pathfinder Adventure Path General Discussion


Hey guys!

So I'm a brand new GM, (though I've played the game quite a bit.) introducing quite a few new players to the game. My previous GM had a lot of fun with Skulls and Shackles, but I'm not sure if it's the best place to start.

What are your opinions?

Grand Lodge

Rise of the Runelords AE.

There is a lot of community created stuff here on the boards. The plot is very much a base fantasy sword, sorcery and high adventure theme without any crazy elements or consistent complicated rules to snag things.

I'm running it after having run Carrion Crown and with the aid of a lot of the stuff on the forums it's running pretty easy. Highly recommended.


Iron Gods is pretty easy to start and especially Mummy's Mask
also as tybid said cant go wrong with runelords:)


I second rise of the runelords. It has a strong plot that keeps things moving, memorable and varied encounters and is built as an 'introduction' in many ways.

The biggest caveat is that it is actually quite a difficult AP in terms of encounter power, so a group of 4 poorly optimised characters will really struggle. If you have more than 4 though you should be OK.

Sovereign Court

I'd start with modules to be honest. Let the group organically develop at a pace you are all comfortable with. Once you have a nice report developed, you can work your way up to a long term campaign like an AP. There will be some growing pains and its better to get them out of the way with something lighter. Take a look at these. Also, consider a few PFS scenarios they are 4 hour adventures and very cheap to purchase.


Rise of the Runelords.
1) None of the sometimes problematic mini rules, like Mass Combat, Kingdom Building, etc. So you can ease them and yourself into the game without having to learn these optional rules.
2) It's also the "classic" type of campaign rather than themed like Carrion Crown (gothic), Skull and Shackles (Pirates) etc.

Recommendations...
Read each of the six chapters thoroughly, low level modules are where most of the fatalities (or even TPKs)usually happen. It somewhat depends on how many players you have though. If you are running with 4 players, I'd remove the scythe trap near Nualia, she's powerful enough with the Yeth hound, the trap is overkill. Also the Shadow Room past her is a potential TPK/Shadow-generating factory.

As other's mentioned, whatever AP you choose, there's a ton of tips about them on these forums. There's also some real fun ideas from other posters that you can steal for your campaign too.

Good Luck :)

Liberty's Edge

I would also start with modules. Dragon's Demand is a good starter for sure. If you are determined to go with an AP, they all have a level of difficulty to them but just go for the one you and your players are most excited about thematically.


Choose Iron Gods.
Resistance is Futile.
All will be Assimilated.

The Exchange

I also think modules could be a better place to start.

If you are more interested in a campaign, then I'd go for either Rise of the Runelords or Shattered Star.

Community / Forums / Pathfinder / Pathfinder Adventure Path / General Discussion / Best Starter for New Players / GM All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion