Reccomended 1st Level INtroduction-Type Module for new RPG players


Advice


Hello everyone, first time poster.

I am a brand new GM starting up a Pathfinder group at work. I have a pretty large group (8!); most people have never played a table-top RPG before, 1 person is a PF pro and another has played DnD.

I am looking for a basic 1st level module I can use that encompasses good examples of the many different aspects of a table-top RPG (role-playing section, combat section, NPC interaction section, etc). I want to find a module that can give a good overall introduction to people so they can see what RPGs can offer and decide if they want to keep going.

Thanks!

Sovereign Court

8 people? No module for group that size but like usual would recommend the same first level modules:
-We be Goblin
-The godsmouth heresy
-Crypt of the Everflame

I would recommend in general to do it in two groups, as a new gm, running with 8 people, would mean changing the modules too much to be worth the effort.


Neither we goblins OR crypt give a very good representation of PF
Maybe try part one of a more rounded AP.......JR part 1 is a good mixed module......just ignore relationship stuff and other mini games

Lots good 3rd party stuff too


First session of Pathfinder, for me, was We Be Goblins. From that, I must say, that it's a must-play for anybody who likes Pathfinder (it's so short anyway).
While not representative for the general Pathfinder feel (since you're playing Chaotic Evil Goblins and not your regular heroes), it's still really good for new players to get a perspective of how game flows, it's also a lot of fun and lets them go full out crazy from the start. Due to the players being Chaotic Evil it's also a forgiving module for first-timers in roleplaying, as many groups of new players will play like that anyway their first sessions (killing everything that may grant loot and do other stupid stuff that isn't normally allowed).
Biggest reson as to why you wouldn't play it, first session, is if your players are serious people who doesn't want anything close to a chicken-shit, knee slapper of a session (there are HUGE possibilities to comedy).


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I quite like We Be Goblins for a starter campaign. It's unorthodox, but the module is funny, very well written and provides a great introduction in how to use various subsystems (such as skill checks and grappling). If you want a more traditional introduction you should consider the Beginner Box, which comes with a dragon slayer mini-adventure that would take one to two sessions to play through.

I'd avoid Crypt of the Everflame, I found it very hard going for new players. There are a few encounters there that frankly I think don't belong in a level 1 module.


Thanks guys,

I know the We be Goblins module is an intended one-shot, but I wanted to have people get the opportunity to create their own characters and use them in a quick campaign (since I believe part of the fun of a table top RPG is using your imagination and creating a level 1 character and watching them grow).

I think I might use some of the dungeon ideas from the beginner box set, add a basic town for NPC interaction and roleplaying opportunity, and also add a bit of exploration (town-> exploration -> dungeon). That should last a session or two (sessions are limited to two hours).

Might pick up Godsmouth Heresy as a module to run for the remaining sessions, and we can pick up another module.adventure path or a homebrew one if there any people who still want to play


'Hollow's Last Hope', 'Crown of the Kobold King' and 'Revenge of the Kobold King' would give you a sort of mini-campaign set in the Darkmoon Vale. Gives you a nice little basic town in Falcon's Hollow, some exploration and a couple dungeons.


fatbaldbloke wrote:
'Hollow's Last Hope', 'Crown of the Kobold King' and 'Revenge of the Kobold King' would give you a sort of mini-campaign set in the Darkmoon Vale. Gives you a nice little basic town in Falcon's Hollow, some exploration and a couple dungeons.

I just started Hollow's last hope, it is amazing. JUST MAKE SURE YOU HAVE ALCHEMISTS FIRE. That was the first swarm we ever fought

Grand Lodge

I like the Confirmation. Sure it is PFS and what not but It really is a good welcome to being an adventurer.


For new players I would actually NOT suggest that they make characters for a new game.

Instead I would suggest that you have a selection of premade characters (the PFS pregens are a great starting point - or a module with pregens like We Be Goblins).

My reason is that making characters is a time consuming task - challenging for experienced players - but for a new player who has never played before it can be exceptionally challenging. Instead let people play with pregens, give them some ability to customize them over time (change names, perhaps give them a small set of decisions to make - some of the PFS modules do that) and allow for duplicate characters (just ask that they change names). It can be crazy - but I think it lets people figure out what they like to play and the experience they want.

Ask your players who have some experience to either pick the more challenging characters to play well - or to pick whatever role(s) the party is lacking after the new players play.

Then after a game or two - let the players decide if they want to keep playing their pregen but start customizing it to make it their own - or if they want to make their own characters (if they do give them the same experience/rewards as the people who are keeping the pregens.

If you do make characters - i would try to make them as a group - but don't get too bogged down on the details - simplify things as much as you can for the players (i.e. give them a very simple set of options for stat arrays, don't get too complicated about traits/feats/spell choices - and in a couple of games let the players revisit their decisions (i.e. let them retrain for free if they aren't having fun - this is literally what PFS does - you can rebuild a 1st level character anytime before you play it at 2nd level - really good for new players who don't yet know what they want to play.

Also I would suggest thinking about how having 8 players will potentially bog down play - streamline things - discourage a lot of animal companions in a group that big and focus on keeping things going smoothly over "perfect" rules. A scenario like We Be Goblins is actually really good for a new group - it is silly, it is fun and it actually teaches a lot of the rules without taking things too seriously.

Liberty's Edge

While it is PFS, the Silverhex Chronicles and the Confirmation are designed for 1st level characters. I ran the Confirmation and it is a pretty good adventure for new characters.


I don't have a module or AP to recommend, but do suggest you go Core rulebook only to begin. No unique races, etc., so that the new players can learn the system. Once they get a handle on it, you can expand the options.

I'm running the first part of the Rise of the Runelords for the very purpose of learning the system better, and I'm not a noob!


PFS modules make for great openers for games; and they're designed to be about 4 hours of gameplay for 4-6 players.

Crypt of the Everflame was good, but it's also a "coming of age" story that can seem a little cheesy sometimes. We Be Goblins is a fantastic one shot, but the characters can't carry over to other modules. The first book of Jade Regent is fantastic, and when you subtract out the relationship rules and caravan rules, it can be great for first time players. More importantly, it gives the opportunity to continue the adventure of they want to keep playing.

I also recommend Core Rulebook only, as it will limit what your players and you have to learn. You can bring in the other books later on, if you want to use them. And since everyone is new, I recommend pre-generated characters for this first sessions (and perhaps the next several until you finish the module/adventure). After that, you can open up the opportunity for people to make their own characters or pick a pre-gen for the next adventure.

8 players is going to be a lot of work on your part, there are going to be a lot of side conversations and people will constantly be unaware of what's going on. When GS not their turn, they'll be on their phones or talking to the person next to them. I recommend that you use some minis and battle map to hep track where everyone's characters are and to hep people easily get back on track.

If you have any rules questions that pop up mid game, make a quick decision and move on. Later, check your decision against any official rules and then use the official one from then on. This will help keep rules arguments from side tracking the game.

Grand Lodge

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Adventure Path Charter Subscriber

You could try The Dragon's Demand. It starts at level 1, ends at 7, and has a good background setting that new players can delve into. It also features several classic foes, plus some unusual ones.

Welcome to the community. Don't hesitate to ask when you have questions.

-Skeld

Liberty's Edge

Skeld wrote:

You could try The Dragon's Demand. It starts at level 1, ends at 7, and has a good background setting that new players can delve into. It also features several classic foes, plus some unusual ones.

Welcome to the community. Don't hesitate to ask when you have questions.

-Skeld

I second this, I had a lot of fun with Dragon's Demand.


Thornkeep or emerald spire could be other options.

Nothing saying you can't continue other adventures with the goblins from we be goblins. There is a second adventure We Be Goblins Too and a third is this year's free rpg day module. You could either make your own adventures or run the goblins through another scenario or module.

It would be unusual but a group of 8 goblins would, imho, be a blast to play and run for.


Kudaku wrote:
I'd avoid Crypt of the Everflame, I found it very hard going for new players. There are a few encounters there that frankly I think don't belong in a level 1 module.

Oh, god, some of those encounters.

Crypt of the everflame spoilers:
Who likes fighting a shadow at level 2? Anybody? Don't worry though, there is a +1 dagger sitting in the middle of a burning fire that you can hurt the shadow with. Hope nobody gets killed in the meantime.

We got so incredibly lucky with that. The shadow missed our fighter's weak touch AC for 4 rounds while he stabbed it to death(also rolling pretty badly) and I spammed magic missile (It was my second session of my first game ever - I had no idea what I was doing).

That beetle was also stupid. We literally just left the safe area and went round the corner. We then proceeded to all take an AOE acid attack to the face from a beetle that crawled out of a corpse and go straight back to near death again (I got lucky because I was partially behind cover, but the fighter was almost a goner). I think our time between rests was about 6 rounds that time. IIRC we actually took multiple in-game days to finish that dungeon.


Snowblind wrote:
Kudaku wrote:
I'd avoid Crypt of the Everflame, I found it very hard going for new players. There are a few encounters there that frankly I think don't belong in a level 1 module.

Oh, god, some of those encounters.

** spoiler omitted **

Yeah, we didn't have a very good time in there either.

Spoiler:
First of all a disclaimer - I was playing in this campaign, not running it. While I don't think he did, it is possible that the GM had made some modifications. A second thing I should note was that we were doing it with only three people, though we're all what I'd consider experienced players with an above average understanding of Pathfinder rules.

When we ran into the shadow we were still level 1. We did everything in our might to kill it as fast as possible (grabbing the dagger immediately, using aid another for characters without magical weapons, flanking, liberal application of holy water etc), so including the surprise round it only got in three attacks before it went down. Unfortunately that was enough to deal 14 strength damage to the ranger, leaving him at STR 4. If the shadow had attacked anyone else, that character would likely have died and spawned another shadow. Assuming you can make the DC 15 check for long-term care, 14 points of strength damage requires 4 days of complete rest to remove. It would also take us 4 days to travel back to town, get help, and have the help arrive at the crypt, and after fighting a goddamn shadow our characters were having strong doubts about whether or not we could actually do this. Strictly in character it made more sense for our characters to give up on the crypt and call the city guard - never a good sign. This was especially problematic since the "save my sister" plotline effectively puts the party on a time crunch - at least from our point of view, she's unlikely to still be alive in a week or so.

The module desperately needs a guaranteed source for Lesser Restoration. It really wouldn't hurt to include a wand of cure light wounds or the like either.

The shield statue was another problematic encounter. Starting the fight prone within full attack range of a large-size statue that has two high-bonus attacks with very decent damage... Yeah. Not good.

All that said, I think the premise for the dungeon is very interesting! The play between lethal and nonlethal encounters is fun and you feel like you're simultaneously exploring a dungeon and solving a puzzle as you progress through it.


Zantaskan wrote:

Hello everyone, first time poster.

I am a brand new GM starting up a Pathfinder group at work. I have a pretty large group (8!); most people have never played a table-top RPG before, 1 person is a PF pro and another has played DnD.

I am looking for a basic 1st level module I can use that encompasses good examples of the many different aspects of a table-top RPG (role-playing section, combat section, NPC interaction section, etc). I want to find a module that can give a good overall introduction to people so they can see what RPGs can offer and decide if they want to keep going.

Thanks!

I've never DM'd a group that large before, but every DM I've ever listened to says that the optimal group size is 5 players max, plus DM.

Additionally, as a beginner DM, you'll find that managing the needs of such a large party, such as calculating encounters and treasure, taking each player's turn in combat, and other demands will be a huge amount to take on. Even veteran DMs avoid having such large groups for this very reason.

If you're serious about getting these people interested in gaming, I suggest splitting the group and playing 4 at a time. Otherwise you'll be shortchanging them and depriving them of the best part of the experience, the immersive role-play and story-telling.

Why, especially for a beginner DM? If you're not familiar with the rules of the game, you'll spend more time looking up rules than you will be gaming. If you don't know the rules well, how and when they apply, and how they work together, especially with a system like Pathfinder which has hundreds of options for any given character, then you'll quickly find yourself overwhelmed.

TL;DR For a shiny DM, with shiny players, 8 is way too many.


If you'll excuse a bit of self-promotion I would suggest you look at The Horn of Geryon.

Read the review and look at the free preview to see if it appeals to you. The main advantage to a beginning GM is that all of the rules you need to run it are provided in the appendices.

Richard


I got introduced to PF by Crypt of the Everflame and yes it can be very hard, we were in a group of three so honestly I think you could run it just fine. But I agree dropping a few wands of Lesser Restoration and CLWs would be a good idea. Also teaches them to use wands and UMD skill checks.


Dragon's Demand is insanely fun but does range a bit higher in terms of potential time investments for a group. On the other hand if you do decide for an 8 person group of beginners it's one of the few modules where crowding won't be a consistent issue and the late module encounters are tough enough that they should be challenging for a group of 8 that isn't insanely optimized without adjusting the module as written. We ran it in PFS and had 7 people at the table most of the time and each player had their moments to shine throughout the time we played it.

As for the PFS scenarios mentioned.

Sliverhex is great for a non-threatening run through of game mechanics but incredibly dull in my opinion.

The Confirmation is a really fun mix problem solving and fighting but there's almost no opportunity for meaningful roleplay unless your players create it.

I might recommend The Wounded Wisp as a combat light adventure with a good story, a bit of roleplay and some problem solving that can be run in about 3 hours.

Even better might be the Overflow Archives is insanely well written, funny and imaginative and the players can pretty much choose how much they want to roleplay or hack things to bits.

And if eventually decided to piece together your own campaign based around Pathfinder Society scenarios The Confirmation, Wounded Wisp or Overflow Archives would all be fine introductions to the adventure.


Thanks for the suggestions everyone!

I know that 8 people is an undesirable size and especially trying to GM for the first time, but this is part of a work extracurricular activity, and I don't want to bar people from joining to learn what RPG's are all about; likewise I don't want to split the group up and force another person to GM.

I liked the Confirmation PFS module and felt it does a good job for setting people up to begin their Pathfinder journey. I am planning to use that as a base then add in some Roleplaying elements and modify based on feedback from the group, then try a level 1 module (thinking Godsmouth Heresy)

That should probably last me for my allotted meeting time, and from then I can see who wants to continue and go from there

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