
Hydra |
So in about 6 hrs I'm supposed to hold character creation for my second ever serious foray into being GM (while also starting the first one two weeks ago).
This one has 3 players new to Pathfinder but played a homebrew mix of D&D 3.5 and 4 (one that sounds very like Pathfinder but not identical) and 1 player that has played one campaign of Pathfinder before this.
Here is the real question: should I run something like Runelords/Throne or run a series of modules at progressive levels like a group of adventurers that are hired/stumble upon various scenarios?

![]() |

If you have access to it, Crypt of the Everflame is a great intro adventure for the group. Can easily take 2 sessions too. Which would give you time to prep the next module/scenario you intend. Or design your own adventure if going the homebrew route.
Alternately, if you run an AP you should decide before everyone sits down to create characters. This can affect traits chosen.

SilvercatMoonpaw |
Going to be different for everyone blah blah blah [insert qualification of succeeding statement to cover butt].
I've tried running adventure paths as a new GM, and I burn out too quickly. Whereas I had success with a single module. I'd say a series of unconnected things is better because you don't have as much to look ahead at get intimidated by.
Possibly even you might want to try some Pathfinder Society Scenarios, which are even shorter than modules.

Hydra |
Yeah that's why I'm looking for advice. I have all modules and APs from I think 2013 and earlier. I just need to know which players guide I need to bring if I go the AP route. The only thing not on the table is Kingmaker since that is my Saturday campaign and I don't want to risk confusing which party is where.

Hydra |
@silvercat I see your point. Maybe running two full paths simultaneously is a bad idea a a rookie GM.
Also, this is all CRB only (less for me to track rules of and less daunting intro to newbies). Good idea or bad? I feel like stuff like Kingmaker isn't balanced for the what I call the super specialized classes like Summoner or optimization builds with archetypes that bypass less useful abilities for more complimentary options. Reasonable or no?

![]() |

That's perfectly acceptable. As the GM you have final say in what's allowed. Unless it's for PFS. In which case you still have final say. YOu can tell everyone "this is a core session" which means CRB and web traits enhancement only, or "this is standard" which opens the doors wide for (most) options... so long as the player actually owns their own legal copy of the book and brings it to the session. Or at least a watermarked printout of the required pages from a PDF. A photocopy from the physical book doesn't count.

Bard of Ages |

Most Adventure Paths are actually balanced to the Core Rulebook with a 15 point buy on attributes. So in that aspect, you are correct Hydra. Secondly, when I was with a new group, I actually ran the old Falcon's Hollow modules (updated to pathfinder rules which is as easy as just using your bestiary).
That led to a mini-campaign to get my players hooked. Then, after the Carnival of tears, we switched to Carrion Crown as an AP.
Hollow's Last Hope
Crown of the Kobold King
Revenge of the Kobold King
Carnival of Tears

Orfamay Quest |

So in about 6 hrs I'm supposed to hold character creation for my second ever serious foray into being GM (while also starting the first one two weeks ago).
This one has 3 players new to Pathfinder but played a homebrew mix of D&D 3.5 and 4 (one that sounds very like Pathfinder but not identical) and 1 player that has played one campaign of Pathfinder before this.
Here is the real question: should I run something like Runelords/Throne or run a series of modules at progressive levels like a group of adventurers that are hired/stumble upon various scenarios?
I would go with progressive modules. That way, if someone doesn't like the character they first thought of (because, for example, the build doesn't work they way they wanted -- think original monk -- or it's simply not fun) they can swap out easily without breaking too much continuity.
Second,... er, how to put this,.... the adventure paths are a series of modules at progressive levels; because of the way they're farmed out to different writers, the individual books of the AP often feel radically different from each other. So rather than trying to fight the fundamentally episodic nature of Paizo's publishing model, I'd say roll with it, and use this opportunity to figure out what types of adventures your group likes.

The Sword |

I would run a one off module for the first session. Get to know them and then ask them what they want to do.
Having run several APs I can say they are a blast to DM and to read but they can be heavily themed. You want to make sure the expectation of your group matches the AP.
Get through today and have the conversation - then come back to us and we can advise on the next step.

GM 1990 |
So in about 6 hrs I'm supposed to hold character creation for my second ever serious foray into being GM (while also starting the first one two weeks ago).
This one has 3 players new to Pathfinder but played a homebrew mix of D&D 3.5 and 4 (one that sounds very like Pathfinder but not identical) and 1 player that has played one campaign of Pathfinder before this.
Here is the real question: should I run something like Runelords/Throne or run a series of modules at progressive levels like a group of adventurers that are hired/stumble upon various scenarios?
It might sound crazy, scary and way too much....but I've always homebrewed, going back to my first time GMing in '90.
1. Modules have lots of studying you need to do, and you can spend a lot of time at the table flipping back and forth trying to find what the right answer is.
Homebrew/sand-box - you have a lot of liberty to run an adventure arc how ever you want, and can flow with what the players do w/o wondering if you're screwing up something later in the book. IMO you'll spend less time worrying about if you're following the "right story" because you and the group are fleshing it out as you go.
Don't feel like you can't run a home-brew without a full fleshed out world, or even a full fleshed out town/local area.
You need a base town to operate from, but if you're meeting with the players you can have them help you flesh that out a little. Pick a name, relative size, drop it along a section of sea coast with a river some nearby hills and forest. Let the players help with the towns back-story a little as they generate it. you can run almost an infinite number of story hooks from that little town - you don't need a full fleshed out world to start having lots of fun. Each player could even help flesh out a commercial establishment based on their back story. IE - I knew the blacksmith (heres a few things about his shop including the name, and a little about his personality that I know - that gives you the GM a start point, and you can makeup the rest of it); I know the innkeeper..
You can expand your "map" a little between game sessions over time to build what you need. This can be a much more efficient use of your time, rather than spending months building a world, but the players only cover a very small portion of it over a campaign. If you design it "as needed" for the direction you're taking the story arcs, you'll waste a lot less of your imagination investment.
Sandbox can seem daunting because you don't know what the players will do. However, in my experience they do tend to follow your story arc/hooks as provided - but they never execute how you thought they would. And...they like to circle back and follow up on the little things you said during RP NPCs, which creates future story hooks.

GM 1990 |
Why not start with a module like Crypt of the Everflame for now, then have it lead into an AP?
EDIT: Or to give them some experience at playing while they are still tinkering with their characters... try running We Be Goblins. That's a FUN module.
Allow tinkering as you go through the first couple levels is a good move with a new system. Everyone is going to put points/feats etc into their new PC without really knowing how useful it'll be for mechanics as well as your campaign.
I let my group swap feats and even readjust stat-points when they level'd up to 2d - probably about 6 or 7 sessions (but we play ~2hr blocks is all). That was enough time to get a feel for how the mechanics worked, and if the feat/skills were useful for your character (at least at the early levels).

GM 1990 |
Why are you asking us what to play?
You should be asking your players what they want, including what you want, and playing the style of game that makes YOU, not us, happy.
I figured it was more new GM, and everyone first time in PF system - looking for some left and right limits or pitfalls to avoid, like picking a module that's going to be harder to learn the system with?

![]() |
1 person marked this as a favorite. |

I'd do one module to get them some experience with characters and combat then if they like it go with an AP like Rise of the Runelords. Makes things easier for all plus it is a fun AP.
+1.
Usually i always start with the "Falcon´s Hollow" module. Free, fast, simple and well done.
And if you can link it to any AP, you can have your players start the AP from second level which is a nice plus for new players. Eventually it balances with the AP, so it should not be a problem.

Meraki |

My first GMing experience was/is (campaign is ongoing, but running another now) running a series of modules. At least, that was the original intention. I started off with Murder's Mark, then moved on to Daughters of Fury, then realized there wasn't anything else in the same geographical area and/or with the kind of storyline I wanted, so I homebrewed something for the next portion of the campaign to get them leveled up enough for the next module I wanted to run (3.5 module called Gallery of Evil). The next portion will be homebrew as well, capping off with Wardens of the Reborn Forge.
All of which is to say, chaining a bunch of modules together might work well if you're willing to handwave certain elements of "the party's over here now" or skip some levels, but depending on what you/your group want to run, there isn't necessarily a module chain that will get you sequentially to where you want to end the campaign. Depends on what level you want to get to, also.
I do recommend starting off with modules, though, just to get a feel for the group (and the system, since you're all new). Adventure paths are great in that they usually have cohesive storylines, but they're usually more fun with a bit of tailoring to your specific PCs.

![]() |
I've only got my mobile handy so I don't know if Dragon's Demand is in my collection (they are all PDFs). But that also sounds like a good option.
Well if you're able to post on here from your mobile, you should be able to click the "My Downloads" link at the top right in order to see which PDFs you own, if you can't remember offhand exactly which PDFs you have legally purchased from Paizo.