| gabe martinez |
I want to get 2 of my friends into pathfinder.I want to GM for them but I'm a new player my shelf.Dose any one know of any pre-made one-shots that have every thing i need in them?i don't want to work on a story for a week and they want to stop half way into it because they end up not liking it.If they do like it then ya I'll make one for them.
| Darksol the Painbringer |
I want to get 2 of my friends into pathfinder.I want to GM for them but I'm a new player my shelf.Dose any one know of any pre-made one-shots that have every thing i need in them?I don't want spend a week on it and they don't like the game.If they do like it then ya I'll make one for them.
The Beginner Box may be what you're looking for, especially if you're going to introduce players to the games mechanics and flavor.
You did kind of set yourself for an uphill battle though, when they already said that they don't like Pathfinder. Usually, it's best not to have players participate in a game they don't enjoy, because they're going into the game with a negative perspective, and when something comes up that makes things worse for them, they'll just absolutely despise it, and never want to play a similar game again.
To that end, I would be extremely careful with implementing things that can make their session a horrible experience, such as by using Save or Suck/Die abilities, like Hold Person (where they can't do anything and are left to the whims of the GM), which can really kill immersion and the desire to play. (That isn't to say that you should never use it, but save it for when they're more interested in the game.)
I'd also be more open and flexible with any rules suggestions and ideas that they may pose (i.e. "Can I use my Grappling Hook to latch onto that flying opponent and drag him down to us to beat down?"), so as to help influence any positive experience they may gain from the session; though, as they get more and more intuitive into the game, slowly implement some of the "actual" rules that are present, so that it still feels like they're playing an authentic game.
That isn't to say that you should "deceive" them, but when you aren't clear on the rules, roll with it; digging into the books (unless the players demand that you do so) regularly because you aren't 100% aware of the rules can kill the experience, and when the session is done, check up on the rules so you know how to properly run it the next time (and make sure that you notify the players that it was ran incorrectly, so that when they try it again, they aren't blindsided).
| gabe martinez |
gabe martinez wrote:I want to get 2 of my friends into pathfinder.I want to GM for them but I'm a new player my shelf.Dose any one know of any pre-made one-shots that have every thing i need in them?I don't want spend a week on it and they don't like the game.If they do like it then ya I'll make one for them. The Beginner Box may be what you're looking for, especially if you're going to introduce players to the games mechanics and flavor.
You did kind of set yourself for an uphill battle though, when they already said that they don't like Pathfinder. Usually, it's best not to have players participate in a game they don't enjoy, because they're going into the game with a negative perspective, and when something comes up that makes things worse for them, they'll just absolutely despise it, and never want to play a similar game again.
To that end, I would be extremely careful with implementing things that can make their session a horrible experience, such as by using Save or Suck/Die abilities, like Hold Person (where they can't do anything and are left to the whims of the GM), which can really kill immersion and the desire to play. (That isn't to say that you should never use it, but save it for when they're more interested in the game.)
I'd also be more open and flexible with any rules suggestions and ideas that they may pose (i.e. "Can I use my Grappling Hook to latch onto that flying opponent and drag him down to us to beat down?"), so as to help influence any positive experience they may gain from the session; though, as they get more and more intuitive into the game, slowly implement some of the "actual" rules that are present, so that it still feels like they're playing an authentic game.
That isn't to say that you should "deceive" them, but when you aren't clear on the rules, roll with it; digging into the books (unless the players demand that you do so) regularly because you aren't 100% aware of the rules can kill the experience, and when the session is done, check up on the...
I misworded my shelf I meant to say i don't want to work on a story for a week and they want to stop half way into it because they end up not liking it.They have never play any table top game before
| Darksol the Painbringer |
Regardless, I still stand by my statement; the Beginner Box will be a quick one-off that will introduce them into the core mechanics of the game's combat and out-of-combat aspects.
There may be others, which may allow for customization, but they aren't as hand-holding as the Beginner Box, especially for introducing them into the game.
| Azothath |
true. Beginner box is good. Depends on the age of you and your players.
If you are looking for something more complex, but still easier than a standard scenario...
run the Quests, they're free and simple.
Phantom, then Honor's, then Silverhex. That should make everyone 2nd level. Try The Confirmation next, it can be a bit rough at the end so read the scenario carefully.
second route is to find your local Pathfinder Society group. They are usually by areas and tend to meet at local game stores... look here at events.