| gabe martinez |
| 1 person marked this as a favorite. |
Hi so I am a new GM and I am going to have some of my frineds play the story from the beginner box to see if they like table top games.but I am not sure what to do affter this, do I A.do more story from books by paizo or B do I make my own story.
If A what ones should I do and at what point should I be at before I make my own story.
If B how do I even start doing that like should I know how I want it to start and end and build the rest on what the players do?what I am asking is how much should I have prepared.
I do want to and that I my shelf am a new player and I want my frineds to get into table top games so even though I my shelf am not playing I get to see how the story fourms.
| CrystalSeas |
If you have the Beginner Box, you can play the first story from there.
If your friends want to keep playing, there are four more stories already made up for you. You can download them from free here:
Beginner Box Free Downloads
Use the "Bash Demos" for more stories.
If everyone likes table top games, the Beginner Box Game Master Guide has more ideas on how you can make your own stories.
Theconiel
|
Welcome aboard!
I recommend using a ready-made adventure path. Kingmaker is a good one.
Or, you could run organized play (Pathfinder Society, PFS for short). PFS modules are short adventures, designed to be run in a single sitting (about 4 hours).
You'll probably know when you are ready to make your own campaign. Not all GMs choose that path, preferring to use adventure paths or play PFS.
EDIT: I just assumed that you were planning to change from Beginner Box to full-blown Pathfinder.
| Dastis |
Welcome to tabletops :)
Ready made adventures are a big help when you first start out. Making your own story is fun but takes a bit of work and practice before you can do it well. Premade adventures are fun, easier to run, and you won't have to worry about as much. Feel free to start making your own story whenever you feel ready. I will note that the players are going to do things you don't expect so know you will need to adhoc/improv at some point even in a premade module
Good luck. Have fun
| SmiloDan RPG Superstar 2012 Top 32 |
One of the great things about new players is that they are willing to do and try anything!!! They generally don't just stick to their normal roles (fighters fighting, wizards doing magic, etc.). Be prepared for clerics climbing trees and hiding in the bushes, fighters searching for traps and reading books, and wizards charging into melee and grappling goblins, and rogues doing first aid or taste-testing potions.
Just be flexible and let players try things. Let them make ability checks and skill checks to try different things. Use 2d10 to set the DC if you have no idea what it should be.
EDIT:
You can use pre-made adventures, and then make changes of your own if you want. You might make the cult leader a wizard instead of a cleric. You might trade out 2 zombies for 3 skeletons. You might add a small dungeon of your own design between the Big Bad Woods and the Evil Wizard's Tower. You can even replace goblins with "ratfolk" or "monkeyfolk" by just changing their appearances, but not their stat blocks. Even just changing the name of an NPC from something you can't pronounce to something you can pronounce is a good way to put your own spin on an adventure.