Good module to train some new players on?


Advice


My niece (uh, so to speak - anyways) has a bunch of friends who are interested in trying roleplaying games. So I've been recruited to run something for them. Although I've brought in new players before, it's been a long time since I've had a bunch of newbies. They're around 18.

What's a good module to start them off on? A few people have mentioned We Be Goblins, but I'd prefer to save that for later. Acting zany and wrecking everything is an instinct of people new to rpgs and I'd like to train that out of them ;)


What do they find appealing from RPGs?
What are their expectations?
Do they want to fight and live adventures, create their own characters and develope their personalities, etc.?
It's important that you know what they want. I had new players who only wanted to roleplay and felt awkward on combat situations and the opposite: shy players that panicked when they needed to speak in character.
So you need to know what kind they are.
I suggest you to start with an adventure that doesn't focus too heavily on combat or roleplaying and test them to see how they react.
I've ran the first book of CocT for new players and it went well as a one shot. It gives the players a common enemy and a clear objective but it allows them to plan how they want to approach the situation. If they can't come with a good plan and they get stuck you can have NPCs give some advice and if they enjoy the adventure and get attached to their characters you can go on with the rest of the AP.


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Crypt of the Everflame is a classic, as it's literally a group of new heroes going out to save the town.

The other one I've used is Master of the Fallen Fortress, good for simple dungeon crawl to introduce them to combat


Pathfinder Adventure Path Subscriber

Ninja'd. +1 for Crypt because the module specifically goes out of the way with rules sidebars and encounter construction to gradually introduce the rules.

The mod was originally made with the 3.5 -> Pathfinder transition in mind but it still works for a new crew.

Grand Lodge

Half-dead city, the first adventure of the Mummy's Mask is already written as a sort of introductory adventure, but, unlike Crypt of the Everflame, one that includes the complexity added by APG classes, UE and the like. The second part is pretty interesting from a storytelling perspective. The first part should teach some caution pretty quickly. Only the thid part is relevant to the AP metaplot.

It's even a replayable Tier 1-2 module in PFS (first two parts to be specific).


I'd second Master of the Fallen Fortress - it was designed with a little bit of almost everything (combat, skill checks, useful magic items, exploration, etc.), so it's a decent way to introduce the many systems of the game.

If you're thinking that they'll probably want to continue and would enjoy a multiple-session - but not overly huge - campaign, Frog God Games' Stoneheart Valley is a good choice. The first mission in particular was written as an introduction to Pathfinder (and has numerous rule reminders - helpful when you're so used to knowing them you forget that newbies don't!), and comes complete with pre-gen characters specifically designed for the campaign.


Dragon's Demand is a good module. You get to kill Kobolds, meet a ghost, do an auction, and kill a dragon.

Plenty of great roleplaying opportunities as you get to hear rumors.


@Kileanna - I don't think anyone has expectations. The only person I know who will be in the gaming group is my friend's daughter, and she's just going along with it because her friends want to. Literally have no idea what to expect from them.

So my interest is something that has a bit of everything so I can see what they like and tailor the next game to those tastes. I've played Crypt of the Everflame and that seems a fair starting point. That said, lots of good suggestions so I'll check 'em all out - thanks!


GM SpiderBeard wrote:

My niece (uh, so to speak - anyways) has a bunch of friends who are interested in trying roleplaying games. So I've been recruited to run something for them. Although I've brought in new players before, it's been a long time since I've had a bunch of newbies. They're around 18.

What's a good module to start them off on? A few people have mentioned We Be Goblins, but I'd prefer to save that for later. Acting zany and wrecking everything is an instinct of people new to rpgs and I'd like to train that out of them ;)

PFS Scenario: Confirmation. doubles as an excellent intro to Pathfinder Society Play, and group cooperation as well.

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