Replayable(More than Once) Scenarios at L2


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Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

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Now I have a keyboard instead of a phone:

With a small player base the lvl 2 would help immensely.

When you get a few new players, you naturally try to get a few evergreens in. A few of the old guard join in, make a new character to go along. The new players either stay or go, and if they stay, they progress to 1-5 adventures. The new lvl 1 of the old guard usually gets shelved for a bit, as they have other characters that need leveling up.
Now the next time a group of new players show up, they cant drag that new lvl 1 out, as by now its usually lvl 2 and cant jump into any of the older evergreens anymore. So they either make a new lvl 1 again, creating a whole backlog of characters, of we dont scedule the evergreens, which will eat into the availabilty of 1-5's for older players.

If they could replay on lvl 2, it would be much easier for the old and new players to sit together, and sceduling evergreens would be so much easier.

While using the tracker with a 'played at lvl 2' option would help with sceduling now, we're already running into the issue that we have to be creative in evergreen sceduling as most of the old players did an evergreen at lvl 2 somewhere along the line already.

As to challenge, the confirmation might not be the best, but consortium compact and wounded whisp really stepped up the game, and I've seen both provide a good challenge to lvl 2 parties.

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Tineke Bolleman wrote:
When you get a few new players, you naturally try to get a few evergreens in.

Why? IMHO it's better to schedule non-evergreens and use evergreens as a fall back option if regular scheduling fails.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Auke Teeninga wrote:
Tineke Bolleman wrote:
When you get a few new players, you naturally try to get a few evergreens in.
Why? IMHO it's better to schedule non-evergreens and use evergreens as a fallback option if regular scheduling fails.

This might be different in other areas, but for new players I really try to schedule the really good 1-5s and that can be difficult since almost everyone has already played those. At least with evergreens you can make sure that the table can start, and the regular players might appreciate giving a new character a head start (since they will experience the problem with having too few 1-5s sooner or later).

Silver Crusade 4/5 5/55/55/5

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Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber

The evergreens are designed to serve as an introduction to Pathfinder. Introductions are best done early! I've got a group of new players who have been playing through the evergreens and they've actually been quite good for teaching them what to expect.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

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Terminalmancer wrote:
The evergreens are designed to serve as an introduction to Pathfinder. Introductions are best done early! I've got a group of new players who have been playing through the evergreens and they've actually been quite good for teaching them what to expect.

The chronicles also have good rewards that can help a new player out.

Also to continue Sebastians point:
We regularly have new players signing up quite late, so sceduling something can be hard (having to change a high level table into a low level table for example). Evergreens are easy because of their replayability, and most GMs know one or two of them by heart and have the prep ready.

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