New GM Advice


Advice


So, I've got an idea for a campaign I want to run, but I've never actually GMed Pathfinder before (Only GMing experience was with Cubicle7's Doctor Who Tabletop).

Premise of the campaign is this: A tyrant king is holding the neighboring kingdom's prince hostage, and demands a ransom in gold. The party was with the Caravan as guards when it gets attacked by "Bandits". They are forced to flee and leave the gold behind. Now they are deep inside of enemy territory, and have to somehow either get back home, or possibly rescue the prince themselves.


Sounds pretty cool, but I'm unsure what you are asking for? Just general advice?

I'd say make sure you have some stuff prepared for the campaign. But don't be settled to one idea because the PCs might do something else. That's kinda just general GM stuff but I don't know what you need help with


thelivingmonkey wrote:

Sounds pretty cool, but I'm unsure what you are asking for? Just general advice?

I'd say make sure you have some stuff prepared for the campaign. But don't be settled to one idea because the PCs might do something else. That's kinda just general GM stuff but I don't know what you need help with

General advice, maybe more plot ideas (I'd like a good reason for the mad tryant to be evil more than "Greedy Prick")


Sounds like you're giving the players a lot of freedom; the players are supposed to choose between trying to rescue the prince, or trying to go home.

Which is great for them, but assuming you're not just improvising everything, you might have to write a whole adventure's worth of material for the 'rescue the prince' storyline, and then if the PCs don't go that way, all your work is wasted.


Plot complication ideas:

The prince was betrayed by his younger brother (or sister?). The 'bandits' were also working for this sibling, who now stands to inherit the throne. The bandits were supposed to bring back the money, but have decided to keep it for themselves.

The tyrant is trying to extort money from the kingdom because he's planning to invade it; he wants to drain their treasury so they can't hire mercenaries.


Matthew Downie wrote:

Plot complication ideas:

The prince was betrayed by his younger brother (or sister?). The 'bandits' were also working for this sibling, who now stands to inherit the throne. The bandits were supposed to bring back the money, but have decided to keep it for themselves.

The tyrant is trying to extort money from the kingdom because he's planning to invade it; he wants to drain their treasury so they can't hire mercenaries.

I love the first idea. It also means there is still potential story in the "Screw It" route, (That I very much realize some players might do) of joining the enemy.

My plot complication on the "Save the Prince" route would be that the Tyrant is secretly a Vampire, and had already turned his hostage.


It sounds like the PCs are bad caravan guards who aren't capable of doing their job - which is reasonable if they're level 1. But that also suggests they're too weak to get much done in this world. Are they really going to break into a castle, or defeat a vampire, or get their gold back from the same bandits that beat them before?

One option is to go directly into a sub-plot; the party are in hostile territory, fleeing the bandit army, and they wind up in a village that is, say, under siege by skeletons and zombies.

They spend some time dealing with issues that are somewhat related to the main plot, and they level up while doing so.

This also gives you a chance to find out what their current goal is (steal the gold? rescue the prince after joining the tyrant's palace guard?), and you'll have time to come up with new material to prepare.


Matthew Downie wrote:

It sounds like the PCs are bad caravan guards who aren't capable of doing their job - which is reasonable if they're level 1. But that also suggests they're too weak to get much done in this world. Are they really going to break into a castle, or defeat a vampire, or get their gold back from the same bandits that beat them before?

One option is to go directly into a sub-plot; the party are in hostile territory, fleeing the bandit army, and they wind up in a village that is, say, under siege by skeletons and zombies.

They spend some time dealing with issues that are somewhat related to the main plot, and they level up while doing so.

This also gives you a chance to find out what their current goal is (steal the gold? rescue the prince after joining the tyrant's palace guard?), and you'll have time to come up with new material to prepare.

Well, I was planning for the campaign to start at 3rd Level. The "Bandits" Are actually a group of highly skilled mercenaries, so it makes sense for them to fall back. (Probably not going to even run that combat, Might get complicated if they think they can win)

I kind of already had the village thing in mind, actually, though the details were a bit different. (Warrior society that lives underground in ruins)


Unfortunately I'll have to suggest:
* Read the Player Handbook (also has some DMing stuff in there)
* Read basically everything on TheAngryGM
* Find your players
* Sell them on the idea and adjust it accordingly

Building top down can be problematic depending on your players, they need to buy in.

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