
Black.k.9 |
3 people marked this as a favorite. |

Hello all. I'm a new GM to Starfinder and I've already fallen in love with the game based on the rules alone. With how much it improves from Starfinder I may have found my new Staple.
I'm currently introducing my players to the game with a direct hands-on tutorial for combat and different aspects of the game such as spellcasting, saves and stealth. I'm already constructing a map on Roll20 specifically for the tutorial and I'm wondering if I could get some tips on improving it, or if I missed anything.
The first room a player(s) will start in holds a table, a Laser Pistol, a Semi-Automatic tactical Pistol and a Survival Knife. On the opposite side of the room is a training dummy. This first room is designed to teach them directly about the differences between KAC and EAC, as well as the differences between melee and ranged attacks (both thrown and via ranged weapons).
The second room has multiple pillars reaching to the ceiling as well as partial barriers strewn throughout the room. On the opposite side of the room is a small stationary automatic turret. This section is designed to teach them how to use cover to their advantage while advancing on the battlefield. Damage is ignored in the tutorial so if they can't do it correctly and get shot, they won't take damage.
The third room has three hallways. One with a carpet, one with metallic ship flooring and one with water. On the opposite side of all three of these hallways is a single guard in a large room. This section is designed to teach them about stealth, how to approach an unaware foe and how different terrain will affect their stealth rolls.
The next few rooms I'm still working on. I want to teach them about the different Combat maneuvers and special fire actions. After which I'll need to put together a room to teach them how saves work and how spellcasting works.
I'd like to know if I've missed anything important that is required to know how to play Starfinder. This tutorial will also help me as the GM to keep the flow of the game going and get familiarized with the mechanics before we play the start of the Dead Suns Adventure Path.

Garretmander |

Honestly? I'd include a 'trap' that heavily damages them, takes hit points even, then let them know they can use a resolve + 10 min rest to get their stamina back. It's a key feature of the system.
For saves, if they are familiar with other systems, well there's little reason to cover this. It's the same.
For harrying fire/covering fire and combat maneuvers... maybe throw a boss character + henchmen at them that take these actions and hand them a cheat sheet. I have a 'quick rulea guide to the changes between pathfinder and starfinder' that I think I yanked from skittershot? I leave that on the table at all times.

![]() |

I think that the Beginner Box will do with some of what you're looking to do with this tutorial. But I would like to make a recommendation for an adventure that I consider to be an excellent training ground, and better yet, it's free. Into the Unknown is a pretty excellent training adventure, especially when it comes to Starship combat. It's got some reoleplaying and some combat in each small section, and two space shop combats. It's an excellent training tool.
Hmm

Garretmander |

Hmm
I would second Into the Unknown, Now that I think about it, that's where I got my cheat sheet from. As well as the starship roles cheat sheets. It also goes through skill checks, combat and starship fights.
If you want a pure into to the rules instead of a learn as you go, it's still got a few good starting points.

Black.k.9 |

Hmm wrote:HmmI would second Into the Unknown, Now that I think about it, that's where I got my cheat sheet from. As well as the starship roles cheat sheets. It also goes through skill checks, combat and starship fights.
If you want a pure into to the rules instead of a learn as you go, it's still got a few good starting points.
Well then! Thank you very much! By hosting something that has all the basics covered saves me a lot of trouble!

ThermalCat |

Garretmander wrote:Well then! Thank you very much! By hosting something that has all the basics covered saves me a lot of trouble!Hmm wrote:HmmI would second Into the Unknown, Now that I think about it, that's where I got my cheat sheet from. As well as the starship roles cheat sheets. It also goes through skill checks, combat and starship fights.
If you want a pure into to the rules instead of a learn as you go, it's still got a few good starting points.
One caveat, the Into the Unknown starship combat sheets use the original core rulebook DC checks (15 + 2 x your ship's tier), but the Starfinder rules FAQ has updated the values to (15 + 1.5 x your ship's tier) for most checks. I've made some revised handouts in Google sheets, so that you can enter PC and enemy ship tiers and have the values calculated for you.

![]() |

Ooh, I like those!
Here are two more Starship Cheat Sheets:
Paris Crenshaw's Starship Combat Roles Cheat Sheets
^ This is the one I use!
Perdue's Starship Combat Roles
Paizo Thread: Starship Role Forms
^ These were recommended by the Dire GM, and they're pretty neat as well.
The two have very different designs. Use the set that works for you!