| Quixote18 |
Hey all! I'm going to try my hand at GMing soon. Been playing for about six months and have a good general grasp of the rules and can look up whatever I'm not clear on. My buddy and his kid (aged 17)are going to play with me and my kids. They've all played some TTRPGs, but never Pathfinder.
The essence of my question is that I want to know if the "We Be Goblins" series is a good introductory module? Also what order is the best to play them in? Any tips for success or pitfalls to avoid for these particular modules?
| Anguish |
They are ideal for what you're doing.
The WBG modules were published for Free RPG Day, a promotion run at gaming stores worldwide yearly, to bring new people into the hobby. Paizo wrote them with that in mind, and they're structurally designed to not assume a lot of system mastery.
The story in the modules is also designed to be less serious than anything else. Goblins in this setting are chaotic and silly. So players don't have to worry about playing dour, intense, optimal characters. It's okay for the players to do the first thing that pops in their heads, and see what the results are, instead of having to pick the best choice.
With my groups, several of us have run at least one WBG module multiple times for other people, for this exact purpose. They're our go-to.