
GamerM13 |

Hey fellow GM's. I'm getting ready to run Ruins of Azlant with a group that's 50% players I've played with before, and 50% players who are completely new to pathfinder. So, I was planning on doing a session 0, preferably something the party could do before reaching Ancorato and after setting sail that would help the new players get their bearings and help everyone get to know each other and the other colonists.
Does anyone have any ideas or recommendations?

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Well, personally I did the following:
Roleplay the interview with the colony sponsors. Have them ask why the character wants to join the colony, what they can contribute, etc. A series of job interviews. Have the other players briefly take on the roles of interviewers so they get to ask their questions
And then, if there is time, have the Sahuagin attack the ship. Introduces the PCs to one of the antagonist races.

the Lorax |

Hope its not too late, I'm still pretty early on in my highly altered version of this campaign.
I prepared a pretty exhaustive interview process for the expedition.
I went around the table asking questions about why they wanted to join the expedition, made them make some skill checks and a variety of other things to get them into their characters heads first. It really helped the players get a voice and get into the head space of their characters.

roguerouge |

It would probably be useful to have the players come to an agreement about how they want to deal with new indigenous peoples they might find, general approaches, when violence could be appropriate, and whether to have options for nonlethal combat. I can easily see that being a flashpoint to table dysfunction.

Bjørn Røyrvik |
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Advice from my SO who has played it (I haven't).
1. Have the players read the Player's Guide and choose campaign traits, and you should do some extra work elaborating on those traits and work the PCs and their background into the plot.
2. Tell players that they should invest in Swim and various underwater stuff.
3. Encourage them to shop heavily before they set sail. They should spend their last cp. Lots of useful gear they might want will not be easy to get for a while.