Recommend me a PF2 starter mod for some Board Gamers


Advice

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Me: Experienced longtime DM. Played a ton of PF1 (and other RPGs), read the PF2 Core Rules, done a couple of short sessions, not run a campaign with it yet. I know Golarion pretty well.

My New Players: Technical IT Professionals. Experienced board-gamers, very good at navigating and optimizing rules-systems. Almost no RPG experience at all. They are looking to try out PF2 and are interested in the tactical-combat side of things, but will also want to see what "roleplaying is like". If they like it, they would consider a long running weekly session as a campaign.

The environment: Due to lockdown, we are going to use Roll-20 (with cameras). If we migrate to a campaign, I might invest in FantasyGrounds.

I'm looking for suggestions for a good PF2 intro mod and pregens to run for these players over 3-4 evening sessions. If the pre-gens have some basic character background for people to bite on, all the better, but I can easily add those in.

I feel like I'm a priest here, on the verge of some potential converts, and really want to show them the best side of the church as I introduce them to the hobby.

Something like PF1's "We Be Goblins" or a Beginner Box scenario would be too simple for this group, as would a PFS scenario. But running the first chapter of an AP would be too long.

Any suggestions? I'm happy to consider 3rd Party Products.

Scarab Sages

Evil Paul wrote:

Something like PF1's "We Be Goblins" or a Beginner Box scenario would be too simple for this group, as would a PFS scenario. But running the first chapter of an AP would be too long.

Any suggestions? I'm happy to consider 3rd Party Products.

It sounds like you have confidence that your players will understand the mechanics of 2E, since you say they're "Experienced board-gamers, very good at navigating and optimizing rules-systems." Be that as it may, 2E combat has a learning curve, which the Beginner box teaches you. If you're afraid it's too easy, then rest assured my group of experienced players nearly TPK'd a couple times.

You mentioned roleplaying. The USP of 2E is character-building and solid combat mechanics. While there are explicit, well-designed rules for social encounters, roleplaying is something the GM and players have to bring to the table themselves. 2E is similar to 3.5 DnD, 4E, and PF 1E in that regard.

Also, PFS scenarios are not simple, they're written with experienced players in mind.

I recommend the either the Beginner Box and then Troubles in Otari (which I haven't played), or instead just Troubles in Otari. Fall of Plaguestone is too difficult for first-timers, IMO.

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Indeed, the tactical options within PF2 is why I'm running it for the newbies rather than (shock!) D&D5E. (Are we even allowed to mention that name on these forums).

I've got Troubles in Otari. It looks nice, but it really is three distinct mini-adventures rather than a coherent narrative. That makes sense as an extension of the Beginner Box, but I wanted to run a module with more story and some branching narratives, so they get a feel for what more you can accomplish with an RPG than a Dungeon-based board game that they are used to.

Scarab Sages

Paizo's Standalone Adventures follow the three-act format, and are all close to the length of one chapter of an Adventure Path, FYI. As for branching narratives, you as the GM would have to put that in yourself. There's a limit to how large and expansive a pre-written adventure can be, you know?

I know I said Fall of Plaguestone was difficult earlier, but difficulty can be a good learning tool, and I thought the writing was good. If you're going to be adding stuff no matter what, here are some ways to make it easier that I recommend.

Plaguestone spoiler:
1. Remove all enemies' attacks that cause bleed.
2. Do not combine encounters, and make sure your PCs have time to rest after each encounter.
3. Make sure your party has a mix of ranged and melee PCs
4. Be wary about adjusting combats if you have more than 4 PCs in your party.

Liberty's Edge

Plaguestone is indeed pretty well done, but deadly.

In addition to the GM advice above, my Fall of Plaguestone player's guide :

Have all characters be able to heal.
Bring on your best tactical mind.
Do not split the party.

RPG Superstar 2014 Top 32

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Thanks for the suggestions.

I think I'll give "Fall of Plaguestone" a go. It looks fun.


Pathfinder Adventure Path Subscriber

If you're concerned about Plaguestone being too deadly, a simple fix is having the PCs be 1 level above the recommended track. That's what I did when I ran it, and there were still some tough fights, but they made it through just fine. If you don't want to start them at level 2 right away, you could always run an intro encounter or two for them to get the hang of things.


One really good suggestion I've seen is to run the Beginner Box adventure with level-one Beginner Box characters (or the pregens) and then let everyone create a new level-one character using the Core Rulebook before they start any other module or adventure.

Scarab Sages

Evil Paul wrote:

Thanks for the suggestions.

I think I'll give "Fall of Plaguestone" a go. It looks fun.

Tell us how it goes!

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