Starting GMing this path soon- advice for a first-time PF2E GM?


Abomination Vaults


I've been playing tabletops for years, and GMed and played a wide variety. Of late, I've played through multiple PF campaigns (including RotRL and having just finished CotCT). But PF2e is a new beast to me, and I'm also curious as to what kinds of things I should work to build up and put focus on for my players in AV.

I've taken a preliminary look through book 1, and have a friend that's advising me on pieces. My players tend to have a focus on skilling and rolls over roleplay (something I'm slowly working to change their minds on!), so I want to let them feel immersed. NPCs to put focus on, people to put in their line of vision, and more would be great!

Thanks in advance. I'm mad excited for doing this.


Well, firstly, if you want the town and its denizens feel more alive, I would recommend an alternative way to start the AP than just starting at the gates of the dungeon. There's several great suggestions already in threads around here for alternate starts that involves the town.

Second, one thing I found that helps pull players in is to make the adventure more about them. That's not something the writers can do, since they have no idea who will play it, but a GM can do it easily. Make (or help) the players come up with backstories for their PCs involving the NPCs mentioned in the Player's Guide, tie subquests around specific PCs, have them be related to various movers and shakers in town etc. Run a Session 0 with each player just you and them.

In my version, the PCs will be unknowing (except in one case where the PC is a Menhemes) relatives of the Roseguard, and have all had nightmares that led them to Otari. They don't know why they are having these dreams, but that strange elf lady might know something...

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