SpyDarling
First Post
I am a moderately experienced player who is GM'ing for the first time.
I am planning to run CoCT for a group of four enthusiastic players. One is new to Pathfinder, three are entirely new to all RPG.
To add onto the difficulty, we are not local to each other. We will play the first session live during a visit, but after that it is all webcam and virtual tabletop.
Here is what I have done so far to prepare Edge of Anarchy:
- completely read the first AP
- converted from 3.5 to Pathfinder.
- uploaded maps of major areas, as well as a few for random encounters, if needed. Also, for color, a map that is just a harrow reader's table where we can recap previous sessions.
- helped two players create characters with backstory. An elf wizard of transmutation, expelled after being framed by his brother for murder. An elf rogue carnivalist, seeking payback for a shiver-addicted friend, who will turn out to be the wizard's brother. A falconer ranger has not been fleshed out yet, and a fourth character has not been decided.
Here is where I want to accomplish:
I want to create as immersive an experience for a group that is unfamiliar with the rules. Once an battle breaks out, what rules can I hit them with at the start, and what can I be safe to leave out until later without looking inconsistent?
What are likeliest time sinks for new GM's and what can I plan to alleviate those periods to allow the group to stay engaged?
Any other tips, game or AP specific.
All help is appreciated.
I am planning to run CoCT for a group of four enthusiastic players. One is new to Pathfinder, three are entirely new to all RPG.
To add onto the difficulty, we are not local to each other. We will play the first session live during a visit, but after that it is all webcam and virtual tabletop.
Here is what I have done so far to prepare Edge of Anarchy:
- completely read the first AP
- converted from 3.5 to Pathfinder.
- uploaded maps of major areas, as well as a few for random encounters, if needed. Also, for color, a map that is just a harrow reader's table where we can recap previous sessions.
- helped two players create characters with backstory. An elf wizard of transmutation, expelled after being framed by his brother for murder. An elf rogue carnivalist, seeking payback for a shiver-addicted friend, who will turn out to be the wizard's brother. A falconer ranger has not been fleshed out yet, and a fourth character has not been decided.
Here is where I want to accomplish:
I want to create as immersive an experience for a group that is unfamiliar with the rules. Once an battle breaks out, what rules can I hit them with at the start, and what can I be safe to leave out until later without looking inconsistent?
What are likeliest time sinks for new GM's and what can I plan to alleviate those periods to allow the group to stay engaged?
Any other tips, game or AP specific.
All help is appreciated.