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What Should An Introductory Scenario Look Like?
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<blockquote data-quote="Retreater" data-source="post: 9530823" data-attributes="member: 42040"><p>I have my complaints about PF2 as a system, but their Beginner Box adventure is a pretty solid tutorial (I haven't GMed it post-Remaster, however).</p><p></p><p>The needs of an introductory adventure varies depending on the system's gameplay loop, but here's how it works well in PF2. You learn skill checks, puzzles, grappling, resistances, cover, with each encounter focusing on teaching an element of the game. The final encounter might be a little too difficult (not including spoilers here), but I think that it is do-able. </p><p></p><p>A system with a "bad" introductory adventure, which pains me to say because I love the system, is Dragonbane. If you want to kill a new group's interest in a system, run them through the Quick Start adventure of Riddermound. Let them face a final boss that is designed to be impervious to all their attacks and just demolish the party. All the while, all the wilderness exploration that makes the system come to life is ignored for a standard dungeon crawl. </p><p></p><p>Here are elements that I think are generally useful:</p><ul> <li data-xf-list-type="ul">Pre-generated characters, with nicely formatted sheets to show what you're rolling (and when)</li> <li data-xf-list-type="ul">The characters should be specifically useful in the adventure. (Like don't have a trapsmith in an adventure without dungeon traps.) </li> <li data-xf-list-type="ul">Bitz, tokens, cheat sheets, maps, etc., to help visualize the gameplay</li> <li data-xf-list-type="ul">A fairly simple adventure that encompasses at least one element of all major pillars of play</li> <li data-xf-list-type="ul">If there are key concepts to your rules, make sure they are used and explained. Provide a textbox for the GM to know what concept is being taught in that encounter so it can be reinforced. Don't hide the rules and purpose of the encounters from the GM.</li> <li data-xf-list-type="ul">If you're not specifically teaching something in the encounter, don't include it as an element. (For example, if the point of the encounter is NOT to teach grappling, don't put a grappling creature in it. If it's NOT about AoE attacks, don't give enemies blast template grenades.)</li> </ul></blockquote><p></p>
[QUOTE="Retreater, post: 9530823, member: 42040"] I have my complaints about PF2 as a system, but their Beginner Box adventure is a pretty solid tutorial (I haven't GMed it post-Remaster, however). The needs of an introductory adventure varies depending on the system's gameplay loop, but here's how it works well in PF2. You learn skill checks, puzzles, grappling, resistances, cover, with each encounter focusing on teaching an element of the game. The final encounter might be a little too difficult (not including spoilers here), but I think that it is do-able. A system with a "bad" introductory adventure, which pains me to say because I love the system, is Dragonbane. If you want to kill a new group's interest in a system, run them through the Quick Start adventure of Riddermound. Let them face a final boss that is designed to be impervious to all their attacks and just demolish the party. All the while, all the wilderness exploration that makes the system come to life is ignored for a standard dungeon crawl. Here are elements that I think are generally useful: [LIST] [*]Pre-generated characters, with nicely formatted sheets to show what you're rolling (and when) [*]The characters should be specifically useful in the adventure. (Like don't have a trapsmith in an adventure without dungeon traps.) [*]Bitz, tokens, cheat sheets, maps, etc., to help visualize the gameplay [*]A fairly simple adventure that encompasses at least one element of all major pillars of play [*]If there are key concepts to your rules, make sure they are used and explained. Provide a textbox for the GM to know what concept is being taught in that encounter so it can be reinforced. Don't hide the rules and purpose of the encounters from the GM. [*]If you're not specifically teaching something in the encounter, don't include it as an element. (For example, if the point of the encounter is NOT to teach grappling, don't put a grappling creature in it. If it's NOT about AoE attacks, don't give enemies blast template grenades.) [/LIST] [/QUOTE]
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