Best introductory adventure for experienced gamers new to TOR?
Posted: Wed Oct 04, 2017 11:29 am
TL;DR- should i choose Marsh-bell, Theft of the Moon, or Dont leave the path/Herbs as my first adventure for a group experienced with DND but new to TOR?
Hello! Im having an introductory session sunday with a group of players experienced in pathfinder and DND but new to TOR, and im having trouble deciding which adventure is best to start with, as to show the variety of gameplay the system has to offer, and to encourage the players to form a regular group.
My main dilemma is between Marsh-Bell, Theft of the Moon, or Dont leave the path/of herbs and stewed hobbits.
Marsh-bell seems to set up a good setting- meeting a famous character, encountering interesting adversaries, but in my opinion somewhat lacks opportunities to make use of some of the skills
Theft of the Moon has that competition bit at the start to get players to experiment with different skills, and seems to have a straightforward story that sets up the scene for DOM
Dont leave the path/ Herbs has a somewhat bigger scope and larger sense of danger, which could get the players more invested in the story.
Also, im having trouble deciding whether this should tie into DOM or TFW (if hopefully the players do decide to make this a regular thing).
What do you guys think?
Also, general tips for the new LM are most welcome, as it has been a long while since i LM'd a game
Hello! Im having an introductory session sunday with a group of players experienced in pathfinder and DND but new to TOR, and im having trouble deciding which adventure is best to start with, as to show the variety of gameplay the system has to offer, and to encourage the players to form a regular group.
My main dilemma is between Marsh-Bell, Theft of the Moon, or Dont leave the path/of herbs and stewed hobbits.
Marsh-bell seems to set up a good setting- meeting a famous character, encountering interesting adversaries, but in my opinion somewhat lacks opportunities to make use of some of the skills
Theft of the Moon has that competition bit at the start to get players to experiment with different skills, and seems to have a straightforward story that sets up the scene for DOM
Dont leave the path/ Herbs has a somewhat bigger scope and larger sense of danger, which could get the players more invested in the story.
Also, im having trouble deciding whether this should tie into DOM or TFW (if hopefully the players do decide to make this a regular thing).
What do you guys think?
Also, general tips for the new LM are most welcome, as it has been a long while since i LM'd a game