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Suggestions for a new GM: Setting

I'm currently reading through my Pathfinder manual in preparation for starting a game here. I've played a bit of 3.0/3.5 online, as well as years of playing NWN 1&2, and feel I have a pretty good understanding of the system. I have all of the core books, including the Beasteries, Gamemastery guide, advance books, etc, as well as the Pathfinder setting and most of the adventure paths. What I'd like to do is create my own setting set on Earth in a mythical version of the ancient past, but this might be too advanced an undertaking seeing as how I've never been a GM. I'm also interested in the Pathfinder setting as well as the Forgotten Realm setting (3rd edition version). Should I stick with the Pathfinder setting and adventure paths starting out? Are the Pathfinder paths easy to adapt to other settings?
If you're going to host an adventure path, you need only as much of the setting as the adventure path involves itself with since the adventure is, well, on that path. Anything off that path is outside of your prep. Players who play an adventure path should be aware that they are not, in fact, playing in a sandbox game. They are playing in a plot-based adventure that makes certain presumptions about character action (after adventure A, they will choose to do adventure B, and so on). This should be made clear at the outset so you can get their buy-in on that. You really don't want to be playing different games in the same group. If you decide to do your own thing that isn't plot-based and doesn't presume player choice or character action, you can go a couple of routes: You can create a setting or use a published setting. Creating your own setting can be a lot of prep or it can be very little, depending on how much improvisation and collaboration you want to do. (These are core GMing skills, so I advise you start practicing them now.) Published settings require only reading. "Setting" includes the world itself (geography, points of interest, etc.) and important groups, factions, and individuals in the world that are pursuing their own goals, motivations, and instincts. (I recommend Dungeon World's Front design for keeping track of this.) Those NPCs will attain their nefarious goals unless prevented in some fashion, usually by the PCs, if you view the PCs as the protagonists in the story you are collectively creating through actual play. Show the NPCs pursuing their goals by way of dramatic scenes the PCs can react to, then respond to their choices in fun ways that drive further adventure. Keep things moving and focus on what is interesting and fits the genre (heroic fantasy action/adventure); skip over the rest, advancing time as needed. It's very easy to let a sandbox turn into a "quicksand box," where it's slow and sluggish with boring focus on the mundane and nothing ever seems to happen. Portray a fantastic world, fill the characters' lives with adventure, and play to find out what happens - that's the name of the game. You should note that you only ever need as much of the setting prepared as the characters will experience e.g. if the campaign only takes place in the Valley of Spires, then you don't really need to detail every bit of the world outside of it. You just need the agreement of the players to play within that particular sandbox. If you feel comfortable with improvisation and collaboration, you can create what you need as you play with very little prep at all.
Thanks for the advice. I'm in the process now of going over the Pathfinder rules (like I side, thanks to being familiar with 3.5, this isn't daunting for me) and then I'm going to need to sit down and devote some time to getting the hang of Roll20. Thankfully they provide video aids, which is a huge help for me.
You're most welcome. Roll20 is pretty intuitive and if you get stuck there are loads here that'll be happy to help. Good luck!
Thanks again. I'm probably going to make it easy on myself and go with the Pathfinder setting, at least to start. It'll be interesting getting into a new setting and I'm sort of detached form Forgotten Realms at this point. One more question: Are adventure paths easier for new GM's run, in your opinions, even over standard modules and campaign construction using standard moduels?
Anything is easy if you have player buy-in . When people as a group want a particular thing to work and act in support of it, then it will easily work. In your case, you'll want to talk to your players, tell them you're running an adventure path, and then tell them that one of the expectations for play is that they will buy into taking the plot hooks you are presenting that relate to the adventure path. Getting on the same page is key, as with any game. Where it gets difficult is when the players think they're playing a sandbox game and wander off the path, leaving you to improvise and throw out your prep or use techniques like illusionism to get them back to the path. (Illusionism is not advisable. Using illusionism in a way that violates the social contract of the group is known as "railroading.") It's easier to be upfront with them and get their agreement to stick to the path. If they agree, then you will have no issues and you are not, by definition, railroading. On the player side of the equation, it's a simple matter of imagining reasons why their characters would engage with the content you're presenting rather than imagine ways "My character wouldn't do that..." (which is a really lame excuse in my view). Standard modules or campaigns constructed from standard modules (let's call them "standalone" since they are distinct from a "path" of modules) are similar since presumably the content you will have prepped will be very specific and if the PCs do not engage with it, your prep is effectively wasted or at the very least set aside for some indeterminate amount of time. Now, what you could do is have a sandbox setting and then insert adventures as appropriate to the players' stated goals for their characters whenever one of them seem to fit. However, this means reading and prepping lots of adventures and having them "ready to go." That's a lot of work and, again, since it's based on contingencies, it's potentially wasted effort since that's just the nature of contingencies. This could also be seen as a form of illusionism, but I don't believe it technically is if you haven't introduced a given adventure ahead of the PCs stating their goals. Nothing really exists until you establish it during play. It goes back to buy-in. You and your players need to want to play the same game, agree upon it, and stick to your agreements.
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Paul S.
Sheet Author
API Scripter
For Adventure Paths - there is quite a bit of upfront work setting up maps and encounters. This is due to the very detailed nature of adventure paths. For a typical adventure path setting, you can count on spending one week building per AP "act". This is my experience. However, once the preparatory work is complete, the campaign fairly well runs itself. As Headhunter has stated, these are very streamlined adventures with little-to-no wiggle room for the players. Going your own setting can be a great deal easier provided you have a setting that you are very familiar with. That will make it much easier for you when it comes to improvising content.