The Adventure Path does a nice job giving your heroes all the right tools to feel like they are affecting a big city , but I think it could use more direct instances of the actions having measurable effect . When your heroes rescue a character , or clear out a dungeon , make sure new rumors pop up . Also the rumor system is meant to be used whenever characters gather information mine did not really do that too much , so I made sure that the NPCs they did talk to during their adventure layered in some of the rumors and feedback to their actions they ' heard '. Try to find a way to introduce the characters in a more organic way than the book wants you to it always feels a little cheap , but maybe have the players agree they already know one another due to their backstory this will forge a closer bond between them and it won ' t feel so artificial when they ' re tasked with creating a rebellion from the ground up with essentially strangers . General advice on being a GM with new players it ' s your job to tell the story . Think about your style do you want to be the descriptive storyteller ? Do your friends hang on your words when you tell a story , and they retell their favorite parts ? Or are you and your friends more into the rules , the action , the nittygritty ? These Adventure Paths give you ample opportunities to do both I find the NPCs in this story to be excellent to build around , and at the same time there is also plenty of action and just RPG style gaming .