Lol . Like any social media platform has ever been credible . <| sep |> 1 Is there an extract of the Player ' s Guide in the Core Rulebook digital or non that I ' m missing ? If not I will have to share the book with them , or just have them create their first chars together with me in a session . What ' s the optimal choice here ? I know that one of the players would love to go through the details and make his own chars for sure , the other might be more acceptable for help . If you have the PDF version , you can just print out select pages as a new PDF and share with your players . Everything except the Game Master ' s section should be safe to share with them . Character creation in Symbaroum is really quick though . You just distribute the stats and pick a few Abilities you want and you ' re set . If character creation seems a bit confusing , just read it as new characters starting with 50 XP to spend on Abilities and Powers . 2 I think to start our adventure in the newest setting a . k . a . Thistle Hold Wrath of the Warden . I don ' t have Crown of Coppers anyway and I hear this is probably the largest chunk of cannon that has happened . Should I look for some adventure first in the Corebook ? Or it ' s okey to kickoff with Wrath of the Warden ? The core book includes the starting adventure The Promised Land , which I recommend playing through aswritten . It ' s a bit slow , but it goes through most parts of the system step by step . It also has a set of solid starting characters you can hand out to your players , and after completing TPL you can let them make their own . Wrath of the Warden is written for characters at an experience level of about 100 XP or more , and the setting is just Thistle Hold which is already described in great detail in the core rulebook . WotW adds some additional information about the city , but there ' s absolutely nothing stopping you from playing the game with what is in the core book . I might recommend picking up the Copper Crown or the Adventure Packs , which give you a bunch of smaller adventures that are wellsuited for a starting group . The Copper Crown also follows a general storyline that starts with The Promised Land , so it ' s a natural trilogy to open with . 3 Is it okey to give them the Chapter 1 of the Core Rulebook that describes the world of Symbaraum ? I think it ' s supposed to be sort of common knowledge thing . Is it better for them to read it , or to enter them as GM ? Yes , pretty much everything in the World chapter can be considered commonlyavailable knowledge . Most characters will probably not know all of that information , but a diverse group should have it covered . 4 Any other suggestions ? Designing your own monsters and encounters for Symbaroum is quite easy . Just keep track of how much experience your players have spent on their characters at the start you ' re looking at 50 per player and use that as a points pool to building enemies . Despite playing differently , enemies use exactly the same creation rules as player characters Same stats , Abilities and Powers cost the same , Monster traits are taken exactly like abilities , so they ' re just as quick to put together . In designing encounters , it ' s much easier to balance a fight with several small enemies than a single big one . Because you ' re not rolling dice , you can ' t fudge the results to calibrate an encounter that ' s going very badly so having multiple enemies instead allows you to have some disengage or flee or suddenly show up if the need arises . Also , the Advantage rules may be the most important part of the combat system to read up on . Outnumbering or flanking enemies gives a massive boost both to damage and to the hitchance , so if the players plan their fights well they can improve their odds dramatically . And of course on the flip side you can use the Advantage rules to totally dick them over . Don ' t be afraid to post questions on this sub , or come around to the # symbaroum channel on www . rpgtalk . com