RSimpkinuk57: I recommend the standard party for first time through - I had fun with it. It lets us try out lots of the different things we can do. The game delights in throwing curve balls at us, but there is an answer to every problem, and the standard party provides it. For example, there is one type of monster we'll meet later that can paralyze people, but the standard party has two people who can learn the "Cure Paralysis" spell - insurance against Sod's Law that if we only had one, it would be that person who'd get paralyzed first!
After playing through New Sorpigal my first time, I abandoned my game and started over, just so I could do New Sorpigal again, for fun and for practice.
I start by exploring the village itself and its immediate vicinity, talking to everybody both inside and outside of buildings. This does get me embroiled with those goblins hanging out by the harbour. Then I go look for the missing child in the abandoned temple. (Since we have to fight through goblins just to get there, might as well clear out the ones on that balcony too.) It is fair to assume the child is somewhere down the open passage ahead, rather than behind those closed doors with ominous hissing sounds coming from inside. I expect to be adventuring into the evening but get the child back to her mother with time to spare before the inn closes (at 2 hours after midnight, isn't it?).
It was role-playing led me to look for the child first, but the child quest is the lowest level quest, in the sense of least experience-rewarding one in the game. Still, doing it the first day, followed by goblin-hunting all around the second (Tuesday), gets me to the gym shortly before closing time (6pm) with enough experience for 2 levels (from 1 to 3). This in turn gives 10 skill points, when 9 all put into the same skill is enough to qualify for expert training. If following the stay-in-New-Sorpigal plan, then aim to make best use of the teachers there.
Goblinwatch for its quest on Wednesday, then the candelabra from the weird temple, back to Goblinwatch for its tunnels, the temple again for the spider queen, and oh, by the way, remember all those pesky mages in one corner of the peninsula. The standard party can do all that with just the one archer able to use a bow. Make good use of the three fountains, combined with the paladin's "buff" spells, and something else found close by.
With the sorcerer having few spell points, especially before the first level-up training, I reserve them for the cold beam spell, used only to finish off already-injured enemies. Deadly swarm may soon be good, but starting earth magic will take money.
You can also clean out the island with the Water Expect and Shrine during the 1st month
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Run across the water (taking drowning damage) and run a circle near the shore then run back across the water (more damage).
This brings more of the Mages and Goblins to the shore and you can take them out by standing next to the water's edge.
Then one last run across the water or use the Fly Scroll that is hidden in the side of the town building (Easter Egg).