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Adventures in ZEITGEIST setting book now available (formerly an announcement of the Level Up Kickstarter)
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<blockquote data-quote="RangerWickett" data-source="post: 8496026" data-attributes="member: 63"><p>Naturally there'll be challenges avoiding spoilers when running any adventure that's from an older publication cycle. I'll try to help with that.</p><p></p><p>Plus, be ready to make some decisions regarding mechanics that might not be consistent. <em>The Gears of Revolution</em> was converted it to 5th edition (which I imagine is the version you have), while the new <em>Adventures in ZEITGEIST</em> is built for 5e but makes use of some of <em>Level Up</em>'s refinements. We updated some character options like the theme feats, and we updated stats for a few monsters and magic items that show up during the adventure path, but not everything.</p><p></p><p>We also have some updated rules for surveillance and spycraft, but we didn't try to update was the system for requisitioning gear. It wasn't something that made sense for a book that was representing the setting at large. So you'd need to decide whether to use what's in the original adventure path documents, or adapt material from the new book.</p><p></p><p>But anyway, the main focus of your question is spoilers.</p><p></p><p>I think the first concern is that the setting guide will have details that aren't accurate. For instance, when we talk about the Risur in the year 522, we mention Queen Iain, rather than King Aodhan.</p><p></p><p>But is that a spoiler? Well, we don't mention <em>why</em> Aodhan stopped being monarch, or when. Did he get assassinated? Did he abdicate? When did it happen? That sort of stuff would spoil events that happen<em> during</em> adventures, so we tried to avoid giving specifics. Even though we tried to hide the spoilers, though, you risk confusing players if they read about Queen Iain but then start the AP doing security for Aodhan.</p><p></p><p>Also, well, some of the big events of the adventure path are kind of unavoidable to talk about. The details are usually glossed over, akin to what you'd see in a history textbook synopsizing big trends.</p><p></p><p>[SPOILER="Blitzkrieg Analogy"]From adventures 10 through 13, the sun and stars go away, and the world nearly ends. The fact that happened gets mentioned in <em>Adventures in ZEITGEIST</em>, so if you're hoping to maintain the twist, you'll have to keep the AiZ book to yourself. However, you could change how you think about the twist, and play the campaign with the players <em>knowing</em> the twist in advance.</p><p></p><p>Like, imagine you were running a spy game set in Europe in 1939, and the party is British. They know there's a threat of war with Germany, but they think France's defenses are strong enough to hold out for months. They have some missions rooting out spies, stopping sabotage and treason, etc, and then they go on a few missions to infiltrate the Germans while the Nazis are invading Poland, wherein they get hold of some military plans. But oh no! It's too late. The blitzkrieg rolls into France and within days the Germans are closing on the coast. Suddenly we're at the Dunkirk evacuation. It's dramatic, and perilous, and the party has to try to save their friends and do other key stuff.</p><p></p><p>The players probably knew about the broad strokes of what happened in the German invasion of France, but they don't know what'll happen to their characters and their allies, so it's still an engaging story.[/SPOILER]</p><p></p><p>I suppose I'll need to write up a guidance on what sections of the new setting guide are fine for players of the <em>Gears of Revolution</em> adventure path to look at.</p><p></p><p>The way I'd do it is to have your players read the <em>Gears of Revolution</em> Player's Guide to understand the nature of the setting.</p><p></p><p>Then tell them there's updated versions of the character theme feats and prestige classes. There are also new class options and some mundane gear they can buy.</p><p></p><p>You could have them read the following sections from from <em>Adventures in ZEITGEIST</em>, or you could screen shot/copy-paste/print these sections.</p><p></p><p><span style="font-size: 18px"><strong>Safe to Read</strong></span></p><p>These shouldn't spoil anything from the adventure path.</p><p></p><p><strong>Chapter One - A World on Its Axis</strong></p><p>Heritages, Cultures, Backgrounds (other than Riven Mind, which is spoilers for adventure 10) - the mechanics are not spoilers, but there's some spoilers in the flavor text.</p><p></p><p>Theme feats - the text of the feats is safe; the actual character theme write-ups have spoilers or confusing bits. The theme feat for Yerasol Veteran (Display of Heroism) is now listed under Telemachian, which is a name that applies to more wars.</p><p></p><p>Also, we don't have the Eschatologist theme, because, well, the 'end of the world' happens during the adventure path.</p><p></p><p><strong>Chapter Two - The Science of Adventure</strong></p><p>The Savant class should be safe.</p><p></p><p>Of the subclasses, the following are all pretty safe - berserker (barbarian) queen bee, cleric aspirant, fighter gadgeteer, herald (paladin) executore, occult blade rogue, and enclavist wizard.</p><p></p><p>The other subclasses have some sort of spoiler, or don't fit in the original timeline.</p><p></p><p><strong>Chapter Three - An Exposition of Adventure</strong></p><p>The section on civilized gear adds a handful of new items. The rest of the gear in the chapter is a generation more technologically advanced.</p><p></p><p><strong>Chapter Six - A Parade of Curiosities</strong></p><p>The prestige classes have updated mechanics. However, the Applied Astronomist has big spoilers, so just use the original one there.</p><p></p><p><strong><span style="font-size: 18px">Confusing or Full of Spoilers</span></strong></p><p>Don't let the players read these sections.</p><p></p><p><strong>Preface</strong></p><p>Avoid this whole section.</p><p></p><p><strong>Chapter One</strong></p><p>The Homelands section - an overview of each of the great nations. Just read the version in the adventure path's player's guide.</p><p></p><p>Character themes - the actual text of the themes will have some spoilers. (The text of the theme <em>feats</em> don't have spoilers.)</p><p></p><p>In particular, the courseur theme is new, and doesn't have any story links in the adventure path. The ottoplismist, sophist, and tropezaro themes are trends that haven't happened yet chronologically. I'd not use these.</p><p></p><p><strong>Chapter Two</strong></p><p>The following subclasses have spoilers - adept (monk) durala carao, bard vagabond, druid axis slayer, ranger titanist, sorcerer annihilator, warlock urbanist, wizard last raven.</p><p></p><p><strong>Chapter Three</strong></p><p>A lot of the gear here is more advanced than what's in the AP.</p><p></p><p><strong>Chapter Four, Five, Six, Seven, Eight</strong></p><p>Pretty ubiquitous spoilers.</p><p></p><p>---</p><p></p><p><span style="font-size: 18px"><strong>What About the Game Master?</strong></span></p><p>A lot of the 'current events' stuff from the new <em>Adventures in ZEITGEIST </em>won't fit the status quo of the setting during the adventure path, but you can still use it.</p><p></p><p>Chapter Three has some new gear you could provide as unique loot. For instance, Kaja Stewart in adventure 3 might have an arcane fusil, even if they're not mass produced.</p><p></p><p>Chapter Four has information on the history of all the countries up to before the adventure path happens.</p><p></p><p>Chapter Five has information about the planets and the influence they have. Bear in mind that some of the planets listed here aren't the same ones as in the adventure path.</p><p></p><p>Chapter Six has magic items, including some updated versions of ones from the adventure path.</p><p></p><p>Chapter Seven has monsters.</p><p></p><p>Chapter Eight has game mechanic options for influence, inquiries, pursuits, and secret missions.</p><p></p><p>I hope that answers your questions. Let me know if there's anything else.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8496026, member: 63"] Naturally there'll be challenges avoiding spoilers when running any adventure that's from an older publication cycle. I'll try to help with that. Plus, be ready to make some decisions regarding mechanics that might not be consistent. [I]The Gears of Revolution[/I] was converted it to 5th edition (which I imagine is the version you have), while the new [I]Adventures in ZEITGEIST[/I] is built for 5e but makes use of some of [I]Level Up[/I]'s refinements. We updated some character options like the theme feats, and we updated stats for a few monsters and magic items that show up during the adventure path, but not everything. We also have some updated rules for surveillance and spycraft, but we didn't try to update was the system for requisitioning gear. It wasn't something that made sense for a book that was representing the setting at large. So you'd need to decide whether to use what's in the original adventure path documents, or adapt material from the new book. But anyway, the main focus of your question is spoilers. I think the first concern is that the setting guide will have details that aren't accurate. For instance, when we talk about the Risur in the year 522, we mention Queen Iain, rather than King Aodhan. But is that a spoiler? Well, we don't mention [I]why[/I] Aodhan stopped being monarch, or when. Did he get assassinated? Did he abdicate? When did it happen? That sort of stuff would spoil events that happen[I] during[/I] adventures, so we tried to avoid giving specifics. Even though we tried to hide the spoilers, though, you risk confusing players if they read about Queen Iain but then start the AP doing security for Aodhan. Also, well, some of the big events of the adventure path are kind of unavoidable to talk about. The details are usually glossed over, akin to what you'd see in a history textbook synopsizing big trends. [SPOILER="Blitzkrieg Analogy"]From adventures 10 through 13, the sun and stars go away, and the world nearly ends. The fact that happened gets mentioned in [I]Adventures in ZEITGEIST[/I], so if you're hoping to maintain the twist, you'll have to keep the AiZ book to yourself. However, you could change how you think about the twist, and play the campaign with the players [I]knowing[/I] the twist in advance. Like, imagine you were running a spy game set in Europe in 1939, and the party is British. They know there's a threat of war with Germany, but they think France's defenses are strong enough to hold out for months. They have some missions rooting out spies, stopping sabotage and treason, etc, and then they go on a few missions to infiltrate the Germans while the Nazis are invading Poland, wherein they get hold of some military plans. But oh no! It's too late. The blitzkrieg rolls into France and within days the Germans are closing on the coast. Suddenly we're at the Dunkirk evacuation. It's dramatic, and perilous, and the party has to try to save their friends and do other key stuff. The players probably knew about the broad strokes of what happened in the German invasion of France, but they don't know what'll happen to their characters and their allies, so it's still an engaging story.[/SPOILER] I suppose I'll need to write up a guidance on what sections of the new setting guide are fine for players of the [I]Gears of Revolution[/I] adventure path to look at. The way I'd do it is to have your players read the [I]Gears of Revolution[/I] Player's Guide to understand the nature of the setting. Then tell them there's updated versions of the character theme feats and prestige classes. There are also new class options and some mundane gear they can buy. You could have them read the following sections from from [I]Adventures in ZEITGEIST[/I], or you could screen shot/copy-paste/print these sections. [SIZE=5][B]Safe to Read[/B][/SIZE] These shouldn't spoil anything from the adventure path. [B]Chapter One - A World on Its Axis[/B] Heritages, Cultures, Backgrounds (other than Riven Mind, which is spoilers for adventure 10) - the mechanics are not spoilers, but there's some spoilers in the flavor text. Theme feats - the text of the feats is safe; the actual character theme write-ups have spoilers or confusing bits. The theme feat for Yerasol Veteran (Display of Heroism) is now listed under Telemachian, which is a name that applies to more wars. Also, we don't have the Eschatologist theme, because, well, the 'end of the world' happens during the adventure path. [B]Chapter Two - The Science of Adventure[/B] The Savant class should be safe. Of the subclasses, the following are all pretty safe - berserker (barbarian) queen bee, cleric aspirant, fighter gadgeteer, herald (paladin) executore, occult blade rogue, and enclavist wizard. The other subclasses have some sort of spoiler, or don't fit in the original timeline. [B]Chapter Three - An Exposition of Adventure[/B] The section on civilized gear adds a handful of new items. The rest of the gear in the chapter is a generation more technologically advanced. [B]Chapter Six - A Parade of Curiosities[/B] The prestige classes have updated mechanics. However, the Applied Astronomist has big spoilers, so just use the original one there. [B][SIZE=5]Confusing or Full of Spoilers[/SIZE][/B] Don't let the players read these sections. [B]Preface[/B] Avoid this whole section. [B]Chapter One[/B] The Homelands section - an overview of each of the great nations. Just read the version in the adventure path's player's guide. Character themes - the actual text of the themes will have some spoilers. (The text of the theme [I]feats[/I] don't have spoilers.) In particular, the courseur theme is new, and doesn't have any story links in the adventure path. The ottoplismist, sophist, and tropezaro themes are trends that haven't happened yet chronologically. I'd not use these. [B]Chapter Two[/B] The following subclasses have spoilers - adept (monk) durala carao, bard vagabond, druid axis slayer, ranger titanist, sorcerer annihilator, warlock urbanist, wizard last raven. [B]Chapter Three[/B] A lot of the gear here is more advanced than what's in the AP. [B]Chapter Four, Five, Six, Seven, Eight[/B] Pretty ubiquitous spoilers. --- [SIZE=5][B]What About the Game Master?[/B][/SIZE] A lot of the 'current events' stuff from the new [I]Adventures in ZEITGEIST [/I]won't fit the status quo of the setting during the adventure path, but you can still use it. Chapter Three has some new gear you could provide as unique loot. For instance, Kaja Stewart in adventure 3 might have an arcane fusil, even if they're not mass produced. Chapter Four has information on the history of all the countries up to before the adventure path happens. Chapter Five has information about the planets and the influence they have. Bear in mind that some of the planets listed here aren't the same ones as in the adventure path. Chapter Six has magic items, including some updated versions of ones from the adventure path. Chapter Seven has monsters. Chapter Eight has game mechanic options for influence, inquiries, pursuits, and secret missions. I hope that answers your questions. Let me know if there's anything else. [/QUOTE]
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