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Hardcover vs original softcovers?

ibkevg

First Post
It sounds like a lot of work has gone into the creation of the new Zeitgeist Act I hardcover. What would someone who owns the original softcover adventures gain by picking up the new hardcover?

Since the 5 adventures that comprise Act I were already available, is the hardcover effectively Zeitgeist 2.0?
 

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Elfshire

First Post
I've read over all the 'original' versions of chapters 1-5. Looking over my new Act I compilation pdf, here's some of the highlights...


  • The updated version of the Player's Guide and the Campaign Guide included (though I think both are available for free download by now).
  • Updated encounters, including a version of the Chapter 2 climax in which Reed won't get KO'd on turn 3, a carriage chase that doesn't take place at walking speed, and enemy rifles/shotguns that work the same as player rifles. Admittedly, these are all changes that could be easily implemented by a GM, though some are hard to foresee as problems ahead of time.
  • New maps, including the Nalaam arena, a sample Avery Line Rail Enclave, the new layout of the Coaltongue, and the tunnels beneath Soknik Repairs in Ch 5. Also a slightly prettier version of the Cauldron Hill encounter map for Chapter 2.
  • The add-on of Crypta Hereticarum (very cool)!
  • A new player handout: scribbled notes describing the construction of the Eschatologist Bomb in Chapter 5.
  • Helpful appendices containing item/power cards, quick reference guides, enemy/ally statistics, and a 2-page section giving more campaign-relevant info on the Ancients.
  • Various other minor fixes or additions. In addition to typo-fixes and small clarifications, Benedict Pemberton is now first introduced to the party in Chapter 1, and the Xambria's Consciousness Boon now has a much more reasonably gradual rate of improvement that fits with the fact that the player will be with her for a full 8 levels. There's probably way more of these than I could reliably track down, as my attention span for re-reading the adventures I've already run for my group (1-3) is fairly short.

Really, I like it best for the sake of convenience, just being able to ctrl-f my way to literally anything, as long as it's not from Chapter 6+. No more having a player ask me about something that I have to search through several other files to find!
 

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