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How would you rate ZEITGEIST and WotBS?
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<blockquote data-quote="gideonpepys" data-source="post: 5945370" data-attributes="member: 79141"><p>***SSSSSSSSSSSPOILERS!!***</p><p></p><p>I have to disagree with mort655. I don't think any RPG publication can possibly account for the survival of opponents in combat - that's for the DM to work out. <em>Dying Skyseer </em>was anything but a railroad. It was extremely and rewardingly complex.</p><p></p><p>Also - there <em>is </em>a timeline in <em>Digging for Lies</em>, on page 4. And why do your players even think they can take out Kell? Mine very much got the message that he is out of their league right now, and are frankly quite scared of him. If your players are serious about having a pop, good for them. Just make him a high level opponent, surround him with legions of goons and let them have a go. (Or have Delft or other superiors warn them off.) It's fine to have an unbeatable bad guy in the early stages of the campaign, with a 'you have to be this height to beat this guy' label on him. That way the party can measure how far they've come.</p><p></p><p>In response to RangerWickett's question - I can't say much about WotBS as I never ran it. The world was interesting, and the initial concept - of the rebel faction escaping a city under seige - was a very exciting one. But I was less interested in the NPCs (although I loved the hostile wizard and his daughter) and found some of the adventures seemed more like 'fillers' to get the party to higher levels where the really juicy stuff happened. (The various quests performed in Seaquen in particular.) </p><p></p><p><em>Zeitgeist </em>intrigued me from the get-go, and so far the story has held together in much more seamless way. All of the adventures are directly connected to the main plot, and the NPCs are - in a word - fantastic. The campaign world is very original - the racial backstories in particular - and I am very much taken with the moral ambiguity of the whole thing. Hugely offbeat, very well-written, and just my cup of tea.</p><p></p><p><em>Island</em>... is certainly the most ambitious level one adventure I have ever run. <em>Dying Skyseer</em> is one of the most ambitious detective adventures I have read or run. <em>Digging for Lies </em>is a great change of pace - much more action/adventure, but less than traditional thanks to the weird monsters. (Great red herring too; my players already think that the campaign is all about protecting the world from aliens.)</p><p></p><p><em>Always on Time</em> promises yet another shift of emphasis, and is a truly unique adventure. A genuine, literal, and unashamed railroad! I have yet to really get my head around the challenges it presents in terms of pacing the 'reveals', jumping in and out of character, and keeping the players from getting antsy. (Stuck on a train, unable to pull rank as RHC officers, or simply intimidate the bad guys into giving them what they want.) But I am gratified to find yet another thoughtful adventure that does not patronise the DM or the players.</p><p></p><p><em>Cauldron Born</em> has a lot to live up to, but how can the central premise provide anything but a fantastic finale to heroic tier?. (Will we see it any time soon, or is that too much to hope for?)</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 5945370, member: 79141"] ***SSSSSSSSSSSPOILERS!!*** I have to disagree with mort655. I don't think any RPG publication can possibly account for the survival of opponents in combat - that's for the DM to work out. [I]Dying Skyseer [/I]was anything but a railroad. It was extremely and rewardingly complex. Also - there [I]is [/I]a timeline in [I]Digging for Lies[/I], on page 4. And why do your players even think they can take out Kell? Mine very much got the message that he is out of their league right now, and are frankly quite scared of him. If your players are serious about having a pop, good for them. Just make him a high level opponent, surround him with legions of goons and let them have a go. (Or have Delft or other superiors warn them off.) It's fine to have an unbeatable bad guy in the early stages of the campaign, with a 'you have to be this height to beat this guy' label on him. That way the party can measure how far they've come. In response to RangerWickett's question - I can't say much about WotBS as I never ran it. The world was interesting, and the initial concept - of the rebel faction escaping a city under seige - was a very exciting one. But I was less interested in the NPCs (although I loved the hostile wizard and his daughter) and found some of the adventures seemed more like 'fillers' to get the party to higher levels where the really juicy stuff happened. (The various quests performed in Seaquen in particular.) [I]Zeitgeist [/I]intrigued me from the get-go, and so far the story has held together in much more seamless way. All of the adventures are directly connected to the main plot, and the NPCs are - in a word - fantastic. The campaign world is very original - the racial backstories in particular - and I am very much taken with the moral ambiguity of the whole thing. Hugely offbeat, very well-written, and just my cup of tea. [I]Island[/I]... is certainly the most ambitious level one adventure I have ever run. [I]Dying Skyseer[/I] is one of the most ambitious detective adventures I have read or run. [I]Digging for Lies [/I]is a great change of pace - much more action/adventure, but less than traditional thanks to the weird monsters. (Great red herring too; my players already think that the campaign is all about protecting the world from aliens.) [I]Always on Time[/I] promises yet another shift of emphasis, and is a truly unique adventure. A genuine, literal, and unashamed railroad! I have yet to really get my head around the challenges it presents in terms of pacing the 'reveals', jumping in and out of character, and keeping the players from getting antsy. (Stuck on a train, unable to pull rank as RHC officers, or simply intimidate the bad guys into giving them what they want.) But I am gratified to find yet another thoughtful adventure that does not patronise the DM or the players. [I]Cauldron Born[/I] has a lot to live up to, but how can the central premise provide anything but a fantastic finale to heroic tier?. (Will we see it any time soon, or is that too much to hope for?) [/QUOTE]
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