d2OKC
Explorer
My group played their fourth session yesterday afternoon/evening, and something interesting came up.
After we finished, and they had taken down Asrabey (I'll do a full write up, maybe tomorrow, and post it for all to read - but it was a very fun encounter with him!) and we were wrapping things up, the guys asked how much more there was of this campaign. They were excited to play more and didn't want it to end.
I mentioned we had finished the first of four modules, and that at the rate we were playing we'd probably catch up in a few months, if we continued to play for a few hours every week. They were a bit bummed out, but one of the players had a fun idea - what if, during the times there wasn't a new Zeitgeist module out, he ran another campaign set in the same world?
I was very excited about this for two reasons.
1) It meant he is having a good time in the world. This player is notoriously picky, so I was very glad to learn he was enjoying himself so much.
2) It meant I would get to play in the Zeitgeist setting! I've been having a blast preparing this game for my players, but it's bittersweet because it means I don't actually get to play. This would solve that.
So here are a few questions.
The setting is pretty specifically set up to run this one campaign. The nature of the planets and the magic system and everything revolves around the storyline of the campaign and why the villains do what they do. I want my player to have as much information as he needs to run a campaign in the setting without giving away key plot points from the main campaign. I'd love to hear everyone's advice about that bit.
Also, should I steer him away from particular factions or NPCs? Perhaps recommend setting the campaign in the past - during one of the Yerasol Wars to avoid overlapping with the main storyline?
I think this is a great idea, and I'd love to encourage it, so what would you guys say to him, to prepare him to start working on something?
After we finished, and they had taken down Asrabey (I'll do a full write up, maybe tomorrow, and post it for all to read - but it was a very fun encounter with him!) and we were wrapping things up, the guys asked how much more there was of this campaign. They were excited to play more and didn't want it to end.
I mentioned we had finished the first of four modules, and that at the rate we were playing we'd probably catch up in a few months, if we continued to play for a few hours every week. They were a bit bummed out, but one of the players had a fun idea - what if, during the times there wasn't a new Zeitgeist module out, he ran another campaign set in the same world?
I was very excited about this for two reasons.
1) It meant he is having a good time in the world. This player is notoriously picky, so I was very glad to learn he was enjoying himself so much.
2) It meant I would get to play in the Zeitgeist setting! I've been having a blast preparing this game for my players, but it's bittersweet because it means I don't actually get to play. This would solve that.
So here are a few questions.
The setting is pretty specifically set up to run this one campaign. The nature of the planets and the magic system and everything revolves around the storyline of the campaign and why the villains do what they do. I want my player to have as much information as he needs to run a campaign in the setting without giving away key plot points from the main campaign. I'd love to hear everyone's advice about that bit.
Also, should I steer him away from particular factions or NPCs? Perhaps recommend setting the campaign in the past - during one of the Yerasol Wars to avoid overlapping with the main storyline?
I think this is a great idea, and I'd love to encourage it, so what would you guys say to him, to prepare him to start working on something?