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Question about starting Zeitgeist
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<blockquote data-quote="RangerWickett" data-source="post: 6262935" data-attributes="member: 63"><p>I'm glad your group hates Kell now. Just wait until they go to pick up Wolfgang!</p><p></p><p>(I was a bit confused by the side-plot with Kell's lady friend, but it sounds like an interesting layer to add, so there's a bit more nuance than just "when do we get to kill this bastard".)</p><p></p><p>I hope the party is able to get some victory in the short term before any more bad-guys get away. I worry that we put a bit too many cases of the villains getting what they want, which might frustrate players. The idea was that thwarting the villains' efforts would be satisfying and motivate groups to track the bad guys down, even if it is annoying when enemies escape.</p><p></p><p>Hell, when I ran the Cauldron Hill encounter, a PC action pointed and used some magic to basically fly from one mount to the other so he could engage the shadow man in combat, since he was afraid the guy would run. I really didn't want him sticking around long enough for the rest of the party to run over and join the fight, so the shadow man just tore the PC to bits, blinded him, action pointed, and ran away. The PC was tempted to chase after the guy, in the dark, on a mountain full of monsters, just because NPCs escaping is <em>that</em> infuriating.</p><p></p><p>How are your players feeling about the encounters so far?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6262935, member: 63"] I'm glad your group hates Kell now. Just wait until they go to pick up Wolfgang! (I was a bit confused by the side-plot with Kell's lady friend, but it sounds like an interesting layer to add, so there's a bit more nuance than just "when do we get to kill this bastard".) I hope the party is able to get some victory in the short term before any more bad-guys get away. I worry that we put a bit too many cases of the villains getting what they want, which might frustrate players. The idea was that thwarting the villains' efforts would be satisfying and motivate groups to track the bad guys down, even if it is annoying when enemies escape. Hell, when I ran the Cauldron Hill encounter, a PC action pointed and used some magic to basically fly from one mount to the other so he could engage the shadow man in combat, since he was afraid the guy would run. I really didn't want him sticking around long enough for the rest of the party to run over and join the fight, so the shadow man just tore the PC to bits, blinded him, action pointed, and ran away. The PC was tempted to chase after the guy, in the dark, on a mountain full of monsters, just because NPCs escaping is [i]that[/i] infuriating. How are your players feeling about the encounters so far? [/QUOTE]
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