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Sell Me On WotBS / Zeitgeist
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<blockquote data-quote="mcmillan" data-source="post: 7276690" data-attributes="member: 6681949"><p>I managed to run my group all the way through Zeitgeist (though with an accelerated epic tier that was basically just the most significant combats and narrating the rest due to needing to wrap things up before a move). I'd definitely recommend it to others. It has a strong plot with NPCs that are interesting with clear motivations, making it easier to adapt when players don't follow the expectations. As others said, combat plays to 4e's strength by making things varied with enemies that can show personality and get plot across through the battle. But there's also enough there to keep things interesting when the group doesn't want to necessarily fight their way through everything.</p><p></p><p>On that note, I would suggest making sure you have buy-in from the group about the party being government agents and clear about the long-term nature of the campaign, with some of my main problems coming from early on before they realized how some of their actions might come back to bite them as they were more used to more consequence free games with most just having experience from the Encounters organized play adventures. If your group ends up being a more casual beer and pretzel type group Zeitgeist probably wouldn't be as good of a fit. </p><p></p><p>While the advice to be sure to have an idea of the whole path before starting probably applies to most adventure paths, I would emphasize it for Zeitgeist, as there were a few hiccups that I ran into due not having all the adventures written when I started running things. The trickiest was where the path assumed somebody would be chosen to become the new king, when none of the group really seemed to be fit for that. While the earlier adventures suggest ways to set that up for those who seem to be a good fit, with our group keeping the original king alive it created some plot holes where he could have stepped in at times the group was doing other things. </p><p></p><p>I'll agree with others saying the reputation system breaks down at higher levels, and I ended up mostly dropping it other than for more qualitative descriptions for how different groups would react to the party.</p></blockquote><p></p>
[QUOTE="mcmillan, post: 7276690, member: 6681949"] I managed to run my group all the way through Zeitgeist (though with an accelerated epic tier that was basically just the most significant combats and narrating the rest due to needing to wrap things up before a move). I'd definitely recommend it to others. It has a strong plot with NPCs that are interesting with clear motivations, making it easier to adapt when players don't follow the expectations. As others said, combat plays to 4e's strength by making things varied with enemies that can show personality and get plot across through the battle. But there's also enough there to keep things interesting when the group doesn't want to necessarily fight their way through everything. On that note, I would suggest making sure you have buy-in from the group about the party being government agents and clear about the long-term nature of the campaign, with some of my main problems coming from early on before they realized how some of their actions might come back to bite them as they were more used to more consequence free games with most just having experience from the Encounters organized play adventures. If your group ends up being a more casual beer and pretzel type group Zeitgeist probably wouldn't be as good of a fit. While the advice to be sure to have an idea of the whole path before starting probably applies to most adventure paths, I would emphasize it for Zeitgeist, as there were a few hiccups that I ran into due not having all the adventures written when I started running things. The trickiest was where the path assumed somebody would be chosen to become the new king, when none of the group really seemed to be fit for that. While the earlier adventures suggest ways to set that up for those who seem to be a good fit, with our group keeping the original king alive it created some plot holes where he could have stepped in at times the group was doing other things. I'll agree with others saying the reputation system breaks down at higher levels, and I ended up mostly dropping it other than for more qualitative descriptions for how different groups would react to the party. [/QUOTE]
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