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Bonds of Forced Faith: Prologue or Diaspora? (and other questions)
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<blockquote data-quote="efreund" data-source="post: 7161304" data-attributes="member: 6799797"><p>I've thought a lot about "when to run BoFF", and here's what I came up with:</p><p></p><p>- If you are trying to "sell" a group on the world or campaign of Zeitgeist and need something to give them a demo, then BoFF is the only published oneshot with which to do it. It sounds like your group is already "sold" on the idea of the campaign, so this doesn't apply. Keep it in your pocket.</p><p></p><p>- BoFF is essentially "the backstory of Flint" (or more specifically, "the backstory of Cauldron Hill"), and will have the most meaning for the players if it is done in proximity to Adv 2, where Cauldron Hill takes center stage.</p><p></p><p>- I would recommend doing it *after* Adv 2, for two reasons. One, MacBannin and Contessa spoil each other's abilities. So you have to decide, would you rather have the campaign spoil the oneshot or vice-versa? For me, I'd want to give the campaign center-stage. Two, the summit & vigil of Cauldron Hill in Adv 2 is really cool, and a nice horror scene. A big part of horror is fear of the unknown, and having things be mysterious. It is my opinion that that scene is "more cool" when you don't know exactly why Cauldron Hill is haunted or what happened there. However, exploring that background after the fact will have your players engaged and interested in finding out "why" it is haunted.</p><p></p><p>- There's a few concepts that come up in BoFF that aren't really dwelt upon like they should be. Like Skyseers, or the beginnings of the industrial revolution, or the Godhands. If BoFF is the first thing you run, a lot of this will seem random to the players, and will get lost in the noise. One of them might get attached the idea of Godhands and want to play one, etc. They will have no idea why Skyseers are so important, etc. Once you've completed Adv 2, all of these concepts are in place, or at least have a reference point, and have already been well-introduced, so that the players of BoFF will understand how and why they fit into the setting.</p><p></p><p>- It's kinda fun and neat to play oneshots that are of a different power-band than you currently are. This is one reason why I don't like running it during Adv 8. Your real PCs will too close in level - and worse - they'll be higher level! So it's a step backwards (level/power-wise) to run the BoFF pregens. That isn't awesome for a player. But if you run BoFF in proximity to Adv 2, then it's a big step up in power for the players, and will feel special, and make the "heroes of old" really feel like heroes in their mind.</p><p></p><p>Those are my 2 cents.</p></blockquote><p></p>
[QUOTE="efreund, post: 7161304, member: 6799797"] I've thought a lot about "when to run BoFF", and here's what I came up with: - If you are trying to "sell" a group on the world or campaign of Zeitgeist and need something to give them a demo, then BoFF is the only published oneshot with which to do it. It sounds like your group is already "sold" on the idea of the campaign, so this doesn't apply. Keep it in your pocket. - BoFF is essentially "the backstory of Flint" (or more specifically, "the backstory of Cauldron Hill"), and will have the most meaning for the players if it is done in proximity to Adv 2, where Cauldron Hill takes center stage. - I would recommend doing it *after* Adv 2, for two reasons. One, MacBannin and Contessa spoil each other's abilities. So you have to decide, would you rather have the campaign spoil the oneshot or vice-versa? For me, I'd want to give the campaign center-stage. Two, the summit & vigil of Cauldron Hill in Adv 2 is really cool, and a nice horror scene. A big part of horror is fear of the unknown, and having things be mysterious. It is my opinion that that scene is "more cool" when you don't know exactly why Cauldron Hill is haunted or what happened there. However, exploring that background after the fact will have your players engaged and interested in finding out "why" it is haunted. - There's a few concepts that come up in BoFF that aren't really dwelt upon like they should be. Like Skyseers, or the beginnings of the industrial revolution, or the Godhands. If BoFF is the first thing you run, a lot of this will seem random to the players, and will get lost in the noise. One of them might get attached the idea of Godhands and want to play one, etc. They will have no idea why Skyseers are so important, etc. Once you've completed Adv 2, all of these concepts are in place, or at least have a reference point, and have already been well-introduced, so that the players of BoFF will understand how and why they fit into the setting. - It's kinda fun and neat to play oneshots that are of a different power-band than you currently are. This is one reason why I don't like running it during Adv 8. Your real PCs will too close in level - and worse - they'll be higher level! So it's a step backwards (level/power-wise) to run the BoFF pregens. That isn't awesome for a player. But if you run BoFF in proximity to Adv 2, then it's a big step up in power for the players, and will feel special, and make the "heroes of old" really feel like heroes in their mind. Those are my 2 cents. [/QUOTE]
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