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Converting Zeitgeist 5th edition to the Eberron world
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<blockquote data-quote="Andrew Moreton" data-source="post: 8164142" data-attributes="member: 6920268"><p>That is what I do for mechanic changes, but given the complexity of the plot and relationship between events early on and later on I think for mapping factions to other factions and looking at how the world works and comparing that you risk wasting your effort as something you learn later on means your earlier mapping of factions does not work in light of later events. </p><p>It is worth noting that the plot outline in the GM's campaign guide is not quite accurate it was I think written before the later books were written and details diverge .</p><p>In particular I suspect you need to look at the details of the Ob in book 7 , the vekeshi and Ob stuff in book 8 and the world crisis events of books 10-11 to make sure you can fit them in. Also I remember dragons are odd in Eberron so the whole Pemberton/Dragon thing may be an issue.</p><p>Given that the nature of the planar mechanics is central to the entire plot you need to work out how the Axis Island ritual and the Gyre are going to work and why the assorted hyper powerful beings of the eberron setting (or Forgotten realms, greyhawk, Krynn, Golarion etc ) let the pc's fix the world ending problem instead of doing it themselves , or take advantage of rebuilding the world to suit their factions goals . The later adventures are critical for defining how you are going to change Eberron to fit the campaign or the Campaign to fit Eberron. A key feature of ZG is that there are no archmages or other high level adventurers except the pc's (and Rock Rakhus) who can save the world where as a typical rpg setting has numerous groups with that level of power to serve as foils to high level pc's and it would strain credibility that they ignore what is happenning after book 9.</p><p></p><p>Regardless of the above , I hope everything works and you have as much fun as I did running the campaign</p></blockquote><p></p>
[QUOTE="Andrew Moreton, post: 8164142, member: 6920268"] That is what I do for mechanic changes, but given the complexity of the plot and relationship between events early on and later on I think for mapping factions to other factions and looking at how the world works and comparing that you risk wasting your effort as something you learn later on means your earlier mapping of factions does not work in light of later events. It is worth noting that the plot outline in the GM's campaign guide is not quite accurate it was I think written before the later books were written and details diverge . In particular I suspect you need to look at the details of the Ob in book 7 , the vekeshi and Ob stuff in book 8 and the world crisis events of books 10-11 to make sure you can fit them in. Also I remember dragons are odd in Eberron so the whole Pemberton/Dragon thing may be an issue. Given that the nature of the planar mechanics is central to the entire plot you need to work out how the Axis Island ritual and the Gyre are going to work and why the assorted hyper powerful beings of the eberron setting (or Forgotten realms, greyhawk, Krynn, Golarion etc ) let the pc's fix the world ending problem instead of doing it themselves , or take advantage of rebuilding the world to suit their factions goals . The later adventures are critical for defining how you are going to change Eberron to fit the campaign or the Campaign to fit Eberron. A key feature of ZG is that there are no archmages or other high level adventurers except the pc's (and Rock Rakhus) who can save the world where as a typical rpg setting has numerous groups with that level of power to serve as foils to high level pc's and it would strain credibility that they ignore what is happenning after book 9. Regardless of the above , I hope everything works and you have as much fun as I did running the campaign [/QUOTE]
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