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Cultsbane's bizarre D&D adventure: Zeitgeist - 5Eish
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<blockquote data-quote="Cultsbane" data-source="post: 8863382" data-attributes="member: 7037457"><p>DM has a couple thoughts & proposed changes to the 2nd module as written, mostly we're going to be cutting out the fat from future models, partially because time constraints. Here are some thoughts </p><p></p><p>* Too many leads that get to the same information. They get why it's done so you always get your information, but it results in a lot of repeated efforts and takes LOTS of time. Especially considering how we do things </p><p></p><p>* Cut out the reformatory, Waryeyes, </p><p>especially the thinking man tavern, & make the doctor thread a deadend but the fedora mafia shows up</p><p></p><p>* DM admitted that they artificially extended the module by not giving up Nilasa's body </p><p></p><p>* Keep the boyfriend, change his clue to the Alkahest factory </p><p></p><p>* The combat session on the way to the Skyseer should be cut entirely, as it doesn't serve the narrative weight and distracts too much</p><p></p><p>After 6.5 sessions (20+ hours or 1/6th our normal campaign length) without any combat, some of the players have been a bit starved for it and one has even considering quitting after not really being as involved (hopefully not, especially considering next session is combat). Which is why we really enjoyed the conclusion of this session, but after talking to the DM how they would re-do the module tso far, this is his thoughts (see pic)</p><p></p><p>Also it wasn't the anarchist we killed. After we revealed that we know about the wand transfer, they pulled out and gave agents of Crisillyir access. So thankfully we didn't kill Gale & all the anarchist, instead we probably just pissed off an entire nation. Oh!</p></blockquote><p></p>
[QUOTE="Cultsbane, post: 8863382, member: 7037457"] DM has a couple thoughts & proposed changes to the 2nd module as written, mostly we're going to be cutting out the fat from future models, partially because time constraints. Here are some thoughts * Too many leads that get to the same information. They get why it's done so you always get your information, but it results in a lot of repeated efforts and takes LOTS of time. Especially considering how we do things * Cut out the reformatory, Waryeyes, especially the thinking man tavern, & make the doctor thread a deadend but the fedora mafia shows up * DM admitted that they artificially extended the module by not giving up Nilasa's body * Keep the boyfriend, change his clue to the Alkahest factory * The combat session on the way to the Skyseer should be cut entirely, as it doesn't serve the narrative weight and distracts too much After 6.5 sessions (20+ hours or 1/6th our normal campaign length) without any combat, some of the players have been a bit starved for it and one has even considering quitting after not really being as involved (hopefully not, especially considering next session is combat). Which is why we really enjoyed the conclusion of this session, but after talking to the DM how they would re-do the module tso far, this is his thoughts (see pic) Also it wasn't the anarchist we killed. After we revealed that we know about the wand transfer, they pulled out and gave agents of Crisillyir access. So thankfully we didn't kill Gale & all the anarchist, instead we probably just pissed off an entire nation. Oh! [/QUOTE]
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