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First time running of Zeitgeist
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<blockquote data-quote="gideonpepys" data-source="post: 6138870" data-attributes="member: 79141"><p>This is a very challenging adventure path, but that shouldn't deter you. If you plan ahead and above all, are prepared to improvise and throw your carefully and lovingly crafted plans out of the window when necessary, you should be okay.</p><p></p><p>Just be sure that your players are going into this with their eyes open too. It is very non-traditional and works best if the players are not only willing but enthusiastic about being RHC officers: It's more fun - I think - if they are trying to play by the rules and feel duty-bound to some degree instead of being a bunch of hired thugs/mercenaries who are straining at their bonds (ie. don't really like the approach of the campaign to begin with).</p><p></p><p>Read some of the campaign journals posted on these boards too. There aren't many groups who are ahead of mine right now, but I found it invaluable when there were. It also helps to have the storyline mapped out in your head so you can deliver it without consulting the text too much.</p><p></p><p>Also: practice differentiating your NPCs and prepare to remind your players early and often of key names/faces so they don't get lost. Use the illustrations provided and give each one a different accent, voice or quirk. There are <em>alot</em> of NPCs in Zeitgeist and as this is an investigation it helps if the players can remember them!</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6138870, member: 79141"] This is a very challenging adventure path, but that shouldn't deter you. If you plan ahead and above all, are prepared to improvise and throw your carefully and lovingly crafted plans out of the window when necessary, you should be okay. Just be sure that your players are going into this with their eyes open too. It is very non-traditional and works best if the players are not only willing but enthusiastic about being RHC officers: It's more fun - I think - if they are trying to play by the rules and feel duty-bound to some degree instead of being a bunch of hired thugs/mercenaries who are straining at their bonds (ie. don't really like the approach of the campaign to begin with). Read some of the campaign journals posted on these boards too. There aren't many groups who are ahead of mine right now, but I found it invaluable when there were. It also helps to have the storyline mapped out in your head so you can deliver it without consulting the text too much. Also: practice differentiating your NPCs and prepare to remind your players early and often of key names/faces so they don't get lost. Use the illustrations provided and give each one a different accent, voice or quirk. There are [I]alot[/I] of NPCs in Zeitgeist and as this is an investigation it helps if the players can remember them! [/QUOTE]
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