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How can I make Zeitgeist lighter / faster?
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<blockquote data-quote="gideonpepys" data-source="post: 7056041" data-attributes="member: 79141"><p>I'm suffering from a similar problem for different reasons: although my group games much faster, the publication schedule meant we had to insert buffer adventures (complicating things even further) and ulterior factors meant we ended up having a three-year break. All that lovely complexity and careful foreshadowing has probably gone to waste as I have to remind my players who everybody is!</p><p></p><p>My advice would be to switch systems. That's what I did. Although I love 4E, and the Zeitgeist team have done a great job maximising the strengths of that system (how I would have loved to reach epic tier and use the stats for the fey titans as written) 4E is indeed very slow when it comes to set pieces. I would not have contemplated starting the campaign up again if an alternative hadn't presented itself:</p><p></p><p>We're using the Cypher System. I can set a level for an NPC and then just read the words of each power from the 4E stat block and <em>voila</em>: system conversion. If you're anal about crunch (please forgive that expression) by all means type up all the stat blocks, but I think that's a waste of time.</p><p></p><p>Combats can be complex, and varied, but the maths don't slow things down and each person has one action <em>or</em> a move on their turn, just like 3e. Bish bash bosh.</p><p></p><p>If a system change is out of the question, pare things down:</p><p></p><p>That golem episode can be introduced as background colour, without involving the PCs too much. Some encounters can be cut entirely, or solved with dialogue instead of combat. I'd hate to do this myself, but if it's causing the campaign to drag, stick to the main storyline.</p><p></p><p>In adventure #4, cut everything apart from the main quest. Get rid of Griento (or manage his problem in a different way); have Mr Mapple appear as a background detail and rescue Isobel Travers himself. Forget the monster hunt.</p><p></p><p>In adventure #5, have the players go after Kell, then straight on to the Cauldron Hill facility. Cut ekossigan and the eschatologists, or have them appear as background, being dealt with off-stage by other officers.</p><p></p><p>In adventure #6, you could have Tinker appear at the end of Act One, blow himself up, and skip to Act Two.</p><p></p><p>In adventure #7... well, you get the idea.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 7056041, member: 79141"] I'm suffering from a similar problem for different reasons: although my group games much faster, the publication schedule meant we had to insert buffer adventures (complicating things even further) and ulterior factors meant we ended up having a three-year break. All that lovely complexity and careful foreshadowing has probably gone to waste as I have to remind my players who everybody is! My advice would be to switch systems. That's what I did. Although I love 4E, and the Zeitgeist team have done a great job maximising the strengths of that system (how I would have loved to reach epic tier and use the stats for the fey titans as written) 4E is indeed very slow when it comes to set pieces. I would not have contemplated starting the campaign up again if an alternative hadn't presented itself: We're using the Cypher System. I can set a level for an NPC and then just read the words of each power from the 4E stat block and [I]voila[/I]: system conversion. If you're anal about crunch (please forgive that expression) by all means type up all the stat blocks, but I think that's a waste of time. Combats can be complex, and varied, but the maths don't slow things down and each person has one action [I]or[/I] a move on their turn, just like 3e. Bish bash bosh. If a system change is out of the question, pare things down: That golem episode can be introduced as background colour, without involving the PCs too much. Some encounters can be cut entirely, or solved with dialogue instead of combat. I'd hate to do this myself, but if it's causing the campaign to drag, stick to the main storyline. In adventure #4, cut everything apart from the main quest. Get rid of Griento (or manage his problem in a different way); have Mr Mapple appear as a background detail and rescue Isobel Travers himself. Forget the monster hunt. In adventure #5, have the players go after Kell, then straight on to the Cauldron Hill facility. Cut ekossigan and the eschatologists, or have them appear as background, being dealt with off-stage by other officers. In adventure #6, you could have Tinker appear at the end of Act One, blow himself up, and skip to Act Two. In adventure #7... well, you get the idea. [/QUOTE]
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