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How to prepare new PCS to a Zeitgeist campaign (NO SPOILERS)
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<blockquote data-quote="Lylandra" data-source="post: 7327578" data-attributes="member: 6816692"><p>Welcome to the club! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>As someone who has a bit of experience in Zeitgeist as a player, I hope I can be a bit of help.</p><p></p><p>The player's guide material for Zeitgeist is really expansive. Moreso than even WotBS. SO in my opinion it depends on your players on how to get them into the campaign. Our own group has quite two extremes (who both love building and playing their characters). There's me, who gets her hands on stuff like the PG and absorbs it before begging the DM for more and more and more info. And then there's my husband who gets overwhelmed by too much initial information and the felt pressure to read and memorize all of that before even deciding on a character. </p><p></p><p>For players like me, just throw the PG at them, ask them to read it and to come up with ideas for a character before session 0. It is very much likely that this sort of player will ask you for more info, especially when he/she wishes to connect to a certain area of the setting (say, playing a Yerasol Veteran who wants to know more about the last war with Danor).</p><p></p><p>For less "preppy" players, maybe do a short summary of the regions of Lanjyr, of the themes that are specific to the campaign and what it means to play an RHC agent. Then ask the player for ideas for their character and give them more details once they are decided. </p><p></p><p>Like WotBS, this campaign really has lots and lots of potential backgrounds and playstyles. Agreeing on some kind of common ground or style is really helpful. encourage your players to weave their background into the setting and adapt your campaign to their ideas. I'm getting so much fun out of my/our special connection to the various players and it really gets me to become invested in others as well. </p><p></p><p>And yeah, let them make their home in Flint. The city can be overwhelming as well and it is easy to get lost there. So they maybe need a bit of help in this regards. Offer them ideas, like (ex)criminals, people that are connected to their past, people who got them to the RHC, people who have something to do with their theme...</p><p></p><p>For your party, it really depends on the version you're playing. We're doing (more than) fine with two players and gestalt rules in Pathfinder. The RHC is big enough to offer them the occasional fourth agent. And let them delegate work when they fear like they'll have to split the party. </p><p></p><p></p><p></p><p>Yeah, Zeitgeist is definitely even less suited for murderhobos than WotBS. As an anecdote, it was quite the other way round in our group. "What, we're allowed to do *that* without getting into trouble?!" when we thought too much like cops and too little like James Bond. And yeah, we totally overdid the whole form-filling buerocracy stuff. But it was fun.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 7327578, member: 6816692"] Welcome to the club! :) As someone who has a bit of experience in Zeitgeist as a player, I hope I can be a bit of help. The player's guide material for Zeitgeist is really expansive. Moreso than even WotBS. SO in my opinion it depends on your players on how to get them into the campaign. Our own group has quite two extremes (who both love building and playing their characters). There's me, who gets her hands on stuff like the PG and absorbs it before begging the DM for more and more and more info. And then there's my husband who gets overwhelmed by too much initial information and the felt pressure to read and memorize all of that before even deciding on a character. For players like me, just throw the PG at them, ask them to read it and to come up with ideas for a character before session 0. It is very much likely that this sort of player will ask you for more info, especially when he/she wishes to connect to a certain area of the setting (say, playing a Yerasol Veteran who wants to know more about the last war with Danor). For less "preppy" players, maybe do a short summary of the regions of Lanjyr, of the themes that are specific to the campaign and what it means to play an RHC agent. Then ask the player for ideas for their character and give them more details once they are decided. Like WotBS, this campaign really has lots and lots of potential backgrounds and playstyles. Agreeing on some kind of common ground or style is really helpful. encourage your players to weave their background into the setting and adapt your campaign to their ideas. I'm getting so much fun out of my/our special connection to the various players and it really gets me to become invested in others as well. And yeah, let them make their home in Flint. The city can be overwhelming as well and it is easy to get lost there. So they maybe need a bit of help in this regards. Offer them ideas, like (ex)criminals, people that are connected to their past, people who got them to the RHC, people who have something to do with their theme... For your party, it really depends on the version you're playing. We're doing (more than) fine with two players and gestalt rules in Pathfinder. The RHC is big enough to offer them the occasional fourth agent. And let them delegate work when they fear like they'll have to split the party. Yeah, Zeitgeist is definitely even less suited for murderhobos than WotBS. As an anecdote, it was quite the other way round in our group. "What, we're allowed to do *that* without getting into trouble?!" when we thought too much like cops and too little like James Bond. And yeah, we totally overdid the whole form-filling buerocracy stuff. But it was fun. [/QUOTE]
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