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<blockquote data-quote="Tormyr" data-source="post: 8939796" data-attributes="member: 6776887"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f923.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":ROFLMAO:" title="ROFL :ROFLMAO:" data-smilie="18"data-shortname=":ROFLMAO:" /> Well put. Zeitgeist will be a challenge to run but <em>extremely </em>rewarding. A few pointers.</p><ol> <li data-xf-list-type="ol">This is a <em>long</em> campaign, as in multiple years of real-life time. It's best to have a longstanding group, cycle in new players as needed, or keep the option open to move online if multiple people move.</li> <li data-xf-list-type="ol">Have a session 0 that not only introduces player characters, the world, etc. but also works on communication and building trust between the players and you as well as communicates the difficult real-world topics which are mentioned in the AP (terrorism, torture, sexual violence, trafficking, slavery). You will want to make sure none of those subjects will trigger anyone and possibly adjust if necessary.</li> <li data-xf-list-type="ol">The campaign is balanced for 4-6 (5 really) PCs. With only 3 PCs, you may want to adjust encounters (drop an enemy, keep some enemies back as reinforcements if too easy, use minimum hit points, etc.).</li> <li data-xf-list-type="ol">Read ahead as much as possible, it will help you tie the characters into the story (and there is a lot to work with).</li> <li data-xf-list-type="ol">Don't go into a session unprepared. There are encounters that will instantly kill PCs if it gets to a certain point. You need to know the encounter well enough to be ready to properly communicate the danger to the players so they don't blithely get stuck in a point of no escape.</li> </ol><p>As for your specific questions:</p><p>A. Arkwright's analysis is excellent as usual. An ancient is an excellent patron choice for the campaign and can also deliver the ziggurat-related visions in place of a skyseer. The other main options for patrons would be the fey titans, Ashima-Shimtu, a gidim, Triegenes, or a member of the Unseen Court. However, the PCs come into direct conflict with most of those.</p><p></p><p>B. Really prepare the Vekeshi mystic contacts. You will want the points that put the Vekeshi mystic PC in potentially crossed purposes with the party to feel natural, and they should be able to figure out the duplicity in adventure 3.</p><p></p><p>C. They should be available once the PC has hit level 6 (they need proficiency bonus +3, and they don't get that until they have taken level 5).</p></blockquote><p></p>
[QUOTE="Tormyr, post: 8939796, member: 6776887"] :ROFLMAO: Well put. Zeitgeist will be a challenge to run but [I]extremely [/I]rewarding. A few pointers. [LIST=1] [*]This is a [I]long[/I] campaign, as in multiple years of real-life time. It's best to have a longstanding group, cycle in new players as needed, or keep the option open to move online if multiple people move. [*]Have a session 0 that not only introduces player characters, the world, etc. but also works on communication and building trust between the players and you as well as communicates the difficult real-world topics which are mentioned in the AP (terrorism, torture, sexual violence, trafficking, slavery). You will want to make sure none of those subjects will trigger anyone and possibly adjust if necessary. [*]The campaign is balanced for 4-6 (5 really) PCs. With only 3 PCs, you may want to adjust encounters (drop an enemy, keep some enemies back as reinforcements if too easy, use minimum hit points, etc.). [*]Read ahead as much as possible, it will help you tie the characters into the story (and there is a lot to work with). [*]Don't go into a session unprepared. There are encounters that will instantly kill PCs if it gets to a certain point. You need to know the encounter well enough to be ready to properly communicate the danger to the players so they don't blithely get stuck in a point of no escape. [/LIST] As for your specific questions: A. Arkwright's analysis is excellent as usual. An ancient is an excellent patron choice for the campaign and can also deliver the ziggurat-related visions in place of a skyseer. The other main options for patrons would be the fey titans, Ashima-Shimtu, a gidim, Triegenes, or a member of the Unseen Court. However, the PCs come into direct conflict with most of those. B. Really prepare the Vekeshi mystic contacts. You will want the points that put the Vekeshi mystic PC in potentially crossed purposes with the party to feel natural, and they should be able to figure out the duplicity in adventure 3. C. They should be available once the PC has hit level 6 (they need proficiency bonus +3, and they don't get that until they have taken level 5). [/QUOTE]
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