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[Spoilers] Arkgeist Chronicles
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<blockquote data-quote="arkwright" data-source="post: 7830930" data-attributes="member: 6925177"><p>As much as I might criticize your 4e encounters, I would still consider the 4e version to be absolutely indispensable to every Zeitgeist GM out there. The effort put into designing and flavoring custom monsters, all the little fluff-texts on their attacks and abilities. I really cannot over-emphasize how valuable and delightful I find them all. I would go so far as to say that there are numerous NPCs in Arkgeist who are beloved by my players, and this is entirely because of your extra little touches on the 4e statblocks. Also, to be clear, when I criticize 4e Zeit encounters for being 'jank'- jank is <em>entertaining, </em>fun. Much better than encounters in other adventures where they are boring rather than janky.</p><p></p><p>The philosophy of 'but for old power bases/a lack of understanding and empathy... y'know, I have to say, the more I think about it the more I see where you are coming from. The lack of an Ob plan at the convocation is not a symptom of a lack of policy, but rather a mechanism created as part of their policy of 'impose change upon the wrong-minded'. I... honestly think I might need to take a few days to think about this in-depth, to think about whether this makes parts of Zeitgeist better or worse. I'm still fairly open to the possibility that the philosophy of Nic and the Ob is not one that works well through the medium of an Adventure Path.</p><p></p><p>I would echo Aslahnit's point about the convocation by mentioning the Forward Symposium in Book 10. Its distinguishing features are firstly that all the world leaders are convinced to invade Risur right before the PCs turn up and for little given reason, and secondly that Nicodemus is interrupted mid-speech by Hivemind shenanigans and thus he does not have to explain the exact steps and policies and ideas he would like to implement in Lanjyr.</p><p></p><p>In regards to magic- I can appreciate a desire to keep things loose when they are best kept loose, rather than having tight rules for everything. Though the way Act 2 and 3 waver between planar 'aspects' and planar 'traits' is a bit vexing.</p><p></p><p>All arguments and feedback aside- I would like to give you credit, Ranger, for reading my post and responding to it in so much detail, and taking our criticism on the chin. This is an age where 'dev feedback' can be dismissive or deceptive deluded or even completely absent, and you are very much a bright spot amidst all that.</p><p></p><p>Along with that- I would like to extend you the courtesy of not dragging you into an in-depth argument over Zeitgeist in this thread. All I want to do here is share our experience in Arkgeist, and hopefully entertain or inform some folks.</p></blockquote><p></p>
[QUOTE="arkwright, post: 7830930, member: 6925177"] As much as I might criticize your 4e encounters, I would still consider the 4e version to be absolutely indispensable to every Zeitgeist GM out there. The effort put into designing and flavoring custom monsters, all the little fluff-texts on their attacks and abilities. I really cannot over-emphasize how valuable and delightful I find them all. I would go so far as to say that there are numerous NPCs in Arkgeist who are beloved by my players, and this is entirely because of your extra little touches on the 4e statblocks. Also, to be clear, when I criticize 4e Zeit encounters for being 'jank'- jank is [I]entertaining, [/I]fun. Much better than encounters in other adventures where they are boring rather than janky. The philosophy of 'but for old power bases/a lack of understanding and empathy... y'know, I have to say, the more I think about it the more I see where you are coming from. The lack of an Ob plan at the convocation is not a symptom of a lack of policy, but rather a mechanism created as part of their policy of 'impose change upon the wrong-minded'. I... honestly think I might need to take a few days to think about this in-depth, to think about whether this makes parts of Zeitgeist better or worse. I'm still fairly open to the possibility that the philosophy of Nic and the Ob is not one that works well through the medium of an Adventure Path. I would echo Aslahnit's point about the convocation by mentioning the Forward Symposium in Book 10. Its distinguishing features are firstly that all the world leaders are convinced to invade Risur right before the PCs turn up and for little given reason, and secondly that Nicodemus is interrupted mid-speech by Hivemind shenanigans and thus he does not have to explain the exact steps and policies and ideas he would like to implement in Lanjyr. In regards to magic- I can appreciate a desire to keep things loose when they are best kept loose, rather than having tight rules for everything. Though the way Act 2 and 3 waver between planar 'aspects' and planar 'traits' is a bit vexing. All arguments and feedback aside- I would like to give you credit, Ranger, for reading my post and responding to it in so much detail, and taking our criticism on the chin. This is an age where 'dev feedback' can be dismissive or deceptive deluded or even completely absent, and you are very much a bright spot amidst all that. Along with that- I would like to extend you the courtesy of not dragging you into an in-depth argument over Zeitgeist in this thread. All I want to do here is share our experience in Arkgeist, and hopefully entertain or inform some folks. [/QUOTE]
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