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Starting the 4th Book soon, any tips?
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<blockquote data-quote="Echolocation" data-source="post: 8176937" data-attributes="member: 7011911"><p>100% check out arkwright's Zeitvice.</p><p></p><p>Beware including <em>all </em>the red herring NPCs. PCs may spend too many resources trying to investigate them.</p><p></p><p>The book provides a description of each major stop, but also consider how the terrain changes between each stop. It can give a feel for each nation. If the PCs argue with an NPC whilst the train is travelling through the Malice Lands, perhaps the air itself becomes more humid and uncomfortable. Some NPCs may literally give PCs a cold shoulder.</p><p></p><p>If you have a technologist NPC, you may wish to prime them for a train-ridden escape from Vendreicce. If you do, perhaps Xorin offers the technologist a chance to talk to the driver, or even better, an opportunity to drive the train.</p><p></p><p>Have NPCs talk with each other to flesh them out. My players enjoyed NPCs arguing, telling each other jokes, drinking, sharing their woes, etc.</p><p></p><p>As mentioned in Zeitvice, some groups may need a bit more of a moral push to slaughter Damata's creditors. The story I ran with was that Sly had conducted this business without the higher-ups approval. The party figured The Family would kill Sly for his treachery, so they would just be expediting things. The players gave Sly's underlings a chance to escape, under the condition they told The Family that Sly had just stolen the money, not loaned it. </p><p></p><p>There is closure to some storylines, but not all. Your players may enjoy knowing the truth/endings for some of the NPCs. At the end of the adventure I gave my players a montage of different NPCs journeys after departing the Avery Coast Railroad.</p></blockquote><p></p>
[QUOTE="Echolocation, post: 8176937, member: 7011911"] 100% check out arkwright's Zeitvice. Beware including [I]all [/I]the red herring NPCs. PCs may spend too many resources trying to investigate them. The book provides a description of each major stop, but also consider how the terrain changes between each stop. It can give a feel for each nation. If the PCs argue with an NPC whilst the train is travelling through the Malice Lands, perhaps the air itself becomes more humid and uncomfortable. Some NPCs may literally give PCs a cold shoulder. If you have a technologist NPC, you may wish to prime them for a train-ridden escape from Vendreicce. If you do, perhaps Xorin offers the technologist a chance to talk to the driver, or even better, an opportunity to drive the train. Have NPCs talk with each other to flesh them out. My players enjoyed NPCs arguing, telling each other jokes, drinking, sharing their woes, etc. As mentioned in Zeitvice, some groups may need a bit more of a moral push to slaughter Damata's creditors. The story I ran with was that Sly had conducted this business without the higher-ups approval. The party figured The Family would kill Sly for his treachery, so they would just be expediting things. The players gave Sly's underlings a chance to escape, under the condition they told The Family that Sly had just stolen the money, not loaned it. There is closure to some storylines, but not all. Your players may enjoy knowing the truth/endings for some of the NPCs. At the end of the adventure I gave my players a montage of different NPCs journeys after departing the Avery Coast Railroad. [/QUOTE]
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