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Starting Zeitgeist in 5e - Master thesis, Conversion and other shenanigans
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<blockquote data-quote="RangerWickett" data-source="post: 7268724" data-attributes="member: 63"><p>New players always require a careful hand. Pay attention to what they respond to. I find that dropping non-verbal sense information - the wafting scent of sea air and soot, the tactile jostling of the crowd, the humid warmth of the afternoon sun - helps players get that they're supposed to act like they're in the world, not just talking about a story happening to someone else. Maybe you don't get as immersive as that, though.</p><p></p><p>If you can have a map of the setting printed out - ideally one of the continent and another of Flint - it might help them keep track of the sides in various conflicts. </p><p></p><p>How far ahead have you read in the campaign? I think we paced the unrolling of setting elements well enough so you shouldn't ever need to dump a bunch of exposition on the players. I'd avoid being tempted to try to do too much extra foreshadowing.</p><p></p><p>I'm not sure how scrolls work in 5e, compared to earlier edition. When the party goes to the island, make sure they're able to use the scrolls to sneak into the fort and water breath to the lighthouse.</p><p></p><p>Think about whether you want to use accents and distinct voices, and do a bit of practice with each character. We <em>do</em> have a lot of NPCs, so having a distinctive speech pattern or posture makes it easier for the players to keep track of who's who.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7268724, member: 63"] New players always require a careful hand. Pay attention to what they respond to. I find that dropping non-verbal sense information - the wafting scent of sea air and soot, the tactile jostling of the crowd, the humid warmth of the afternoon sun - helps players get that they're supposed to act like they're in the world, not just talking about a story happening to someone else. Maybe you don't get as immersive as that, though. If you can have a map of the setting printed out - ideally one of the continent and another of Flint - it might help them keep track of the sides in various conflicts. How far ahead have you read in the campaign? I think we paced the unrolling of setting elements well enough so you shouldn't ever need to dump a bunch of exposition on the players. I'd avoid being tempted to try to do too much extra foreshadowing. I'm not sure how scrolls work in 5e, compared to earlier edition. When the party goes to the island, make sure they're able to use the scrolls to sneak into the fort and water breath to the lighthouse. Think about whether you want to use accents and distinct voices, and do a bit of practice with each character. We [i]do[/i] have a lot of NPCs, so having a distinctive speech pattern or posture makes it easier for the players to keep track of who's who. Good luck! [/QUOTE]
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