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General Tabletop Discussion
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Suggestions for things to improve, fix, or add for the ZEITGEIST Act One compilation?
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<blockquote data-quote="Tukka" data-source="post: 6252907" data-attributes="member: 6668048"><p>I'm not sure if you're still looking for feedback, but I'm in the middle of running Always on Time now, and one issue I've been having is keeping the movements of all of the suspects straight during the overnight stays in the cities. My group opted to split up and tail multiple suspects, sometimes going for stealth, and at other times overtly attempting to invite themselves along with the suspects, and I am having a really hard time just tracking the basics of who would be where and where they'd be going next, to the point where I felt I had no time or mental energy remaining to add any interesting narration, color, or complications.</p><p></p><p>I think what might help is if each enclave stay were broken down into a timeline and/or skill challenge type format.</p><p></p><p>Perhaps break each stay down into three or four stages (roughly corresponding to a 1-2 hour period of time) which would be further broken down down by suspect. I'd also break "Luc's crew" down into its acting units, since each of those NPCs act independently except Luc & Ottavia, but note the points at which they're most likely to spot or intrude upon a PC shadowing one of their allies.</p><p></p><p>It would also be nice if a little detail were provided about the various locations named in each city, especially those that the NPCs visit, particularly details that might have implications for how the PCs and NPCs can maneuver about and watch each other.</p><p></p><p>I realize this would entail quite a bit of extra detail and formatting for those sections, but stakeouts and trailing are an important part of a spy/mystery adventure, and I'm having a difficult time doing it justice at the moment.</p><p></p><p>One other thing: it would be nice to have a few suggestions about the kind of information the suspects might let loose on a successful interrogation, or the kind of information/misinformation they might use to deflect the party members on failed checks. In some cases this is pretty easy to come up with, but again, with the large cast of characters, I struggled a bit to internalize everyone's motivations, secrets, covers, etc. based on generalities.</p></blockquote><p></p>
[QUOTE="Tukka, post: 6252907, member: 6668048"] I'm not sure if you're still looking for feedback, but I'm in the middle of running Always on Time now, and one issue I've been having is keeping the movements of all of the suspects straight during the overnight stays in the cities. My group opted to split up and tail multiple suspects, sometimes going for stealth, and at other times overtly attempting to invite themselves along with the suspects, and I am having a really hard time just tracking the basics of who would be where and where they'd be going next, to the point where I felt I had no time or mental energy remaining to add any interesting narration, color, or complications. I think what might help is if each enclave stay were broken down into a timeline and/or skill challenge type format. Perhaps break each stay down into three or four stages (roughly corresponding to a 1-2 hour period of time) which would be further broken down down by suspect. I'd also break "Luc's crew" down into its acting units, since each of those NPCs act independently except Luc & Ottavia, but note the points at which they're most likely to spot or intrude upon a PC shadowing one of their allies. It would also be nice if a little detail were provided about the various locations named in each city, especially those that the NPCs visit, particularly details that might have implications for how the PCs and NPCs can maneuver about and watch each other. I realize this would entail quite a bit of extra detail and formatting for those sections, but stakeouts and trailing are an important part of a spy/mystery adventure, and I'm having a difficult time doing it justice at the moment. One other thing: it would be nice to have a few suggestions about the kind of information the suspects might let loose on a successful interrogation, or the kind of information/misinformation they might use to deflect the party members on failed checks. In some cases this is pretty easy to come up with, but again, with the large cast of characters, I struggled a bit to internalize everyone's motivations, secrets, covers, etc. based on generalities. [/QUOTE]
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