The Campaign Guide is here!


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I just finished reading through it. Very, very interesting. Not what I expected; but definitely intriguing. Hopefully; I'll be able to start this sometime after GenCon.
 

After reading through this, I'm even more excited than I was before. I appreciate how much thought went into balancing the mystery and the reveal of the conspiracy. Can't wait for the first adventure!
 




I'm guessing he's referring more to his knowledge of the first adventure, but just a hunch.

Ah, I see. Well, [MENTION=59182]Colmarr[/MENTION], I think it's close enough to release that you can discuss what you've seen, as long as you mark the thread as containing spoilers and don't post the actual manuscript! :)
 

Just reread and noticed the release dates for the campaign adventures. It actually works out pretty well for me, given that the leveling rate from my last campaign worked out to be somewhat slower than the release schedule here; though I think I'll try to keep at least one adventure ahead of the release schedule when I start running it.

All in all; still looking forward to it; and I'm glad I bought it.
 

The Campaign Guide was a fascinating read. I hope I can convince my current group to let me run Zeitgeist, I think it would be a refreshing change of pace to our usual hack'n'slash, take no prisoners (I am not complaining, I like our kick down the door style) approach to D&D.
 

My players are statting up characters right now. The campaign guide is extremely evocative, and has inspired much more creative responses than usual.

Take, for example, the following (submitted when a player was asked to provide a background for his deep faen (drow/halfling) assassin):

‘ A little mouse with a hungry mouth and so many friends to meet’
echoes out of the top of the soot covered alley as a wind-up clockwork
mouse comes out of the darkness, and strange music notes eminate from
within.



Urú Scáthaigh Ciotóg resides in the Needles, in a cluttered toyshop
filled with half completed toys, mannequins and other oddities that
fill every nook and cranny. The two story shop has a strange sigh, and
the darkness seems to thicken around the doorway. The surroundings
ooze menace. Despite the grim exterior, the sound of a child’s
laughter can be heard from within, as well as the monotone of clockwork
in motion.

So he tinkers, he alters and fixes and adds to things, and he prods
and dissects and asks questions that should not be asked, whether
people are willing or not.

He is a Technologist and seems a little off to people, mainly from the
close connection he has with the Dreaming.
 

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