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The Hounds - a Zeitgeist Campaign
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<blockquote data-quote="MarkM" data-source="post: 8360779" data-attributes="member: 7025557"><p>I'm hoping they don't know about and read the forums, though they may at some point. They have access to the journal elsewhere, so shouldn't be following this thread.</p><p></p><p>They absolutely love the campaign this far. The world is so immersive, and they all have detailed backgrounds and storylines weaving in and out. We finished Chapter 3 about 3 weeks ago, so are doing some non-Zeitgeiat one-shots with rotating DMs while eagerly awaiting the next chapter on Roll20. </p><p></p><p>My players tend to explore every avenue, so I would guess we are slower than most groups (also, online play can be slower). I also added some additional content (to integrate back stories, but also to try to avoid getting ahead of the Roll20 content). I think their only complaint about the campaign thus far is the pace of level-ups; there are so many sessions between levels. With the complexity of Starseer plus about 3 sessions of homebrew content, they were at the same low level for a LONG time.</p><p></p><p>That said, I think so far it is the best campaign we have done (and we have been playing together for 20 years as a group). The deep storylines, complexity of plots and villain motivation, and immersive integrated setting are perfect for experienced players. Also, Tormyr's conversions and resources are great. I still spend hours a week preparing sometimes, but my time is spent on the story, integratong things that pull in individual characters, and making things flow rather than on maps and statblocks.</p></blockquote><p></p>
[QUOTE="MarkM, post: 8360779, member: 7025557"] I'm hoping they don't know about and read the forums, though they may at some point. They have access to the journal elsewhere, so shouldn't be following this thread. They absolutely love the campaign this far. The world is so immersive, and they all have detailed backgrounds and storylines weaving in and out. We finished Chapter 3 about 3 weeks ago, so are doing some non-Zeitgeiat one-shots with rotating DMs while eagerly awaiting the next chapter on Roll20. My players tend to explore every avenue, so I would guess we are slower than most groups (also, online play can be slower). I also added some additional content (to integrate back stories, but also to try to avoid getting ahead of the Roll20 content). I think their only complaint about the campaign thus far is the pace of level-ups; there are so many sessions between levels. With the complexity of Starseer plus about 3 sessions of homebrew content, they were at the same low level for a LONG time. That said, I think so far it is the best campaign we have done (and we have been playing together for 20 years as a group). The deep storylines, complexity of plots and villain motivation, and immersive integrated setting are perfect for experienced players. Also, Tormyr's conversions and resources are great. I still spend hours a week preparing sometimes, but my time is spent on the story, integratong things that pull in individual characters, and making things flow rather than on maps and statblocks. [/QUOTE]
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