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<blockquote data-quote="Tukka" data-source="post: 5923818" data-attributes="member: 6668048"><p>Indeed. I'm not a highly experienced player or DM, but I've read through the first two adventures and skimmed the third, as well as the campaign guide, and the quality and scope outshines anything I've ever been able to cobble together, or any other adventures I've ever read/skimmed through.</p><p></p><p>It's a shame that my RL group ran into a bunch of scheduling conflicts as we got started with our Zeitgeist campaign, though in a way I'm glad it did, because in many ways I feel like this is the perfect campaign for me to DM. It's a got quality scaffolding and structure, but also a fair degree of built-in flexibility, with enough setting/plot arc detail that, to some extent, it seems like extra NPCs, stories, etc. almost write themselves (not that I think any of the side/buffer elements I'd come up would necessarily be on a par with what's in the adventures themselves, but I think I'll manage OK and develop my creative faculties some in the course of this campaign).</p><p></p><p>The only thing that bothers me is that I'm running the game with an inexperienced group, under an unconventional format, so I often feel compelled to stop and explain things which may take some of the focus away from the story/action. However, this is no worse than the interruptions that often accompany any live game, and the PBP format overall has worked very well for us so far. I think this campaign suits it well.</p><p></p><p>I'll probably be posting a campaign log sometime after my party moves into Act II of Adventure 1.</p><p></p><p>Also, I feel the same way you do about the Wire.</p></blockquote><p></p>
[QUOTE="Tukka, post: 5923818, member: 6668048"] Indeed. I'm not a highly experienced player or DM, but I've read through the first two adventures and skimmed the third, as well as the campaign guide, and the quality and scope outshines anything I've ever been able to cobble together, or any other adventures I've ever read/skimmed through. It's a shame that my RL group ran into a bunch of scheduling conflicts as we got started with our Zeitgeist campaign, though in a way I'm glad it did, because in many ways I feel like this is the perfect campaign for me to DM. It's a got quality scaffolding and structure, but also a fair degree of built-in flexibility, with enough setting/plot arc detail that, to some extent, it seems like extra NPCs, stories, etc. almost write themselves (not that I think any of the side/buffer elements I'd come up would necessarily be on a par with what's in the adventures themselves, but I think I'll manage OK and develop my creative faculties some in the course of this campaign). The only thing that bothers me is that I'm running the game with an inexperienced group, under an unconventional format, so I often feel compelled to stop and explain things which may take some of the focus away from the story/action. However, this is no worse than the interruptions that often accompany any live game, and the PBP format overall has worked very well for us so far. I think this campaign suits it well. I'll probably be posting a campaign log sometime after my party moves into Act II of Adventure 1. Also, I feel the same way you do about the Wire. [/QUOTE]
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