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WotBS critiques for Zeitgeist planning?
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<blockquote data-quote="KidSnide" data-source="post: 5471183" data-attributes="member: 54710"><p>One more thing I wanted to add:</p><p></p><p>None of these comments are very important for a good-to-great GM who has had plenty of time to prepare the adventure. WotBS is a very good adventure path, and such a GM will run a terrific table. Of course, a well-prepared good-to-great GM can make practically anything fun. </p><p></p><p>The makings of a good module come into play when an average GM (or an ill-prepared good GM) picks it up. The more time I spend prepping Shelter, the more I think that 95% of the information I need is in there. It's just hard to get a handle on it all. So the more you make the Zeitgeist modules easy to run without compromising the underlying complexity that made WotBS great, the stronger the campaign will be.</p><p></p><p>To take an example from WotBS, a 1-2 page campaign synopsis is very helpful. When I'm first looking at the campaign, I need to get a hold of things at a high level. But it would also be helpful to have a 10-20 page synopsis that explains how the various adventures connect. It would be equally helpful to have a list of the 15-30 most important NPCs along with the role they play during the campaign. That way, when such an NPC shows up, the GM knows they are important and what role they play in subsequent adventures.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5471183, member: 54710"] One more thing I wanted to add: None of these comments are very important for a good-to-great GM who has had plenty of time to prepare the adventure. WotBS is a very good adventure path, and such a GM will run a terrific table. Of course, a well-prepared good-to-great GM can make practically anything fun. The makings of a good module come into play when an average GM (or an ill-prepared good GM) picks it up. The more time I spend prepping Shelter, the more I think that 95% of the information I need is in there. It's just hard to get a handle on it all. So the more you make the Zeitgeist modules easy to run without compromising the underlying complexity that made WotBS great, the stronger the campaign will be. To take an example from WotBS, a 1-2 page campaign synopsis is very helpful. When I'm first looking at the campaign, I need to get a hold of things at a high level. But it would also be helpful to have a 10-20 page synopsis that explains how the various adventures connect. It would be equally helpful to have a list of the 15-30 most important NPCs along with the role they play during the campaign. That way, when such an NPC shows up, the GM knows they are important and what role they play in subsequent adventures. -KS [/QUOTE]
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