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[ZEITGEIST] New game questions (pathfinder)
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<blockquote data-quote="Karma Kollapse" data-source="post: 7512296" data-attributes="member: 6693505"><p>1 - What source books did you allow / restrict for the Zeitgeist campaign? Ie. advanced player's guide, 3pp material, etc.</p><p></p><p>I allowed all official materials, so long as they logically fit in with the theme for the world. So obviously something more elemental based wouldn't be a good fit. My players have all been pretty happy with that. Mostly they've stuck to conventional characters though, I don't think anyone has picked anything particularly fancy apart from one who is playing a ... something so fancy I can't remember his character class. If your players are experienced PF players I'd allow most things, if they are newbies I'd just keep them to the core book and maybe a couple of advanced books.</p><p></p><p>2 - Were there any particular overpowered loopholes you found that I should pay attention to in regards to character creation?</p><p></p><p>One of my players started as a Level 6 necromancer who had an Int of 26 due to old man rules, lots of starting cash and random dice rolls. However I'm generally of the opinion that if players are happy playing a super strong character and it is in the rules, and that's how they want to have fun, they should go ahead. Not really anything Zeitgeist related though!</p><p></p><p>3 - Are there certain "must haves" for characters for survivability and enjoyability?</p><p></p><p>No not really. Maybe make sure the players are able to fight the monsters on Cauldron Hill before running that encounter (I think the revised edition removed the incorporeal, which is a rough defensive ability for Level 2 characaters without guns.)</p><p></p><p>4 - Is a 15 pt buy feasible? We normally use this.</p><p></p><p>Can't comment on this as we used random 4d6 drop lowest; I'd imagine it should be okay, if you like lower level stats. The worst that happens if you might have to tone down the difficulty in some areas.</p><p></p><p>5 - Did your players use alternate races? If so, how did this interact with the fiction? ie. Was it challenging to play an elf?</p><p></p><p>No, despite being offered. Think we've had 1 gnome, 1 dwarf, 5 humans, 1 half orc, 2 half elves over the campaign so far.</p><p></p><p>6 - Do you have logistical suggestions to gm this game? ie. software that worked really well, mechanisms for tracking certain things, etc.</p><p></p><p>I really like the Order of the Stick tokens for miniatures, you can get them printed by a professional printers very cheaply, they hold well and they make combat look great. </p><p></p><p>7 - Were there sections you cut out completely? Were there sections that lasted for a very long time?</p><p></p><p>The thread with the Family from Adventure #2 got cut out because it didn't seem especially relevant and the players already made good progress on the case, and they already had backstory hooks to Morgan Cippiano. Isle of Odiem in #4 nearly got cut as the players worked out it was a trap, but we ended up going in anyhow on an unrelated endeavour.</p><p></p><p>8 - any other GM tips/tricks you'd like to add specific to Zeitgeist?</p><p></p><p>Get your head around the conspiracy, their motivations and who is among them. Each member of the Try and play Rock with some redeeming qualities when he shows up, else your players will hate him and never trust him. </p><p></p><p>9) How long do you think completion took for you in years/months?</p><p></p><p>My group isn't complete, but after 2 years we are at the end of Act 1.</p><p></p><p>10) What was your play frequency and duration?</p><p></p><p>We've played 50 sessions, generally a game every two weeks. Games would officially start at 7pm but practically started at about 7:30pm, would normally go on until 10-10:30pm.</p><p></p><p>11) What party size did you have, 3?</p><p></p><p>Fluctuates between 4 and 6, this year it has been mostly stable at 5 players.</p><p></p><p>12) Since you allowed everything... Were your players challenged? What point buy did you use? </p><p></p><p>It really varies; when the group started we had mostly inexperienced players so almost everything was challenging. Now we have two pathfinder vets and some 'boss fights' can end up ending with a well placed ghoul touch. I don't really see the campaign as a tactical/strategic campaign and more of an intrigue/mystery campaign. At this point though everyone is very invested in the story.</p><p></p><p>Finally - what was said about dungeon crawls above can't be overstated. There have been a few times where we haven't seen combat for several sessions... and then suddenly it is combat, combat, combat. Make sure your players are okay with that! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Karma Kollapse, post: 7512296, member: 6693505"] 1 - What source books did you allow / restrict for the Zeitgeist campaign? Ie. advanced player's guide, 3pp material, etc. I allowed all official materials, so long as they logically fit in with the theme for the world. So obviously something more elemental based wouldn't be a good fit. My players have all been pretty happy with that. Mostly they've stuck to conventional characters though, I don't think anyone has picked anything particularly fancy apart from one who is playing a ... something so fancy I can't remember his character class. If your players are experienced PF players I'd allow most things, if they are newbies I'd just keep them to the core book and maybe a couple of advanced books. 2 - Were there any particular overpowered loopholes you found that I should pay attention to in regards to character creation? One of my players started as a Level 6 necromancer who had an Int of 26 due to old man rules, lots of starting cash and random dice rolls. However I'm generally of the opinion that if players are happy playing a super strong character and it is in the rules, and that's how they want to have fun, they should go ahead. Not really anything Zeitgeist related though! 3 - Are there certain "must haves" for characters for survivability and enjoyability? No not really. Maybe make sure the players are able to fight the monsters on Cauldron Hill before running that encounter (I think the revised edition removed the incorporeal, which is a rough defensive ability for Level 2 characaters without guns.) 4 - Is a 15 pt buy feasible? We normally use this. Can't comment on this as we used random 4d6 drop lowest; I'd imagine it should be okay, if you like lower level stats. The worst that happens if you might have to tone down the difficulty in some areas. 5 - Did your players use alternate races? If so, how did this interact with the fiction? ie. Was it challenging to play an elf? No, despite being offered. Think we've had 1 gnome, 1 dwarf, 5 humans, 1 half orc, 2 half elves over the campaign so far. 6 - Do you have logistical suggestions to gm this game? ie. software that worked really well, mechanisms for tracking certain things, etc. I really like the Order of the Stick tokens for miniatures, you can get them printed by a professional printers very cheaply, they hold well and they make combat look great. 7 - Were there sections you cut out completely? Were there sections that lasted for a very long time? The thread with the Family from Adventure #2 got cut out because it didn't seem especially relevant and the players already made good progress on the case, and they already had backstory hooks to Morgan Cippiano. Isle of Odiem in #4 nearly got cut as the players worked out it was a trap, but we ended up going in anyhow on an unrelated endeavour. 8 - any other GM tips/tricks you'd like to add specific to Zeitgeist? Get your head around the conspiracy, their motivations and who is among them. Each member of the Try and play Rock with some redeeming qualities when he shows up, else your players will hate him and never trust him. 9) How long do you think completion took for you in years/months? My group isn't complete, but after 2 years we are at the end of Act 1. 10) What was your play frequency and duration? We've played 50 sessions, generally a game every two weeks. Games would officially start at 7pm but practically started at about 7:30pm, would normally go on until 10-10:30pm. 11) What party size did you have, 3? Fluctuates between 4 and 6, this year it has been mostly stable at 5 players. 12) Since you allowed everything... Were your players challenged? What point buy did you use? It really varies; when the group started we had mostly inexperienced players so almost everything was challenging. Now we have two pathfinder vets and some 'boss fights' can end up ending with a well placed ghoul touch. I don't really see the campaign as a tactical/strategic campaign and more of an intrigue/mystery campaign. At this point though everyone is very invested in the story. Finally - what was said about dungeon crawls above can't be overstated. There have been a few times where we haven't seen combat for several sessions... and then suddenly it is combat, combat, combat. Make sure your players are okay with that! :) [/QUOTE]
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