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Zeitgeist session 0 in 5e
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<blockquote data-quote="Tormyr" data-source="post: 8681682" data-attributes="member: 6776887"><p>1. I think the 5e conversion started releasing in 2018.</p><p>2. The rings protect the important people.</p><p>3. Lots of downtime between adventures, months even in some cases.</p><p>4. The investigations are as much about deciding where to look (as in which part of the city) as searching the area when you get there. Honestly, you probably don't want them to miss the clues anyway.</p><p>5. I haven't run into any broken elements in my game, but that's not to say they don't exist.</p><p>6. The biggest issue players may run up against is the custom monster and scenario mechanics. In essence, the adventures can play "dirty", providing situations that can instakill characters. You need to properly communicate the danger so the players understand the stakes. There are some difficult fights, but many of the earlier fights at least are not too difficult. I just had the PCs take over a ship of 30+ enemy sailors with a good plan.</p><p>7. Many of the encounters are difficult when there are only a few a day. I sometimes balance this out by not giving the benefits of a long rest when the PCs sleep overnight when there are only a few encounters over the course of a week.</p><p></p><p>Roll20 Stat Blocks: The NPCs you listed don't have stat blocks for adventure 1. They are not meant to see any combat, and the adventure outlines the extent of their interaction. Their stat blocks should be marked "noncombatant", and they are provided solely so you can drop a token on the map if needed.</p><p></p><p>My thoughts:</p><ol> <li data-xf-list-type="ol">Something to keep in mind is that Zeitgeist leans heavily to the roleplaying side of the combat/roleplaying balance. Sessions that have only 1 (or 0!) encounters can be the norm. Your players should know this going in and have PCs that tie into the world, have a group to which they are tied, can participate in an investigation (beyond just Intelligence [Investigation] checks).</li> <li data-xf-list-type="ol">Above all, the players should really know what makes their characters tick, what religion/philosophy to which they espouse, what they find important. In Lanjyr, strong beliefs have power.</li> <li data-xf-list-type="ol">Keep good notes. There are a lot of NPCs to interact with, and adventure 2 has 4 simultaneous threads between which the PCs can jump.</li> <li data-xf-list-type="ol">Help the players understand the requisition system. I had them pay the quartermaster gold from their stipend to requisition the items, and they got the full value back when they returned the item (consumed items can't be returned). Common 50gp; Uncommon 500gp; Rare 5,000gp, etc. The PCs' prestige limits the total items they can have, but I changed the listing of "Common" magic items to Uncommon in the prestige lists since there are so few Common magic items.</li> <li data-xf-list-type="ol">I think it's great (but not necessary) to have each PC come from a different nation and have a different character theme. In my game, one of the player's took variant human and used their feat to get a second character theme from the start (Gunsmith / Spirit Medium). In my opinion, the NPCs should naturally gravitate to talking to the PC whose theme/nation is closest to their own when its appropriate.</li> <li data-xf-list-type="ol">The players should decide where they live in Flint and who their (at least two) contacts are/what they do. In my game, I have a Crysillyiri cleric with Skyseer character theme (on his mother's side). His skyseer aunt lives with her large family in the Cloudwood, and his dwarven cleric mentor with eschatological leanings is in Central district.</li> </ol></blockquote><p></p>
[QUOTE="Tormyr, post: 8681682, member: 6776887"] 1. I think the 5e conversion started releasing in 2018. 2. The rings protect the important people. 3. Lots of downtime between adventures, months even in some cases. 4. The investigations are as much about deciding where to look (as in which part of the city) as searching the area when you get there. Honestly, you probably don't want them to miss the clues anyway. 5. I haven't run into any broken elements in my game, but that's not to say they don't exist. 6. The biggest issue players may run up against is the custom monster and scenario mechanics. In essence, the adventures can play "dirty", providing situations that can instakill characters. You need to properly communicate the danger so the players understand the stakes. There are some difficult fights, but many of the earlier fights at least are not too difficult. I just had the PCs take over a ship of 30+ enemy sailors with a good plan. 7. Many of the encounters are difficult when there are only a few a day. I sometimes balance this out by not giving the benefits of a long rest when the PCs sleep overnight when there are only a few encounters over the course of a week. Roll20 Stat Blocks: The NPCs you listed don't have stat blocks for adventure 1. They are not meant to see any combat, and the adventure outlines the extent of their interaction. Their stat blocks should be marked "noncombatant", and they are provided solely so you can drop a token on the map if needed. My thoughts: [LIST=1] [*]Something to keep in mind is that Zeitgeist leans heavily to the roleplaying side of the combat/roleplaying balance. Sessions that have only 1 (or 0!) encounters can be the norm. Your players should know this going in and have PCs that tie into the world, have a group to which they are tied, can participate in an investigation (beyond just Intelligence [Investigation] checks). [*]Above all, the players should really know what makes their characters tick, what religion/philosophy to which they espouse, what they find important. In Lanjyr, strong beliefs have power. [*]Keep good notes. There are a lot of NPCs to interact with, and adventure 2 has 4 simultaneous threads between which the PCs can jump. [*]Help the players understand the requisition system. I had them pay the quartermaster gold from their stipend to requisition the items, and they got the full value back when they returned the item (consumed items can't be returned). Common 50gp; Uncommon 500gp; Rare 5,000gp, etc. The PCs' prestige limits the total items they can have, but I changed the listing of "Common" magic items to Uncommon in the prestige lists since there are so few Common magic items. [*]I think it's great (but not necessary) to have each PC come from a different nation and have a different character theme. In my game, one of the player's took variant human and used their feat to get a second character theme from the start (Gunsmith / Spirit Medium). In my opinion, the NPCs should naturally gravitate to talking to the PC whose theme/nation is closest to their own when its appropriate. [*]The players should decide where they live in Flint and who their (at least two) contacts are/what they do. In my game, I have a Crysillyiri cleric with Skyseer character theme (on his mother's side). His skyseer aunt lives with her large family in the Cloudwood, and his dwarven cleric mentor with eschatological leanings is in Central district. [/LIST] [/QUOTE]
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