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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 6207863" data-attributes="member: 79141"><p><strong>Session 91 - DM's Notes</strong></p><p></p><p>The Bomb's Away encounter is presented in a slightly strange way. First of all, there is a huge area map, with lots of details on the nearby buildings, but a lot of that information is extraneous - half a page of material on 16 buildings, only 5 or 6 of which are involved in the encounter. Possibly useful if players start running in and out of buildings at random (and quite some distance away), but distracting at first blush because there is usually so little extra/unnecessary detail in a Zeitgeist adventure, so I assumed the details would be vital to the encounter. Not so! </p><p></p><p>Then we have the dwarf, Takbar Rhozenko. He bears a number of clues as the location of the next bomb, and a magical watch that can be used to trace its exact location, but only if the players stop him from being crushed, which is the incident that draws their attention to him in the first place (and therefore pretty much impossible). Moreover, if the players do work out that the bomb is in the Flint Tribune building, there is no indication of what it takes to find the bomb within the building, or disable it, or how quickly they can organize an evacuation of the building (or what skills they could use to do so). I can only assume that the writer did not intend for the players to be able to prevent the second explosion, but if so that isn't explicit.</p><p></p><p>I decided that the bomb would be hard to find but easy to disable, hoping for a tense bomb disposal scenario before combat kicked off. Sadly, the fact that Rhozenko had an early edition newspaper tucked under his arm was lost on my players - and reasonably so, given the carnage all around them, the magical (but broken) watch, and their primary objective of guarding Brakken (which almost caused them to leave the scene entirely).</p><p></p><p>If I were to run the scene again, I would make it possible for the players to use the watch to find the bomb.</p><p></p><p>Once the snipers get started, we have another fine example of a very original Zeitgeist combat encounter (which requires some forward thinking from the DM but is actually fairly simple to run): two sets of opponents in two different buildings hundreds of feet away from each other, both of which need to be taken out urgently in order to spare civilian casualties. Great stuff.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6207863, member: 79141"] [b]Session 91 - DM's Notes[/b] The Bomb's Away encounter is presented in a slightly strange way. First of all, there is a huge area map, with lots of details on the nearby buildings, but a lot of that information is extraneous - half a page of material on 16 buildings, only 5 or 6 of which are involved in the encounter. Possibly useful if players start running in and out of buildings at random (and quite some distance away), but distracting at first blush because there is usually so little extra/unnecessary detail in a Zeitgeist adventure, so I assumed the details would be vital to the encounter. Not so! Then we have the dwarf, Takbar Rhozenko. He bears a number of clues as the location of the next bomb, and a magical watch that can be used to trace its exact location, but only if the players stop him from being crushed, which is the incident that draws their attention to him in the first place (and therefore pretty much impossible). Moreover, if the players do work out that the bomb is in the Flint Tribune building, there is no indication of what it takes to find the bomb within the building, or disable it, or how quickly they can organize an evacuation of the building (or what skills they could use to do so). I can only assume that the writer did not intend for the players to be able to prevent the second explosion, but if so that isn't explicit. I decided that the bomb would be hard to find but easy to disable, hoping for a tense bomb disposal scenario before combat kicked off. Sadly, the fact that Rhozenko had an early edition newspaper tucked under his arm was lost on my players - and reasonably so, given the carnage all around them, the magical (but broken) watch, and their primary objective of guarding Brakken (which almost caused them to leave the scene entirely). If I were to run the scene again, I would make it possible for the players to use the watch to find the bomb. Once the snipers get started, we have another fine example of a very original Zeitgeist combat encounter (which requires some forward thinking from the DM but is actually fairly simple to run): two sets of opponents in two different buildings hundreds of feet away from each other, both of which need to be taken out urgently in order to spare civilian casualties. Great stuff. [/QUOTE]
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