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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 6223394" data-attributes="member: 79141"><p><strong>Session 93 - More DM's Notes</strong></p><p></p><p>Being a bit slow on the uptake, I’ve only just now come to realise that the real challenge of the first section of <em>Cauldron Born</em> is resource management. Not just in terms of choosing when and where to commit themselves and the police, but also the PC's physical resources – surges, powers, etc. I like this. Resource pressure hasn’t been huge factor in <em>Zeitgeist</em> so far. But here it really is integral to the success of the party. </p><p></p><p>For example, in our last session the most of our main party was committed to the Get Kell initiative, so Korrigan pulled rank and drew 4 members of unit B from guarding Brakken. This means only two of them will be in <em>Sunset Bench</em> when things kick off – far too few to arrest Quentin Augst. In our next session (report coming soon) Leon teleported away from Soknik’s Repairs and made a dash for <em>Sunset Bench</em> leaving Korrigan and four level 5 officers to tackle a level 11 encounter. They lost a lot of hit points and surges, before being forced to respond the emergency of the arrival of the <em>Cherno Bezna</em> which (thanks to their tardiness in chasing up the Soknik’s lead) has already docked and unloaded by the time they arrive.</p><p></p><p>To make things tick along nice and smoothly, I’ve decided that each PC has four turns a day of four hours each. Almost anything they choose to do – follow up a major lead; support the police against Kell – eats up a slot. (If you take into account travel time, it doesn’t seem unreasonable). This leaves 6 hours to rest, and 2 in loose change, which means they could make a dash for Golden Point and deal with the Malice Beasts without eating in to their sleep. But I can easily envision a circumstance in which they need to move into the next day without a rest, or use up one or more of their four hour slots to rest.</p><p></p><p>I’ve also decided that if they accompany officers on a mission, they only count as 8 officers if they agree to commit dailies to each raid, otherwise they count as 6. If the raid goes wrong, and combat ensues, each PC loses 1d4 healing surges plus a daily (if they committed one). So they have to be careful about running out of powers and surges as well as time.</p><p></p><p>So far the choices the players have made have had a real impact on the way the threads have unfolded. Once more our group is enjoying the varied focus and change of pace in this latest <em>Zeitgeist </em>installment.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6223394, member: 79141"] [b]Session 93 - More DM's Notes[/b] Being a bit slow on the uptake, I’ve only just now come to realise that the real challenge of the first section of [I]Cauldron Born[/I] is resource management. Not just in terms of choosing when and where to commit themselves and the police, but also the PC's physical resources – surges, powers, etc. I like this. Resource pressure hasn’t been huge factor in [I]Zeitgeist[/I] so far. But here it really is integral to the success of the party. For example, in our last session the most of our main party was committed to the Get Kell initiative, so Korrigan pulled rank and drew 4 members of unit B from guarding Brakken. This means only two of them will be in [I]Sunset Bench[/I] when things kick off – far too few to arrest Quentin Augst. In our next session (report coming soon) Leon teleported away from Soknik’s Repairs and made a dash for [I]Sunset Bench[/I] leaving Korrigan and four level 5 officers to tackle a level 11 encounter. They lost a lot of hit points and surges, before being forced to respond the emergency of the arrival of the [I]Cherno Bezna[/I] which (thanks to their tardiness in chasing up the Soknik’s lead) has already docked and unloaded by the time they arrive. To make things tick along nice and smoothly, I’ve decided that each PC has four turns a day of four hours each. Almost anything they choose to do – follow up a major lead; support the police against Kell – eats up a slot. (If you take into account travel time, it doesn’t seem unreasonable). This leaves 6 hours to rest, and 2 in loose change, which means they could make a dash for Golden Point and deal with the Malice Beasts without eating in to their sleep. But I can easily envision a circumstance in which they need to move into the next day without a rest, or use up one or more of their four hour slots to rest. I’ve also decided that if they accompany officers on a mission, they only count as 8 officers if they agree to commit dailies to each raid, otherwise they count as 6. If the raid goes wrong, and combat ensues, each PC loses 1d4 healing surges plus a daily (if they committed one). So they have to be careful about running out of powers and surges as well as time. So far the choices the players have made have had a real impact on the way the threads have unfolded. Once more our group is enjoying the varied focus and change of pace in this latest [I]Zeitgeist [/I]installment. [/QUOTE]
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