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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 7049521" data-attributes="member: 79141"><p><strong>DM's Notes</strong></p><p></p><p>I don't normally post detailed or blow-by-blow accounts of combat. Mainly because I don't take notes, and don't find the minutiae and mechanics particularly interesting. But this encounter was a fantastic reminder of the third 'pillar' of Zeitgeist's success*: hugely memorable and original encounters. They're sometimes so original it takes me a while to figure out how to run them, and I sometimes miss the 'point' right up until we start, and only really understand the dynamics as the encounter unfolds! </p><p></p><p>It was a great moment for Rumdoom to return, because the group really needed two tanks here. But it was a surprise when the addled Rumdoom opted not to grab his most optimal weapon from the get-go, instead calling for his gun. I thought perhaps the player had misunderstood the mechanics and gently reminded him that this might be the wrong time to experiment, which gave him the chance to reply, "<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> all that! I get to shoot a tyrannosaur with a blunderbuss!"</p><p></p><p>Point taken. I should have kept my nose out.</p><p></p><p>Gupta is out of her depth in these encounters, but that is a really nice dynamic too. Her player handles it well, and says he's really enjoying it. (Just surviving is almost as much fun as dropping the bad guys, it seems.) Every character got a chance to shine, which is ideal.</p><p></p><p>My only regret is that I forgot about Merton Goncola's resonance bomb. I hate it when I do that!</p><p></p><p>* The first and second pillars being: a complex, satisfying, mature narrative sustained across the whole AP; fully fleshed-out and three-dimensional NPCs.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 7049521, member: 79141"] [b]DM's Notes[/b] I don't normally post detailed or blow-by-blow accounts of combat. Mainly because I don't take notes, and don't find the minutiae and mechanics particularly interesting. But this encounter was a fantastic reminder of the third 'pillar' of Zeitgeist's success*: hugely memorable and original encounters. They're sometimes so original it takes me a while to figure out how to run them, and I sometimes miss the 'point' right up until we start, and only really understand the dynamics as the encounter unfolds! It was a great moment for Rumdoom to return, because the group really needed two tanks here. But it was a surprise when the addled Rumdoom opted not to grab his most optimal weapon from the get-go, instead calling for his gun. I thought perhaps the player had misunderstood the mechanics and gently reminded him that this might be the wrong time to experiment, which gave him the chance to reply, ":):):):) all that! I get to shoot a tyrannosaur with a blunderbuss!" Point taken. I should have kept my nose out. Gupta is out of her depth in these encounters, but that is a really nice dynamic too. Her player handles it well, and says he's really enjoying it. (Just surviving is almost as much fun as dropping the bad guys, it seems.) Every character got a chance to shine, which is ideal. My only regret is that I forgot about Merton Goncola's resonance bomb. I hate it when I do that! * The first and second pillars being: a complex, satisfying, mature narrative sustained across the whole AP; fully fleshed-out and three-dimensional NPCs. [/QUOTE]
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