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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 7059925" data-attributes="member: 79141"><p><strong>Cypher Zeitgeist</strong></p><p></p><p>I finally got the chance to respond a bit more fully to a question asked by [MENTION=6776023]hirou[/MENTION] in another thread, which I had been meaning to talk a bit more about in this thread anyway. </p><p></p><p>A disclaimer before I start: I very much enjoyed 4E, as did most of my players. But having left it behind I was in no hurry to return. However, I <em>was</em> in a hurry to return to Zeitgeist having realised that no other setting was scratching my itch in quite the same way. In the end it took just two or three weeks from inception to gameplay, which says a lot about why it has been a successful switch!</p><p></p><p>We put most of our efforts into converting the characters; I put hardly any into converting the adventures. 4E provides such user-friendly power descriptions, I can assign a level to an NPC and mine their 4E stat block for powers on the fly.</p><p></p><p>For characters, I decided to bend a rules a lot to recreate the flavour and feel of each unit member, and not fret about adhering to the Cypher System rules too closely. One major change was to give each character two foci (primary and secondary), which made it much easier to get the characters just right. (The primary focus is the one written as a verb phrase on their sheet; the secondary focus reflects some other important aspect of the character that ticks along in the background and adds an important missing element that the character had in 4e.)</p><p></p><p>I set their level of advancement at the bottom of tier 3, and decided that they would advance a tier per adventure until adventure 10, when we would start to use the power shift rules from Gods of the Fall (and Cypher System supers rules) to create truly epic heroes befitting the nature of the campaign at that stage.</p><p></p><p>Magic items were easy to convert to artifacts. I jettisoned any minor 'rules tax' items the players had and kept only those that felt iconic to the PC. I plan to only distribute the major items that appear in each adventure, with a smattering of single-use items (or 'cyphers') that I will draw straight from the system, limiting the characters to a certain number according to their type and tier.</p><p></p><p></p><p>And that's it. There really isn't much more that I can say because it's all been so simple. The hardest part was character conversion and that's done. Maybe I'll add a post adding a bit more detail on that aspect later.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 7059925, member: 79141"] [b]Cypher Zeitgeist[/b] I finally got the chance to respond a bit more fully to a question asked by [MENTION=6776023]hirou[/MENTION] in another thread, which I had been meaning to talk a bit more about in this thread anyway. A disclaimer before I start: I very much enjoyed 4E, as did most of my players. But having left it behind I was in no hurry to return. However, I [I]was[/I] in a hurry to return to Zeitgeist having realised that no other setting was scratching my itch in quite the same way. In the end it took just two or three weeks from inception to gameplay, which says a lot about why it has been a successful switch! We put most of our efforts into converting the characters; I put hardly any into converting the adventures. 4E provides such user-friendly power descriptions, I can assign a level to an NPC and mine their 4E stat block for powers on the fly. For characters, I decided to bend a rules a lot to recreate the flavour and feel of each unit member, and not fret about adhering to the Cypher System rules too closely. One major change was to give each character two foci (primary and secondary), which made it much easier to get the characters just right. (The primary focus is the one written as a verb phrase on their sheet; the secondary focus reflects some other important aspect of the character that ticks along in the background and adds an important missing element that the character had in 4e.) I set their level of advancement at the bottom of tier 3, and decided that they would advance a tier per adventure until adventure 10, when we would start to use the power shift rules from Gods of the Fall (and Cypher System supers rules) to create truly epic heroes befitting the nature of the campaign at that stage. Magic items were easy to convert to artifacts. I jettisoned any minor 'rules tax' items the players had and kept only those that felt iconic to the PC. I plan to only distribute the major items that appear in each adventure, with a smattering of single-use items (or 'cyphers') that I will draw straight from the system, limiting the characters to a certain number according to their type and tier. And that's it. There really isn't much more that I can say because it's all been so simple. The hardest part was character conversion and that's done. Maybe I'll add a post adding a bit more detail on that aspect later. [/QUOTE]
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