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ZEITGEIST: The Gears of Revolution - Act One: The Investigation Begins
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<blockquote data-quote="Yaztromo" data-source="post: 7009736" data-attributes="member: 6786253"><p><strong>4 out of 5 rating for ZEITGEIST: The Gears of Revolution - Act One: The Investigation Begins</strong></p><p></p><p>This campaign is absolutely fantastic and a real breakthrough.</p><p>It mixes some elements from the very early OD&D (Dave Arneson awarding level ups at the end of each adventure or adventures cycle, rather than adding up experience points) and "modern" / steampunk concepts, including delusions leading to the very "modern" concept of Revolution!</p><p>It is a great conceptual step forward under many points of view (one of the many: you can deal with the highest levels of your nation from the very first adventure, without having to go through introductions etc. bit by bit) and the layout of the adventures, the support information, the artwork, the flavour... all of them instant classic.</p><p></p><p>However, playing it I found a kind of conceptual contradiction: this campaignis a kind of step away from epic fantasy (where a single hero can grow level by level, becoming semi-divine and almost untouchable by "mere" first level, lower beings), but doesn't use a ruleset that fits this "modern" and, I would say, "democratic" approach, where words can deal more damage that swords.</p><p>D&D4 and Pathfinder are both made for that sort of epic fantasy with super-heroes and this really clashes with the underlying flavour and concepts of this campaign. It would have been more fit using a game system where you do NOT gain levels (that during the campaign de fatco turn you into a semi-divine being), but you can gain skills, that caan give you some small advantage, but after all a gunshot should be able to kill you straight away!</p><p>After all, this is the "revolution": the king is not semi-divine, but is a man like all other men and you can shoot him (see what some anarchists did in modern history) and you can behead him, if you want. Epic heroes and Omeric heroes are unmasked as cheats! That is for me the background of the modern revolution and the right interpretation of steampunk in this adventure cycle!</p><p></p><p>Do I think that ZEITGEIST would have had the same commercial success by using a simpler game system (with no progression levels like D&D and Pathfinder), possibly even a system made up by them just for this campaign?</p><p>My answer is: absolutely YES! This stuff is too brilliant on its own to owe any debt to any game system. In this case the game systems used owe a big debt of gratitude to the campaign!</p></blockquote><p></p>
[QUOTE="Yaztromo, post: 7009736, member: 6786253"] [b]4 out of 5 rating for ZEITGEIST: The Gears of Revolution - Act One: The Investigation Begins[/b] This campaign is absolutely fantastic and a real breakthrough. It mixes some elements from the very early OD&D (Dave Arneson awarding level ups at the end of each adventure or adventures cycle, rather than adding up experience points) and "modern" / steampunk concepts, including delusions leading to the very "modern" concept of Revolution! It is a great conceptual step forward under many points of view (one of the many: you can deal with the highest levels of your nation from the very first adventure, without having to go through introductions etc. bit by bit) and the layout of the adventures, the support information, the artwork, the flavour... all of them instant classic. However, playing it I found a kind of conceptual contradiction: this campaignis a kind of step away from epic fantasy (where a single hero can grow level by level, becoming semi-divine and almost untouchable by "mere" first level, lower beings), but doesn't use a ruleset that fits this "modern" and, I would say, "democratic" approach, where words can deal more damage that swords. D&D4 and Pathfinder are both made for that sort of epic fantasy with super-heroes and this really clashes with the underlying flavour and concepts of this campaign. It would have been more fit using a game system where you do NOT gain levels (that during the campaign de fatco turn you into a semi-divine being), but you can gain skills, that caan give you some small advantage, but after all a gunshot should be able to kill you straight away! After all, this is the "revolution": the king is not semi-divine, but is a man like all other men and you can shoot him (see what some anarchists did in modern history) and you can behead him, if you want. Epic heroes and Omeric heroes are unmasked as cheats! That is for me the background of the modern revolution and the right interpretation of steampunk in this adventure cycle! Do I think that ZEITGEIST would have had the same commercial success by using a simpler game system (with no progression levels like D&D and Pathfinder), possibly even a system made up by them just for this campaign? My answer is: absolutely YES! This stuff is too brilliant on its own to owe any debt to any game system. In this case the game systems used owe a big debt of gratitude to the campaign! [/QUOTE]
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