A Fantastic Return to the world of Zeitgeist!
Our group played through the entire Zeitgeist campaign back in the day. We started in 4th Edition and then converted about two-thirds of the way through to 5th Edition (long before there was an official 5e version!). We finished that campaign four or five years ago and have been playing a new campaign in our own aftermath-of-Zeitgeist setting.
.I can only speak to it as a DM running an old Zeitgeist group through a new chunk of Zeitgeist material. This look into the Zeitgeist world again was amazing. The nostalgia and callbacks were very satisfying, and left everyone wanting more Zeitgeist-world material. Our sessions moved slowly as the players asked for more detail on the various nations and the factions within. It takes place 20 years after the end of the original campaign so there's a lot of material hinting at the way the world has developed since then. Every NPC has a tie to one of the great nations of the Avery Sea, letting the players catch up on twenty years of politics in conversation with them. And wow is there a lot of conversation!
A group new to Zeitgeist would probably not be as hooked in to the rest of the world info and will be more focused on the main plot. As the DM, the plot was easy to manage. The motivations on the eleven(!) NPCs were easy to follow, though I did lose track of where some of them were supposed to be at one of the critical moments. I recommend having a cheatsheet on what each NPC does in each of the 5 acts of the adventure to help you out.
There are some heavily-scripted set pieces with a lot of NPCs to handle. Some of these I ran as-is, and some I ran in a more freeform style. Either method works fine, but I would recommend giving these bits an extra-thorough read-through to make sure you know what is to be revealed to the players in each part.
There was an interesting spying and investigation subsystem which allowed PCs to make social skill rolls to make friend and turn them into assets (in the espionage sense). Some of my players enjoyed the system more than others, but it gave a nice mechanical pin for me to make decisions on what the NPCs would do at certain critical moments. The adventure leaves the conclusion fairly open; based on which NPCs have been succesfully interacted with, the final scene can go in many directions.
There's a mystery to be solved for those who like to figure things out, but there's also an NPC who will just take the lead and tell everyone what he thinks happened, Sherlock style, if the players don't want to play that game. I appreciate the flexibility the adventure has to accomodate different play styles.
All in all a 5/5 for me, and I can't wait to see what EN World and Ryan Nock have coming next for this world!
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