“The adventure offers more than one ending – it is truly an adventure driven by player choices, some of which are going to be tough choices. I am so looking forward to the next installment, but this one will be hard to top.” — From a six-star review of the 4e version, by Jack99.
“Again, choosing who to help and who to fight is going to have direct bearing on what encounters the Characters experience, and ultimately will decide the fate of the forest. That fate will affect the spread of the Ragesian Empire and therefore have repercussions in later adventures along the War of the Burning Sky Campaign Arc.” — From an A- review of the 4e version by NEUROGLYPH.
“What happens while you’re in the forest? The first encounter sets the tone of high moral drama. The party comes across the burnt bodies of refugees endlessly dying, kept alive by the same magic that keeps the burning trees alive. After that, there’s an encounter or two with creatures that one would expect (a fire mephit, a hell hound) and normal forest creatures that have acquired a template that allows them to survive in these hostile environs. (That clerics can turn these templated creatures should be foreshadowed in some way, as its not apparent to look at them that they count as fire creatures and as undead for turning purposes.) The early encounters set the feeling of encountering the strange and fantastic that makes for an exciting few weeks at the gaming table. …
The devil wants to cut a deal. But author Jacob Driscoll has anticipated that many tables will regard accepting such an offer to be foolhardy. So the devil is patient; after all, the PCs are in a burning forest! And, if forced to it, this is the perfect opportunity to toy with its food. And another offer for an alliance comes in that’s designed to be so ham-fisted as to put most players’ back up, but still fits its character as the trapped, frustrated spirit that fuels the fire. Even better, there’s at least two others that want the party to accomplish different goals too.” — From a review by ENWorld Poster roguerouge.
“On the next day, the constables will have a chance to thwart a train heist in a swampy terrain, with aberrations and bandits – and thankfully a nice breakdown of locations, number of spawns and cars for the respective characters, making this encounter complex, but manageable for an experienced DM.
Zeitgeist modules are damn friggin’ complex beasts, but gloriously so – they involve a lot of moving parts, NPCs, contingencies and options for DM to get the module, proverbially, back on track. This is no exception and while the module is, quite literally, a railroad, it also is surprisingly player-driven with all the suspects, investigation guidelines, etc. allowing for a lot of outcomes, for a lot of different approaches, while always providing options for the DM to get things back on track. Sorry, I swear that was the final railway-pun. So is this a great module? Yes, yes, indeed – author Jacob Driscoll has delivered a complex, cool investigation against a unique backdrop, one that not as complex as CoC’s legendary Orient express-campaign, but one that fits seamlessly in with the overall AP. More so than in previous installments, though, DMs should take heed to impress the investigation-focus of the whole AP: Players seeking primarily roll-playing will be frustrated by this triumphantly brains-over-brawns module. My final verdict will clock in at 5 stars + seal of approval – I applaud the sheer guts of deviating from the mostly combat-driven gameplay of most modules towards a rewarding ROLEplaying experience seldom seen in any d20-based system.”– Review by reviewer ENDZEITGEIST at Nerd Trek
“With every entry, Zeitgeist tends to give the middle finger to traditional adventure design. Always on Time feels like the biggest screw you I have read so far. And it is a true feat in adventure writing. Always on Time is a very different adventure. It does not hold any punches nor try to appease everyone. It is designed for players and dungeon masters who put roleplaying ahead of a meaningless series of fights. I highly suggest this to any group tired of the same old same old.” – Review from the collected reviews on the adventure path.