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Any advice for running a seaborne/sea-based campaign?
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<blockquote data-quote="GlassJaw" data-source="post: 2244857" data-attributes="member: 22103"><p>I'm currently playing in a pirate/sea-based campaign (although we're not technically pirates...<em>yet</em>) run by EN World's resident pirate himself: CarlZog. We primarily use Green Ronin's Skull & Bones with a few classes from the 7th Sea book and some other house rules (like Drama Doubloons).</p><p></p><p>Last session was absolutely awesome. We're very lucky because Carl is an expert sailor and all things maritime. The game is all-out cinematic pirate/swashbuckling action but we actually learn too!! For example, last session we discovered that another ship was heading right for us. Unfortunately, we were heading into the wind. Carl took a few minutes to explain the physics of how ships actually maneuver while sailing into the wind.</p><p></p><p>Since I'm not a sailor by any means, the best advice I can give is to stick to the stereotypes at first. Go rent some pirate movies. </p><p></p><p>Also, are you planning to run a historical-type game (like the one I'm playing in) or keep it standard D&D? That makes a big difference.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 2244857, member: 22103"] I'm currently playing in a pirate/sea-based campaign (although we're not technically pirates...[I]yet[/I]) run by EN World's resident pirate himself: CarlZog. We primarily use Green Ronin's Skull & Bones with a few classes from the 7th Sea book and some other house rules (like Drama Doubloons). Last session was absolutely awesome. We're very lucky because Carl is an expert sailor and all things maritime. The game is all-out cinematic pirate/swashbuckling action but we actually learn too!! For example, last session we discovered that another ship was heading right for us. Unfortunately, we were heading into the wind. Carl took a few minutes to explain the physics of how ships actually maneuver while sailing into the wind. Since I'm not a sailor by any means, the best advice I can give is to stick to the stereotypes at first. Go rent some pirate movies. Also, are you planning to run a historical-type game (like the one I'm playing in) or keep it standard D&D? That makes a big difference. [/QUOTE]
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Any advice for running a seaborne/sea-based campaign?
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