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Any advice for running a seaborne/sea-based campaign?
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<blockquote data-quote="GlassJaw" data-source="post: 2245043" data-attributes="member: 22103"><p>Well all the posts so far are assuming a "standard" D&D ruleset. None of the posts apply to the game I'm playing in. There is no magic. At least none that we know of. Skull & Bones has a couple of caster-type classes but they weren't available as starting classes for us. So it's not a low-magic campaign - it's a NO-magic campaign.</p><p></p><p></p><p></p><p>Even without magic and using a very loose interpretation of the d20 ruleset, the game so far is a blast. What's really cool about it is that even though everyone at the table is running a PC, we aren't really an actual "party".</p><p></p><p>Basically, we were all hired rather hastily one way or another to fill the ranks of a merchant ship. We've "met" each other but there's many more crew members than just the 5 of us. It's really given the campaign a feel of an ensemble cast. Our PC's also each have their own motivations, which haven't necessarily coincided with each other all the time. It's made for some awesome role-playing.</p><p></p><p>For example, last session, we found out that some of the other crew members (all NPC's) were planning a mutiny. Each of our PC's heard bits and pieces here and there and we each formed our own opinion on who we would side with. Some of the PC's wanted to wait and see who came out on top.</p><p></p><p>In the middle of a storm with a fast schooner pirate ship on our tail (commanded by the beautiful but ruthless Ariana Fallacci), the crew members in question decided to attempt their mutiny. Pistols were brandished and shots were fired but it was actually resolved without violence (definitely a first for our group!). So now we are heading into the wind with Ariana hot on our tail and the cold chill of mutiny still in the air.</p><p></p><p>Damn, I need to write a story hour for this campaign. I didn't even get to the wench who the captain snuck on board and the gold necklace he stole from the governor of Puerto Rico....</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 2245043, member: 22103"] Well all the posts so far are assuming a "standard" D&D ruleset. None of the posts apply to the game I'm playing in. There is no magic. At least none that we know of. Skull & Bones has a couple of caster-type classes but they weren't available as starting classes for us. So it's not a low-magic campaign - it's a NO-magic campaign. Even without magic and using a very loose interpretation of the d20 ruleset, the game so far is a blast. What's really cool about it is that even though everyone at the table is running a PC, we aren't really an actual "party". Basically, we were all hired rather hastily one way or another to fill the ranks of a merchant ship. We've "met" each other but there's many more crew members than just the 5 of us. It's really given the campaign a feel of an ensemble cast. Our PC's also each have their own motivations, which haven't necessarily coincided with each other all the time. It's made for some awesome role-playing. For example, last session, we found out that some of the other crew members (all NPC's) were planning a mutiny. Each of our PC's heard bits and pieces here and there and we each formed our own opinion on who we would side with. Some of the PC's wanted to wait and see who came out on top. In the middle of a storm with a fast schooner pirate ship on our tail (commanded by the beautiful but ruthless Ariana Fallacci), the crew members in question decided to attempt their mutiny. Pistols were brandished and shots were fired but it was actually resolved without violence (definitely a first for our group!). So now we are heading into the wind with Ariana hot on our tail and the cold chill of mutiny still in the air. Damn, I need to write a story hour for this campaign. I didn't even get to the wench who the captain snuck on board and the gold necklace he stole from the governor of Puerto Rico.... [/QUOTE]
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Any advice for running a seaborne/sea-based campaign?
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