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General Tabletop Discussion
*TTRPGs General
Any advice for running a seaborne/sea-based campaign?
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<blockquote data-quote="foehammerx" data-source="post: 2245971" data-attributes="member: 15612"><p>I have run 2 pirate campaigns and a viking campaign, all sea based.</p><p></p><p>The problem that eventually occurs is the same with any one dimensional camapaign. You eventually have had countless encoutners with "Ship to Ship combat", been attacked by countless "Sea monsters", and have done everything you could do at sea. It can still be done very welll but you have to multifacet the campaign with the sea-going portion being only a single facet. The best way to accomplish this is with a Home Port City. Flesh out your city and the nearby enviroments. So essentially you still have 3 settings, the land, the sea, and the city. Freeport is a publsihed independant setting centered arround a pirate city. Everything that says Freeport on it is Quality and i highly recommend. </p><p></p><p>More on Freeport:</p><p>Theres an awesome city sourcebook aswell as a Monsters of Freeeport book,</p><p>Theres an introductory trilogy of modules which are really fantastic and start at 1st level. (Death in Freeeport is the first)</p><p>Then theres a super huge mini campaign module called Pirates of Freeport which centers arround the characters following many missions to eventually find the booty of the lost pirate god. COOOOLLLL</p><p></p><p>Some other good stuff from older editions is</p><p>Pirates of the Fallen Stars</p><p>Sea of the Fallen Stars</p><p>Wyrmskull throne adventure</p><p></p><p>I opted to use freeport set in the pirate isles of Forgotten Realms sea of the fallen stars. The you can add yet another facet by pulling in all teh forgotten realms stuff. </p><p></p><p>Other things to take into account is refreshing yourself on the seldom used rules that your will use all the time.</p><p>1)Underwater combat including how long charcters can hold their breath. The effects of armor in water, How swim checks actually work, and the effects of spells underwater. Verbal somatics all that. And line of sight underwater. So on an so fourth.</p><p>2)Ship to ship combat. How many HP do ships have? Its all out there. </p><p>3)Swashbuckling, ropeuse, swinging from the mast. </p><p>4)Sea travel. What kindof ships do what. Some ships need to be rowed, some have sails, some are magically driven. Some ships are for rivers, others are coastal only, many cant survive at sea. Its trickery then it would first appear. </p><p></p><p>Good luck</p></blockquote><p></p>
[QUOTE="foehammerx, post: 2245971, member: 15612"] I have run 2 pirate campaigns and a viking campaign, all sea based. The problem that eventually occurs is the same with any one dimensional camapaign. You eventually have had countless encoutners with "Ship to Ship combat", been attacked by countless "Sea monsters", and have done everything you could do at sea. It can still be done very welll but you have to multifacet the campaign with the sea-going portion being only a single facet. The best way to accomplish this is with a Home Port City. Flesh out your city and the nearby enviroments. So essentially you still have 3 settings, the land, the sea, and the city. Freeport is a publsihed independant setting centered arround a pirate city. Everything that says Freeport on it is Quality and i highly recommend. More on Freeport: Theres an awesome city sourcebook aswell as a Monsters of Freeeport book, Theres an introductory trilogy of modules which are really fantastic and start at 1st level. (Death in Freeeport is the first) Then theres a super huge mini campaign module called Pirates of Freeport which centers arround the characters following many missions to eventually find the booty of the lost pirate god. COOOOLLLL Some other good stuff from older editions is Pirates of the Fallen Stars Sea of the Fallen Stars Wyrmskull throne adventure I opted to use freeport set in the pirate isles of Forgotten Realms sea of the fallen stars. The you can add yet another facet by pulling in all teh forgotten realms stuff. Other things to take into account is refreshing yourself on the seldom used rules that your will use all the time. 1)Underwater combat including how long charcters can hold their breath. The effects of armor in water, How swim checks actually work, and the effects of spells underwater. Verbal somatics all that. And line of sight underwater. So on an so fourth. 2)Ship to ship combat. How many HP do ships have? Its all out there. 3)Swashbuckling, ropeuse, swinging from the mast. 4)Sea travel. What kindof ships do what. Some ships need to be rowed, some have sails, some are magically driven. Some ships are for rivers, others are coastal only, many cant survive at sea. Its trickery then it would first appear. Good luck [/QUOTE]
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Any advice for running a seaborne/sea-based campaign?
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