circumnavigation module interest?

Were you planning on having it set in your own campaign world or one that exists? With all the supplements you could do it in faerun....Hmmmmmmm thanks for the idea I am gonna have to brainstorm.
 

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It sounds like a cool idea to me.

Even if its just an outline of ideas that you could plug in to any world.

It would be a great way to give a group an overview of your new campaign world with out getting super detailed in any one area.

JDragon
 

Oooh, I like it- sounds like a fun adventure that could really incorporate all kinds of elements.

Gives all the classes a chance to shine too.
 

Cespinar said:
Were you planning on having it set in your own campaign world or one that exists? With all the supplements you could do it in faerun....Hmmmmmmm thanks for the idea I am gonna have to brainstorm.

i have a map for a world for it outlined, but i intend to include detailed locale maps for the encounters that could be plugged in anywhere with somee tweaking i think.

this also leaves the possibility of using any of the encounters outside the scope of the circumnavigation part :)
 

I think this is an great idea for a campaign, but I agree with Stannis. There is no reason to make it a race. There would be much more opportunity to add adventures if the players aren't always trying to rush around

Great idea, though
 

much like the current trend in reality shows i thought it should be a race plus.

also garnered into the competitors effort would be mapping, treasure gained and treaties signed.

i do love osme off the ideas presented here as well, especially the teleport mapping suggected by biggus.
 

Keep in mind that "circumnavigation" doesn't have to mean that you're sailing around the *globe*. They could just be sailing around a vast, forbidding continent. That makes things a little more flexible in terms of fitting into a DM's campaign world and setting...
 

Conaill said:
Keep in mind that "circumnavigation" doesn't have to mean that you're sailing around the *globe*. They could just be sailing around a vast, forbidding continent. That makes things a little more flexible in terms of fitting into a DM's campaign world and setting...

excellent, lots of good stuff here :)
 

I think you should break the race into sections with check points. the Pcs can have different challenges presented at each check point and then get back to sailing to the next check point. I think this would break up the sea travel and can allow the players to really do some good RPing and problem solving. These challenges could be reward challenges where they might get food to allow them to sail longer without stopping or magic item etc.

I would create NPC teams and use a rolling system to plot their progess and you could really create a competitive feeling.
 
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KnowTheToe said:
I think you should break the race into sections with check points. the Pcs can have different challenges presented at each check point and then get back to sailing to the next check point.
Another question to consider: do you want this to be entirely modular, or do you want some sort of "story arch"?

Modular gives a lot more flexibility of course: the DM could rearrange the order of certain encounters or even geographical features to fit his own world. Or he could decide to put in only 1-2 encounters on a smaller sea voyage, rather than doing a full circumnavigation.

Then again it might feel a lot like the "episode of the week" feel you get with many TV shows (villain of the week on Smallville, for example), whereas a larger story arch can be much more captivating to the players.
 

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