circumnavigation module interest?

Conaill said:

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.

i was shooting more for a modular feel, with npc crews presented give an "arch" feel.

i think checkpoints will not neccessarily ne needed because assuming oyu start at 1st lvl you are going to have to land at certain points to get fresh water and food. altho this is a good option, it isn't the route i am planning :)
 

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alsih2o said:


i was shooting more for a modular feel, with npc crews presented give an "arch" feel.

Additionally, you could also go the route of WotC's Adventure Path modules. While they are stand-alone products, there are little bits in them that you can use to tie one in with the next. Doing this would not take away from the modular feel, but could still add a little extra flavour and "arch-iness" to the whole thing.
 

Yes (to the idea).

No, to the race. Races are bad ideas, because they are all about speed. Trying to rush through a module that takes you from 1rst-12th level (Huh?) is likely to get you killed... Miss a few encounters because you rushed right past them, and you'll soon be in territory that's too tough for you.

So, remove the "race", and slow it all down. Now PCs can stop and interract with the cultures, or visit the Merfolk, or aid the needy, or chase off the evil Sirens, or whatever.

That doesn't mean there's no competition, however. There could still be other crews, working for the same or other countries, with their own motivations. The PCs can pull into an island port only to find that the evil Nowhatsians have preceeded them, and the islanders now won't deal with "white sea men" because they were cheated. Or run into the lame Nonuttins who are "also rans" always needing help (but really nice guys and always willing to help out, too). Etc.

In any case, if the module goes all the way to 12th level, the race element needs to be removed, IMO. Training needs also need to be closely scrutinized, too...
 

Race is good. But what about a scavenger hunt as well. You have to find something at each "checkpoint" along with getting new supplies. It starts out generic so there could be many of these items in one city so all the teams could find it but as it it gets closer to the end there are fewer and fewer of the items at each check point. For instance around level 7-8 there could be 8 teams but there are only 7 "Sails of land roving"(alows a ship to hover over land) at this check point. That means only 7 teams will be able to go on (the next check point is landlocked) so now there is some competition. The team that gets the last item(an artifact maybe?) and brings it back wins. This could allow you to run soem other modules inside this idea by exchanging the final treasure as one of these items.
 

Sounds *very* interesting, especially the race part.

However, I also think that it sounds too difficult to integrate into my campaign-world, so my interest in such a product would likely remain weak.
 

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I'm not much one for modules, but...

...Now we're talking. I'd probably buy something like this, I'm a sucker for anything sea-related...

There's a huge amount of potential in such an idea - go for it!
 

I think it is a cool idea.

I like the idea of a goal like a race, but I would worry about the PCs rushing past important encounters as someone mentioned above.

What about setting the whole thing up with a song about a legendary magic item/ artifact? The artifact is necessary to deal with a predicted incident. The incident (a comet/ ice age/ etc.) is due to occur in three years. The song gives location clues around the world - the item was broken up and scattered around to keep it safe or some such nonsense.

Naturally, the forces of evil are after the PCs to try and get the powerful item for themselves. The closer the PCs come to completing the race, the more dogged the evil pursuit becomes.
 

Cespinar said:
Race is good. But what about a scavenger hunt as well. You have to find something at each "checkpoint" along with getting new supplies.

Heh!

Which, of course, means the point of circumnavigation has already become moot, as someone has obviously already been there to LEAVE that stuff...
 

What about a general mission of exploration with the party as security/muscle or a blind diplomatic/trade mission with the idea of making as many contacts as possible? How are you handling languages?
 

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